Transcripts
1. Intro: If you want to learn how to use Fred Graphics to
make something cool, then this skillshare course is going to be perfect for you. I'm going to be
approaching this from an absolute beginner's
perspective. And the goal here is to learn
the absolute fundamentals, the things that you
really need to know without getting into
much of the details. And then taking that and towards the end of the
skillshare course, making a complete
little character. Now the goal here isn't to
rig or animated character. It's just to take the
foundational things like how to download Blender, how to use the user
interface, how to navigate, how to add and move objects, how to edit objects. Things like materials,
textures, UV, unwrapping. The things that most people who are beginners or getting
into fred want to learn before they move on to
more advanced concepts like animation or rigging or geometry nodes and
things like that. More math based type stuff, so definitely keep watching. And all the resources that you want for this are going to
be in a resources folder. There's going to be a starter
file towards the end. And I'll even include
some of the final results of our project so you
guys can see what it is. If you get stuck, you can open things up, have a look around. So if you get stuck on anything, feel free to slow
it down, Go back. And I just want to quickly
mention that Blender is also available for Mac and
Windows and Linux. So there are a few
different operating choices when it comes to what
you want to run, so what version you want to run, so let's jump in, get
started with the first part and get you on your way
with your blender journey.
2. Download Blender: Just in case you may not have Blender already installed
on your computer, what you can do is go to Blender.org It's all you have to type in in
your search browser. In the main page somewhere,
it should say download. But just in case, you
can go over here to the download option at the
top, which I'd recommend. Then you're going
to see here as a download option for Blender. Now this will download
it to the top one here. We'll download it as an EC, an executable file that you can install on your computer
like a software. But I prefer to work with
Blender as a portable package. You come down to this
little gray tab here, you see these are the
portable options. In other words, in my
case, I'm using Window. So if I download
this portable zip, it is going to download
a zip folder and then I can extract that
zip folder somewhere in my computer and
access blender. I've already done that.
And I'll quickly show you. I just found a location on my computer and you can
choose any location you want. For me, it's just a folder
that I called builds. Here you can see are
different older versions of blender that I've extracted. But in this case, I have blender four and I've
extracted a zip file, and this is everything that
is inside of that zip file. And then you're going to just
simply click on Blender. Then once Blender is running, you can just go
to your task bar, right click, and then go Pin. Now, I've already pinned this to my task bar, so I
don't need to do that. But there you now have a
portable version of Blender ready to use if you want to follow along with this series. I'll see you guys
in the next part, we'll start getting into
some of the basics.
3. User Interface: When you launch blender
for the first time, you're going to see
this little box here. What I mean, the first time
when you just start it up, it's going to happen
every time you launch it. But it's essentially
just a little panel that shows you some setups
that you can start with. Most people don't bother with this really because
you can just go to file and then get
the layouts as well. The thing here is that the
one you're seeing here is just a general layout and then you got a two D
animation sculpting. These are just the same things just arranged in different ways. But you can even come
into your general scene here and just set things
up in your own custom way. But that's not something you
have to worry about at first now, just not that's
what this box is. Then over here you can
just see recent files. Now if you haven't done
anything in blender yet, you probably won't
see anything here. Then there is some
resources like the website where you can donate and
some really cool stuff. If you want to check
that out, check it out. But if you don't just click
somewhere in the scene, then this box goes away. If you need to start, you can just go
file and start any of those ones up here
where it says new. I think one thing that
intimidates people is they see blender at all of these
