3D-Modeling a Male Character in Blender using Basic Shapes | Patric Miller | Skillshare

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3D-Modeling a Male Character in Blender using Basic Shapes

teacher avatar Patric Miller, I love Art, & I want to share my skills.

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction to Class


    • 2.

      Importing the Front View


    • 3.

      Importing the Side View


    • 4.

      Cubing the Head & Torso


    • 5.

      Cubing & Mirroring the Arms


    • 6.

      Cubing & Mirroring the Legs


    • 7.

      Moving & Resizing the Upper Half


    • 8.

      Moving & Resizing the Lower Half


    • 9.

      Saving, Exporting, & Animating


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About This Class

Using only photo reference and primitive objects like cubes, we'll be learning how to create a Basic Male Character in the Free 3D-Modeling Software, Blender.

Meet Your Teacher

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Patric Miller

I love Art, & I want to share my skills.

Level: Beginner

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1. Introduction to Class: Hello everyone. My name is Patrick Miller. And we're going to be learning how to model a male character in Blender using only primitive or basic shapes. Using a front view and a side view. Either a drawing or from a photo. And at the end we're going to learn how to easily animate our character using an online application. Okay, Let's hop in to. 2. Importing the Front View: We're gonna do is open up Blender. You'll be greeted with this screen right here. You can either click general or you can just click off of it. That's typically what I do. Believe this is the general mode. We're gonna go ahead and delete the camera, the starting cube, and the light. We're just gonna go ahead and drag across and delete. We're going to change the view to, on the viewpoint to front. Leave it just like that. Go down to whatever folder you have, your front and side views of your character own. You can draw this yourself. You can take pictures of real people. If you do that however you wanna make sure they're wearing tight clothing, maybe workout gear, um, or you can just go to Google top in front back side view for 3D modelling of male or female. And you will generally find what you need pretty quickly. Download those photos, upload, drone, whatever you're gonna do. Make sure that they're relatively the same size. You will want to grab your front view, since we're on the front view, drag it down the blender, drop it. You want to take the z axis. You don't bring him up to where he's standing on this red line is known as accurately as you can. Zoom in if you need to with the scroll wheel. If you want to pan, hold down Shift and then click down on the scroll wheel and you'll go. You can move around. If you hold down Control and click the scroll wheel and drag back and forth, you can zoom in that way or you can just scroll the scroll wheel. If you want to rotate, then you just click the scroll wheel and you move it around. You can rotate it around. Just switch to the front view. If you have a number pad and you can't use the number bar at the top, but you can use the number pad and you get one. It'll take you back to the front view. Or you can simply use the viewpoint back to front like that. So you can see that he's not completely in the center based on this blue line here. I want to take his location x and you wanna move into where he's in the center as you can getting, it doesn't matter too much because we're going to mirror what we create on the left side or the right side off to the other side. So he's mostly where we want it. We're going to go ahead and lock each of these so we can't change his size, can't change his rotation, and we can't change his location. Okay, now we're gonna move on to the right side. 3. Importing the Side View: Moving on to the right side, what we're gonna do is you can either hit three on your number pad or change back to the front here, you can go to View, viewpoint and just change it to right or left, depending on which direction your side view is. I'm going to use right? Go to edit your photo is drag and drop, just like we did earlier. Move him to where he needs to be and we'd go ahead and 0 each of those and just drag it up. And that should get him just about where a warning. Now, I'm going to click the scroll wheel down in rotate. And I'm going to check how well he's lined up here. It looks like his foot is down a little bit lower than I wanted to be in. His head. Is down a little bit lower than I want it to be. So I'm going to move him up just a hair more here. See how close I am getting blown up. It doesn't need to be lined up perfectly, but he does need to be lined up pretty well. I'm gonna go ahead and just type in numbers now. All that looks a lot better. Okay. I've got that pretty much where I want it. I'm going to go ahead and lock each of these like we did earlier. And now, if you hit F1 on your number pad, you can see the front and you hit three. And you can see the side and you can change in-between them. Or you can click down and you can scroll around and you can check your work. You should have everything you need to get started cubing out to the character with our primitive or basic shapes wherever you want a column. And we're gonna go ahead and move on to the fun part of the actual modelling. 