different windows here. And I think, oh, I have to learn all of
these different things. The end of the day, what's really going on
here is that these are a lot of the same
tools and things that you already see
in your main scene. But the things up here
are just specific layouts that are more set up for
what you're trying to do. Don't get intimidated at all by a lot of these
things up here. In fact, we're not even
going to be focusing on that too much for now. Just focus on the layout here. That's just your
main basic scene. It doesn't matter really
which one of these you're in. They all have more or less
the same thing going on. That is this big window
that you see over here, right? The big main window. This is your free D work
space or your viewport. Most of what you're going to
be doing, 90% of your work, especially as a beginner, is going to be in here. This is where you can
move objects around. By the way, as I'm doing this, you don't have
to follow along. I'm just explaining what the
different interfaces are. But this is where you're going to be
moving things around. This is where you're going
to be adding in new objects. This is where you're
going to be doing things like editing. Things like that
are going to happen in this viewport over here, this big box over here,
keeping it very simple. Then underneath there, you're going to see this thing here. This is called your timeline, because Blender is an
animation software. If you were to do an animation, this is where you can come
and play your animation and drag through your keyframes to different parts
of your animation. Is also where we
can do some basic rudimentary animation
with key framing. But that's a topic for later on or another course altogether. Don't worry about that too much. Then up here, this little box up here is our scene collections. Essentially, this is just a
way of showing you what is in your scene and how it's related to other
objects in your scene. If I were to go ahead
and add in a new object, I can simply see over here
under my scene collection. On this thing here
called the outliner, there is the new object. You can also physically click on objects over here in
the fred viewport or you can go to your
Scene collection and individually click on
objects over here. It's just another way of seeing things and selecting them. You can also turn things on and off over here that
you don't want to see, but we'll address that
more later on anyway. Then over the last
one we're going to be looking at,
keeping it very simple. This thing here is called
your properties area. All of these different
things are just properties. Properties are just things that pertain to different
things in our scene. For example, if I
click on this cube, this cube has properties. For example, I might want to go to something like the
object properties where I can see the location
of this cube or it's rotation or its
scale, how big it is. I can change things
there if I wanted to. It's properties that
pertain to this. One of the properties
might be a material. I can add a material and change the color
of the material. For example, in the Viewpo, that is a property
pertaining to this cube. Even this camera over here has properties and it has its own unique tabs that
deal with camera properties. Things like focal length and
position, things like that. The clipping of the camera. It's not important
that you understand what all of these things
are at the moment. But I'm just trying to
get you to see that this is what Blenter's
user interfaces. 90% of what you're going
to be doing is going to be in these four or
five simple boxes. Mainly your big little box
here which is going to be your Fred viewport where
most of your stuff happens and then your scene
collection here and your outliner that helps
keep you organized. And then just the
different properties that you can come back and forth to when dealing with
things in your free scene. Then later on as you grow a little bit in your
blender journey, you can come here
to the timeline and do a bit of animation. Okay, I hope you
guys have understood now the basic user
interface of blender. And really don't get too hung up on all of this stuff
and getting panicky about, oh, what is all these extra different things that
I now have to learn? This is going to
be so difficult, I'll never understand
this really for now. Just forget about all of this. We are going to take each one of these things,
these windows here, and we're going to do little
bits of projects in them that are going to
really help you to understand how to utilize them. I will be seeing you
in the next part. We're going to be going a bit further with our
blender journey.
4. Navigation: Now we're going to be looking at navigation in Blunder Blenders. Navigation is really simple. Let's start by
grabbing our mouse. The first finger we're to
look at is zooming in or out. The way you do that
is you simply roll your middle mouse button forward or backwards to zoom in and out. Another thing you can do is
hold in control or command, and then click on the middle
mouse button and hold it in, and then actually move
the mouse itself. Now most of the time I
never use that second one. I just prefer to roll back and forth with the mouse
as it's a lot simpler. Now I'm going to show
you something else. If you want to pan side
to side or up and down, you can simply hold in shift and then click your middle mouth
button and hold it in. Now we can pan around, like if you want
to rotate around, simply just hold in your middle mouth button
and then move your mouse. And this is what we have. You can just rotate around. That's it. That's pretty much the main moves you
can make in blender. Now, there are still a few more things we
want to talk about. For example, what if you
wanted to go to the front, or go to the side and you wanted a shortcut to help you do that. Well, there's something
up here called the view. It's always very easy to find. Then you can go down to
your view point over here, and then you can scrawl
to any of these options. If we want to go
to, for example, the front, we can click here
and we go to the front. Can actually see at the moment it says front orthographic. Now, orthographic is
something that we have where we don't
rely on perspective. For example, I'm just going
to quickly demonstrate this. I'm going to duplicate
this cube and move it way back in the scene
and off to the side. If I go back into my
front orthographic, if you now look at the front, you can see these
cubes look exactly the same size. That
is because they are. But if we had perspective, it will look a lot smaller. Because it has perspective, it's further off
into the distance. That is what we call
orthographic view, and this is what we
call perspective. Now if you go to your view, you can actually go here and go through all of
these different views, but these ones will all
be your orthographic. Let's quickly talk about
some shortcuts you can use. I prefer to use my number pad. If you press one on
your number pad, you can go to your
front orthographic. If you press three
on your number pad, you go into your
right orthographic. And if you hold in control or
command and you press free, then you'll guarantee
your left or for graphic. If you forget, you can always go to viewport and you
can actually see the number pad
numbers right here and the different commands to make it much easier for you. Now if you don't
have a number pad and you have a laptop,
you can go to Edit, you can go to your Preferences, then you can go over to Input, and you can click here under Keyboard on Emulate Number Pad. Now the numbers on the
top of your keyboard are going to become
like a number pad. Now I have a computer
with a normal keyboard, so I'm going to turn that off, but that's just something
to keep in mind. Those are the basics of
navigation in Blender. Now we're just talking here
about movement itself. We haven't actually
talked about moving the objects themselves because
that's not navigation. That's a whole nother
thing that has to do with object manipulation and editing. We'll be looking at that in
some of the upcoming videos. So I'll see you guys in
the rest of the course.
5. Add & Move Objects: In the previous part,
we were looking at navigation in blender. But now we're going to look at the actual objects in blender, how we add them in, and how we move them around in the free D space as
you can observe here. If you open up blender for the first time or whenever
you open up a new scene, you're going to see
this set up here. More or less it's a camera, a default cube, and a light. The default cube here is
what we call a mesh object, whereas in the camera here, if you left click on it, you can see it is a camera. If I left click, move my mouse and left
click on the cube, I can see here it
is labeled as cube. You can actually see
that whenever you have a mesh object that has a
little triangle like this, that's letting you know
it's made out of polygons. It's a object that you can edit. It's made up of points in free space that are connected
to edges and faces. We'll get to that
in a little bit, But I'm just getting
the point across here that when we're talking
about objects here, some objects are things that we can use like a camera, a light. But most of the time when
we're making something, we're going to be using these primitive objects
most of the time. Let's get into it. Let's left
click on the default cube. For now, let's look at some of the basics of moving
an object in Blender. Before I show you how to
add in terms objects, if you want to, you can
left click on the cube. There are two ways
you can move things. Number one, this panel
on the side here. You can press, if