4. Cubing the Head & Torso: Now we're going to be starting the cubing or blocking out of our character. You can probably guess that this is going to be kind of annoying and just sitting here like this, especially when we're trying to look around and check out stuff. So what we're gonna do is go over here and hide the side view. We're going to start with the front view. I'm going to go ahead and hit one on the number pad. We're gonna go to Add mesh tube. It's going to place a cube right here. I'm just going to drag it up. I'm going to start with the head. Now, obviously, this is pretty hard to work from because you can't see his head at all. You want to go up here and you wanna do x-ray so you can see. And I like to use this view style, this type of shading here. And you'll understand later whenever we get further down, we're gonna go ahead and make it to match the size of his head. That's the that's the depth. We don't want to change that yet. That we'll mess with the y scaling later whenever we start to do the side view, I'm going to hold down, Shift, pan up, and scroll in on the head. I'm going to move it down some more. And I'm going to shrink this. It made a change it manually little bit. I'm actually not going to use his beers in this case. And it looks about where I want it a little bit and move it up a little bit more. Well, let's do it. Now. Yeah, that'll work perfect. We're going to keep doing this. Adding cubes and resizing them to where they fit. His body the way that we need them to you. After you do the head, the torso, and the hip area. We can use however many rectangles you want. I'm probably going to use about three, maybe four. And then we're going to start using, we're only going to do 1.5 of the body when it comes to like the hands, the thumbs, arms, and legs. And then we're going to mirror them all over when we're done. So I'm gonna go ahead and work on the neck now. And we're just going to keep working our way down to the scale. I'm going to change this. And you still want to keep it centered as best as you can. You don't want them to enter, intersect a little bit. That way there's no disconnections going on in your art. Shrink this and more. I think I'm going to use two squares for the neck. Because we're not going to be used in any kind of crazy shapes today that we're just going to be using these cubes, another cube and uneven. And I like to look at this one. I'm just going to drag it up. The point is this about where the universe shrinks it this way, where it's going to end up. Just going to use two for the neck. Today. Let's go down a little bit and shrink this a lot. He won't be the perfect human. But he will work for what we're doing. Because obviously there's a lot of excess space here and that we're not taken advantage of. Okay, I'm gonna do the chest now, add another cube. Tray, shrink it up some more. O unless for the scale has wondered, well was, and we're dragging it up, shrink it smaller, make it a little bit taller, bring it down. And all of this is personal preference. And you're getting used to the controls on how it's all, on how it all works. It doesn't really have anything to do with, I mean, you won't accuracy of course, because we're doing a male human being. But it is art, is personal preference. You do what you're comfortable with if you want to use, you know, 30 shapes for the head, seeing an incredible accuracy, but still be playing with cubes. Don't write on ahead is not a problem. You make your character. This is just a guide. Put that in about the middle of this test. Here is the stomach. We're gonna do this one. We're going to ignore his ribs here and just go. Based on that. We're going to shrink down a little bit more and just drag it up. Okay, I'm going to add another pan downward shift in the middle click. We're going to drag, we're going to make this a little bit smaller, and then we're going to drag it up. Greenery about the middle. Smaller, little bit. Shrink this loops that are that out, go to scale and do that instead. That looks pretty good there. Okay. Now that we've done his head, neck, a little bit of its liver neck, shoulders, collarbone area is just the stomach sternal area waste in Berlin. We're going to move on to the left side of his body or the rats out of his buddy of the left side to us. And we're going to work on hearing it over and everything. If you want to take a look at what it looks like, go ahead and hide here, image here, and get rid of the transparency and the middle click and you can scroll down to look at it. He's a very long tradition so far, but we'll get there. It'll look better here in a little while. Let's go ahead and turn this stuff back on. Go back to View 1. Turn on your transparency and go ahead and save your work. If you haven't already. 5. Cubing & Mirroring the Arms: Moving on to the arms and hands and thumbs. We're gonna go ahead and add another mesh at a Q. We're going to drag up liquid you normally move into the shoulder. Go up a little bit more here, over a little bit, shrink it down. I'm going to go ahead and zoom in and pan up and over. Actually looks pretty much exactly where I want it. Same shape and everything. We're going to go ahead and right-click and duplicate. And then you're going to click to drop it down. Because I don't want have to keep moving this large cube up and moving that over and shrinking it. It's easier just to duplicate what you've already been working with. This one is termed a little bit, so we're going to rotate it. There. Will probably did we found we're going to move it up some more to connect those shapes. It can shrink this a little bit, move it up a little bit more into drag it over some. We're going to take that one river down here. There are similar. Drag it up, drag it over. Don't make it as long. And it got a little bit wider. Pull it or move it over a little bit. Yeah, right where we want. It. Looks pretty good here. Duplicate that one, paste that one or this one, I'm probably not going to rotate, maybe just a little bit. Then change the scale down. You could use two shapes here. I'm just going to use one. As again, it is just a simple character, not anything fancy. They were just like that. I'm going to pan down some more. Right-click again. Didn't seem to do it that I'm going to click off of it. Try that again. There we go. And we're going to do the hand as one shape and under the thumb as its own shape. The fingers as well in the palm is all going to be one thing. Let's go ahead and wanted net rotated back to normal. Mostly. Might get a little taller, a little bit skinnier over there. About rotating that some more again. I like that. And then I'm going to move this over a little bit more. Seemed weird, hell, disconnected those two where this large overhang over here. So trying to rectify that a little bit like that, we're going to duplicate this one. Let's click about where this point is in the middle of the thumb, will rotate it a lot, will shrink it a lot. Get to where you want it, where you're satisfied. Maybe rotate some more. Bring it down a little bit, thin it out a little bit. That would be this. Maybe a little bit more. That should be good for the arm and the hand and thumb. Now we're going to learn how to mirror them over. And I'm going to turn off this just so you can see it a little bit better. We're going to start up here. We're going to go down here to modify our properties. We've been in object properties this whole time. We're going to modify properties. Click the shape you want. Add modifier, mirror. And I'm going to do anything yet. Go to the next one. Same thing. Next shape, same thing. Until you've got your whole arm and hand and thumb and everything selected. Okay. We've got them all selected. We're going to keep the one we have selected right now. So it's the sum. You're going to click the mirror object. This is the object that it's going to base the mirror on, and it'll base it off of the center of that object. The opposite side of the screen, you'll see here in a second what I mean. Click your little, you know, your typical color dropper, but this one is like object to dropper. You're going to collect the chest or any of your middle pieces. But I'm doing the chest because that's what the shoulders connected to you. It's just what makes sense to me. Click that, you'll see it pop up over here. Render that to each of these. So that object darker. Just and just keep doing that to you. Finish them up. We're going to go ahead and go back to Object properties from the zoom-out, rotate and hide the trawling. And you can see that it's starting to really take shape. And if I select any of these and I'll move them around, it's going to move around the other ones here. You can Control Z and undo that. Anyway, I'm going to turn it back on transparency to wreck on that. Hit one on the number pad. Then we're gonna move on to the legs. You'll ahead and Sainz, if you haven't already. 6. Cubing & Mirroring the Legs: All right, moving on to the legs and feet. We're gonna go ahead and pan down here sooner, man. We're going to add mesh tube. We're going to go ahead and shrink this one. Before I move it up there. Drag it over, lift up from too much. This over a bit. Looks good. Duplicate. Shrink it down some. I get over, shrink it so or give room for the nice shape to be their thinking and let it overlap like that and duplicate it. Now, do the name, shrinks the needs some more overlap and good. Belly button is so I'm just going to leave that alone then. We'll grab this one, duplicate it. It's closer to the shape I want it to be already. Makes it a bit longer. Thinking, believe that just like that too. Legs turned out to be a lot easier than the armless. Norm had a lot of rotations going on. Let m, I'm going to rotate this one a little bit though. Even though I just said that. And that'll be