you don't see that, press on your keyboard and you'll see it
here on the side. You can see this is called move. If you just hover
over something, it actually shows you
what it is over here. It's rotate over
here, it's scale. I think this is actually
a really simple concept. Let's click on the
Move over here, you're going to see we have
this little arrow that pops up here and you can left click on the blue arrow
and move it up. Then if you stop, you can come here and left click on this green one,
move it to the side. Then maybe let's click on this red one and
move it over like so. Now why are these the
colors that they are? That is actually for
very good reasons because if you come
over here to the top, you're going to
see there is this little gizmo here with a z, a y, and an x. These are our free
spatial vectors. That's what gives
us a three D scene, as opposed to a two D plane. We can move up in
these directions. Now the thing that's
really interesting, if you select your
cube and you go over your properties by default, here I have it active, but you
can see object properties. You can actually see here is a reading of these
spatial locations. For example, if the
Z is over here, I can come and increase this
number to maybe like four. And now you can see it's higher because we've put
it up on the four, we've put it up on the Z24. If I come here and
I make it negative four by typing in
minus and four, now it's negative, it's
4 meters down this way. This is all relative to this middle point here where all of these lines
come together. Here you can see
the X and the Y. Just so you know, by default
the Z component here, the Z is turned off. So you can always go
over to your overlays up here and you can
enable that axis, but most people don't
have that enabled. That just gives you an idea of how things work in Blender. Now that is just moving things
as I've just shown you. You can either use
this tool here or you can come here and
manually slide things. Now another thing is rotation. It's the exact same thing. You can rotate around
what it is axis. Let's say this Y axis. Here you can see the green. What if we want that to be
the point where we rotate? We can come here to the Y and maybe type in something like 45. And now it's rotated
45 along that Y. And the same goes for
all of these over here. You can also just click
on the rotation tool and then do it that way by clicking on these
and dragging them as you've probably
already figured out, it's quite the same
with the scale. You can also come and scale on these different axes, okay? Or you can just click in
the middle here and do it all together at one time, okay? But let's for now just press A to select everything in the scene
and press Delete. It's all gone. Let's go shift A. When we press shift
A, we're going to see all of these different
things we can add in. We're not going to
focus on these for now, but the main one
you're going to be working with whenever
we want to model is the one at the very
top, which is called mesh. These are things that are made out of points,
edges, and faces. Let's click, for example, on the UV sphere. Now you can see up
here in our outliner, we can see the UV sphere,
just like before. We can come here to the
move tool and maybe move it up a little bit on the Z. But
I'm going to be honest with seldom, When I'm working in my own personal fred workflow, I will almost always use shortcuts to move
ins and blender. You actually press
G on the keyboard. Make sure to memorize if you want to make it go along
any one of these axes, you can press and
then you can press, for example, X, and then
it goes along the X. Or you can press Y after
pressing and go along the Y. Or you can press Z and
restrict it to the Z. If you forget what they are,
just come over here and have a look at these colors
here and where. What the actual letter is
on here is Z, Y, and X. It's very easy to remember
it in that sense. The same goes with rotation. You can press R to rotate. If you double tap R, you can rotate around the middle,
anywhere like that. Then if you want to scale,
you just press to scale. Really, it's that simple to move and add objects in blunder. I think it's one of those
things that once you learn it, it's like riding a bike. You really don't forget it. And it's very easy to
start adding things in. You can go shift A again. You can go to your options, maybe add in a
cylinder this time, and then go X and move it over. Now we have two objects here. You can click on them like or, you can come over here
and select this way. As I've already
pointed out before, there is something we'll be
covering in the next part, which is if you go
into edit mode, you can also add objects
inside of the actual system, then this is technically one object even though it's
made out of multiple meshes. But that's getting a
little bit confusing now. I think I'll cover that
more specifically in the next part where we get
into how to edit our meshes. But hopefully now
you have an idea of how to move objects and how to go shift a and
add them in like so. I'll see you in the next part.