good there. That break down transportation by 1000. The foot I'm going to do in three or four shapes. As it does. Curve like this and you know, it goes around. So you can't just do one shape. And then when you go to the side view and try to make it work, it's not going to look right. You have to kinda think ahead a little bit. So I'm going to do the foot and I'm thinking for shapes as what are probably going to do. Get the angle where I want it. That's definitely too short and you get a little bit taller. We're going to move it on up here. Let's draw our move it up to about there and have duplicate down, bring it below it. Make it a little bit toner. And it might get a little bit longer. Then duplicate that one, bring it down to about here. They may end up being five shapes. We're going to stretch that one so more. We're going to make it a little bit shorter and then bring it up. Some of us maybe shrink that a hair more to not to shrink will always get this mixed up. Duplicate. Bring it just above the toes, maybe a little bit over the big toe, just a hair. Make it a lot wider. Plus good. They're actually going to duplicate it again. Bring it towards the middle and it prints to the wet some more. And I'm going to zoom in sum here and pan down. I think I'm just going to select, that is maybe I can drag them each down together. Just a hair. Oh dear. I've selected the photo, I think. Undreamed that. Don't want to move the soda. Thought the photo was locked to the law. You know what? I'm just going to leave it as it is, not mess with that too much more. And we're going to shrink this one or hair more. Neighborhood a 125. Oh dear, undo that. Control. Z is your friend? That is for sure. Okay. Go back to scale. Change that to two. Yeah, I like that more. Okay. We're going to add the mirror modifier to each body part now. This time we're going to mirror it as we go. Whichever one you think is faster to do, whether it's easier to do it, you know, add the modifier, mirror it out of the modifier merit, or add the modifier at each end the marriage. That's up to you, whichever one you really want to do. I'm going to do this just for the sake of the example. Since we did the arms the other way. And we're gonna do this one this way. I personally don't like this one as much because I prefer to do the exact same thing over and over and over. Until that thing is done. It helps me process. Well, I'm doing a little bit better. But we can get used to just about anything. So this should be fun. Then the last one, mirror. Forgotten. Okay. We're gonna go ahead and zoom out, pan up, turn off that, and turn off that. And it looks like a person. It looks like my hand is pretty awesome. One thing to note is that for whatever reason, this is farther away than this is, even though I mirrored it. Based on this side, it makes me wonder, is this in the center or each of these in the center, like they shouldn't be because they're mirrored it based off a bit. And I'm wondering what could have possibly went wrong on my mirror. And check the mirror itself. If that has anything to do with it can be 0 this out. I'm going to undo that. Did not move it. Quite curious. We're going to go ahead and leave that alone. It's not necessary for what we're going to be doing anyway. It is a little concerning. Has the arms look like they're perfectly lined up to where they should be. But the legs art thinking maybe if we just measure the legs based off to the chest like we did the arms, maybe that'll help. Just going to go ahead and just get rid of the mirror object on each of these and add them back. That did not get rid of that. Kinda good. This happened in teaches you all how to fix something that went wrong even if you don't even know how it went wrong. So instead of doing it based on the waist here, we're gonna do it based on the chest just like we did the arms. Because it looks like that seems to be fixing it for at least the thigh. We're going to do that for the rest of them. You're going to find there's the thigh. So we're going to start here. We're just gonna do what we did earlier. That looks a lot better. So ventricle the way that we want it, I'm going to go ahead and save this as I don't want to do all that again. Bringing on rotating, check him out. He's definitely thick. We will be fixing that whenever we do the side here and a little bit, we're going to be shrinking each of these down to where it fits on him properly. Okay. And we're going to score, leave this as it is. We're going to hit Save again. And we're going to move on to the next part. 7. Moving & Resizing the Upper Half: Alright, now we're gonna move on to reshaping the Bonaparte's to match the actual shape and position of the character. If you haven't already, make the side profile visible, make the front profile non-visible. Hit three on your number pad. Or go to your view point and change it to right. We're going to go ahead and zoom in. We're going to select the arms and the legs. And we're not going to edit those to hold down, Shift or Control. Go toward you've grabbed each of those. We're going to hide them. This should be all the ones with this on there. They're the only ones who had the mirror alone. Make them invisible. Now that we know where the last one was, we're going to hide each of those. Just temporarily will make them visible here in a minute. They're going to be in the way as we mess with the rest of the body if we do not hide them. Okay. We're just going to select your object, go to Object Properties. If you're not already on there. And you're just going to start reshaping it to make it fit properly. Do not mess with the z scale because you've already made it the height that you need it. I grabbed it by accident just now. You mostly want to do that. Why? And that's just about it on the scale. And you only want to mess with the why. You don't want to mess with z on the location, but you do want to mess with the y location. I'm going to go to the back of the head. The mouse. I'm going to leave the nodes out similar to how I lift the ears out earlier. And then do that again. And then move it over smaller. The neck. We're going to be that one to mess with the y scale, shrink it down to where you need it. We'll go ahead and zoom in to where you want it. Move that. And we're just going to keep doing that for each of these. Really bad, but it's not move onto the next one. Shrinks, I wonder. Over do it again. Nobody too stressed out about, you know, it's not fitting him exactly the same way. As you probably imagined. Remember, this is a cubing blocking guide and tutorial, not an exact match of what the human is going to look like. We're making a box man. Not necessarily a human man. Under that. What about, I don't know exactly. I'm going to scoot it over a little bit more and maybe make it a hair thicker. Now it's kinda hard to judge because of this dip here. Then we're going to do the hips, but growing area. Shrink it down. Maybe about there. Little bit over. And I'm going to make it a 10. Thinker, maybe. Move it over, make it a little bit thicker. So that should do right there. Now what we're gonna do is hide these. Then we're going to unhide the, he's the opposite of what we just did. Now. You gotta remember, this is the chest during style is just the shoulder. So you want to shrink it down to where you want it a little bit over. Think you're gonna make a little bit bigger. It will some broader shoulders. That'll do route there. The next one, do it. You may need to rotate these a little bit. Uh, believe you rotate them all of them in X. That seems right. Rotated. I'll next bring it back. That'll do this one next. Move it over. Change the y scale, rotate. It sounds as well. For their pan down a little bit here. And they want to make sure that I'm still on the arm and I believe the arm stops. 12 is where the thoughts start. So 11 through six here is the R. We're on nine now. Because you don't want to instill, I start trying to match a body part to a different body part. Characters really going to start with starting to look screwed up at that point. So I'm gonna go ahead and do this one, shrink it down, bring it over, rotate it, and move it over a little bit, a little bit. Shrinking the hair more. It is a rest after all. This is the hand. So pretty thin. Little bit over. Rotate it Over out there. It's not going to match up perfectly. Do the sum next. Let's see. Well, they're shrink it down a lot. Rotate it. Move it over some. Oh, that's the wrong thing here. Below. Undo. Over like that. I'm going to go ahead and wrote the character and check out the arm a little bit. That's actually extremely nice. I like them a lot. And you can see that it's messing with the other side as well. We're going to go ahead and go back to that view again. We're gonna go ahead and save this and we'll start the legs and the next part. 8. Moving & Resizing the Lower Half: All right, Now we're going to start the legs. Let's go ahead and pan down, scroll in, select the legs. Shrink him down, and just work your way down. Let's shrink that a little bit more. Just a little bit. The name it over these kind of weird one and square root it and rotate it. Like that. We're going to make it a little bit taller. Maybe. We'll see. I think we're going to make it a little bit taller. This is one situation where am I going to mess with the size of the object a little bit. Typically wouldn't move these at this point. But order to get everything the way that I wanted, I am going to move some of these a tad and shrink. Let's make that a little bit bigger scale here for that one for now. But maybe we'll visit again here in a minute. Not sure. Trunk that down a lot. You know where? I'm going to move this up a little bit too. Belt there. Any increase the length of it. Now we've covered all of the knee and the back and here too. And that should look a lot better overall. Shrinks this one a lot. Let me make it a tad thicker. Over just a hair more. The ankle the other part of the ankle. Shrink. This part isn't over. Wrote a little bit more. This is what we use so many parts for this because of this curve here, we had to use a bunch of squares, bunch of rectangles for this. It