6. Edit Your Mesh: In the previous part we
were looking at how to add objects and blender
how to move them around. But now we're going
to be looking at how to edit the objects. Let's just jump into a
new scene and blender. If you still have the previous
scene open from before, just go file new and
just go general. That's a very easy thing to do. Now we're going to
look at editing. Let's actually select
the default cube. If it's not already active, just left click on it or selected up here in
the scene outliner. There are two ways you
can go into edit mode. Number one, you can go
here to object at the top, it's always very
easy to remember. Then just one under
object mode is edit mode. It's that simple or as I'd
like to do on your keyboard. You can press Tab on your keyboard and that's
going to be the shortcut. Pressing tab takes
you in and out. If you want to be sure,
just have a look up here and you'll
see what it says. But for now to be simple, we'll just go up here
and do it manually. Going from object to edit mode, not much is going
to look different once you're in edit mode, with the exception of these
little points and lines. For now, if you want
to deselect anything, you can just left
click outside here, anywhere where the cube isn't,
it deselects everything. If you want to select
the whole mesh, you can press A that'll
select everything. You can also left click and drag while you hold in the left mouse button and you can
select this way. The only the downside
is you're only going to select the faces
that are visible. If you wanted to select
all the way through, you have to come here to this
option called the x ray. That way if you click and drag, you'll select all the
way through like that. But for now let's just
turn off the x ray. Let's left click out of here
to deselect everything. What I'm going to
show you how to select these things
individually, that's going to be
next to the edit mode. Here you're going to see
these three little boxes that are always here
are easy to remember. The first one is a little dot on a cube and that is
your vertex select. If you select that, you
can left click on one of these individual vertices
that make up this cube. Just left click on
any one of them. Just as we did in the previous video where we
moved things in object mode. Likewise, inside
of this edit mode, you can go and grab
parts of a mesh. And you can come to your move
tools here and move them. Just like you move
objects in object mode, we can grab this vertex, move it down, move it like this. Like I said, you can go, which is a shortcut
to move you go. Which isn't going to do
anything in this case because it's just a point which
is technically infinite. So you're not able to
scale it or rotate it. But what we could do is we can go over here
to next option, which is the edge select. Then you can click on an edge. Now if we go R to rotate, you can see we can
actually rotate that if we go to scale, we can observe it scaling. If you go to move, it can move. Then the next one is probably what you've
already figured out, the face select, because you can see in a little
picture here. And that is just the face. You
can just go left click and click on a whole face
and move it that way. These three options
here are just different ways of selecting
parts of your mesh. You can also hold and shift and make them all available
at the same time. That way you can go between, I can click on edge, I
can click on a face, or I can click on a
vertex all at once, but it gets a little
bit confusing and I don't usually
work like that. Just pick whichever
one you want. Really depends on
what you're trying to select and what
you're trying to do. Now, before we get
into some more things, I just want you to
understand that you want to look at all of
these different faces, and verts, and edges
as a little package. Or being contained at
least inside a package. That package is available. If you go to your object mode, you can go back to object mode, You can see we have this cube. And now there's no way you can select any of these faces or edges because this little
package is contained. If we went shift
A and we went to our mesh options and add
it in a let for example, let's go down here
to the monkey head and go to move it
over to the side. I can now go into edit mode of the monkey and I can go ahead
and move things around, edit them, and then I can
go back into object mode. These two things are their
own little packages. It's even possible to go into edit mode when you're
inside of edit mode, you can go shift a
and you can still go to your mesh options
and add in a mesh object, move it around, just like
you do in object mode. But the thing now is if you
go back into object mode, you might think you
have two objects here, but you don't really, this is still one
object and you can see here it is still called cube because that's our little
package of faces, Edges point. Look at these things
as little packages, little bundles
with mesh in them. Okay, let's just press like
everything, Press Delete. Let's go shift a,
let's maybe adding a cylinder then let's look at what we call
the origin point. Now I don't know if
you can observe it, but it's a little orange.in. The middle of the object,
every object has it. And if you can't see it,
go to your overlays and make sure that origins
over here is enabled. This origin point is
actually where we're scaling from S to scale. It scales from that point. But if we go in to
edit mode and we press a to select all
of the mesh and we go g and x and move it over. If we now go back into object
mode and we go to scale, now it's all of a sudden
going to the side and getting bigger because it's actually still scaling around that point. In fact, if we go
back into edit mode and we select everything by
pressing A and press delete, Delete all of these votes and
go back into object mode. You can see our
cylinders to here, because what we have
here is a system, the object itself is
actually this origin point, it's just a value in free space. And we can go into
this little network here called edit mode and we can go shift a and
add in mesh topology. That is really what's
going on here. Whenever we're working
in object mode, it's always going to be
important that we are aware of where that is,
that origin point. Because if you actually move
an object in object mode, that origin point stays here. If I move it in object
mode and I go R to rotate, it's still rotating
around that origin point. But if I work to do
that in edit mode, it might look like it
works until I move it over to the side and
go back into object mode. And now all of a
sudden this happens, which is sometimes
be what you want, but just keep that in mind, that's something that
oftentimes gets to beginners. Let's just quickly get
rid of that shift A, let's add in maybe a Taurus. I'll quickly
demonstrate something here that has more to
do with moving objects. But I think it's important
if you ever move an object, to move an object
or to rotate it, for example, if you
want to reset it, you can go old and
then go and then go or whatever you press. If I press to move, I can also go old with selected to undo that. Does
that makes sense? However, inside of edit mode, if I were to go and move
it and then I go old, that's not going to
happen because that's not the same data structure, it's not the same way that it's working. So
keep that in mind. You can always go
control Z to do that, but it's not going
to be unsettable later on if you make
any of these changes. Now that we've looked at edit mode and how
to select things, I've shown you guys
how to select things, but I haven't actually
shown you how to do actual editing, right? Once you select something here, you may be able to move it.