would not have low drag if we did not use a lot. We'll grab this one and shrink it down. That's mostly where we won't just going to move it a little bit. Then only rent their zoom-out, rotate. We're going to hide the body with pictures for the body or unhide. These. Get rid of transparency. And over and check out our man. He is beautiful, beautiful box specimen. We're gonna move on to the final parts here. In the next one, I'm going to show you how to save it. The file types you want to save it as if we're going to animate using this animation software on the internet. And I think you'll really enjoy that. You'll be able to see your character come to life. I hadn't saved this. And we're going to move on to the next part. 9. Saving, Exporting, & Animating: Now that our character is done, we're going to save it one last time just for good measure. We're going to go down to Export. We're going to export it as a wave, front dot OBJ file. Save it in whatever folder you need to save it to wherever you've been saving all of your stuff so far. Name it whatever you want. I'm just going to finish mind with all caps. Finished export, OBJ, or do you just hit Enter? So I think it's done. Your character has been saved and you are officially done with your character. Now, the part that was going to show you how that's the fun part of that you can do is go to Mixamo.com, m x.com, login or sign-in, create an account, whatever you need to get in here. You can go to browse characters or browse animations. I'm just going to click Browse characters. Then you select a character from their vast list. It just keeps go on. There's a lot of different characters you can choose from. But we're going to upload a character. You're going to do an FBX and OBJ or is it follow? We did OBJ. You can click Select Character file or even go down to your folder, find your OBJ file, which will be this one right here. Drag it up, goodness. Drag it to Chrome. Not been in there. It's going to load. Take it a second. You'll see your character here. And you pick the direction you wanted to face and all that. We're just gonna go with this. Click Next. Then you have these points and you just drag them. They automatically lock onto this line here. This is the chin, but it wherever it has 10 would be do the wrists. It will automatically mirror it for you. Elbows around, around in here. Knees are about the middle right there. And then the crops that are growing right about in there somewhere. Click next. It will say hearing, load and spin around for a while. And when it's done, if everything works properly, we can switch to animations. And you can put whatever kind of animations that is available on Mixamo onto your character. You have to pay for summer for me. This is an Adobe program. So here, yup, here's the first will default animation. Your character has came to life. And he's looking around. We're gonna go ahead and click Next. And then it's just saying whatever character you had up there previously is not going to be saved to view overwrite it. Just click next. And there is, we're going to switch to animations over here. And you can do whatever you want. There's all kinds of stuff that you can mess with up here. You can do these dances, these little different things. You can make it like longer and shorter. Then you can like slow down if you want it to be more on those central. Warning me even faster and read kinda like an awesome crazy party. But you can do all this kind of stuff. You can download them and you can put them into your games and assigned your controls to it. This is how a lot of video games have remotes. Most companies have actual teams of people that create these animations and put them on their characters and assign them to buttons and all that kinda stuff. Mix them as a good website to just fill extra satisfied with your hairdryer after you've created it. Yet, you can spot some flaws in your character do when you've already come in here. Whether or not you did everything correctly or not, you can notice how some stuff is connected, where it shouldn't be. Some stuff looks better than what you thought it was going to do. And you can do a lot of stuff in here and have a lot of fun. Yeah, It's a good little application. Name, Check it out. That's going to be it for this tutorial. I'm going to move on to the the outro. And next. I hope you all are able to create your own characters and that you can use this exact same formula, format, methodology, logic, whatever you wanna call it. And you can use the same style of how to create something on just about anything that you create. You can create a jar and you can create a soldier to, you can create a male, female child, a dog. You can use the same methodology to create any of these types of characters. And as you get better with Blender and maybe unsold feature classes that have decided to make. We can learn how to actually make the characters look like actual people instead of these box people up, This was fun free, all know, it was for me. Great in this box men as a refreshing exercise. And I'll see you all later.