I think I've shown you that. But what if you want
to add more topology once you grab a face, And let's make sure we
have face select here. Let's go into our front view. Let's go into x ray. And let's just
click and drag and select maybe these top faces. Then let's turn off x ray. Let's say we wanted to
not just move this up, but we wanted more topology. We can actually go to
extrude and then go z. Now we're extruding up, now
we've actually extruded it. We haven't just moved, but we've created more
topology in between. If that's still confusing, I'll demonstrate by maybe
selecting just two faces. I'm going to select
this face here. By the way, if you
want to select another face by just clicking, you can hold in shift. Then if you left click,
you can go on selecting. But if I were to just click on a face and then click
on another face, it's just going to
go between the two. Make sure if you ever
want to select multiples, you can either click and drag. If you want to click, you
have to hold in shift. While you're doing it,
they stay selected. Let's just select two faces, then let's press to extrude. Let's come here and left
click to stop that. By the way, you can
also see there are all these same tools and
you can hover over them. Over here we can see
there's the extrude tool, you can actually
click on it and then extrude with the little gizmo. But as always, like I said, once you use blender, you really get used to just pressing
the shortcut keys. In this case
pressing to extrude. Then once you happy
of that, for example, you can maybe click on
this face over here. Then once again go to extrude. Your move tools are still
here to move things around. You can still rotate like
this and you can still scale. But once again, like I've
been encouraging you guys, make sure to just go when
you want to move, R, when you want to rotate
and when you want to scale much easier, that's it. By using this, you can make as many things as you want
with a piece of mesh. You can go and select things. And by the way, I just went
into wire frame to do that, you can press Z on your keyboard and
then just go to the wireframe option or click on solid wire frame is just another way you can select for everything and
see what's going on. But I prefer to
sometimes just stay in solid mode and
just enable x ray. That way you can click and
drag through everything. Otherwise, like I
pointed out before, without x ray toggled on. If you click and drag,
it might look like it's selected till you
look at the back and you can see
it's not selected. Okay, so it's kind
of like a line of sight thing when you
don't have that enabled. So I think this part is
getting a little bit longer. I think I've covered
the basics here. There's a lot more
that could be said, but these are the fundamentals. Okay, so what we're going to
do in the next part is we're going to add some materials to some mesh so you can
see how materials work. And if any of this is still
confusing, don't worry. Because when we
eventually get to our character creation part
where we model a little guy, don't worry, that's
going to be something. I'm still going to explain all the different
steps as we're going. This is just some
little things here at the moment that I want
you guys to practice, especially with the editing. Just get comfortable.
Don't worry about making anything specific. Just grab faces and edges and get yourself
comfortable with extruding and scaling and just making some weird
looking measures. Again, just have fun with
it while you're learning. And I'll see you
in the next part.
7. Add Materials: Part. We're going to be
looking at how to add materials to an
object in Blender. Let's start with a new scene and Blender 4.0 to simplify things, we're just going to
use a default cube. For this example, left
click on a default cube. Remember in one of
the first videos, we discussed the
properties over here. And you can see on the side, because we're going to be
dealing with materials here, you want to go and
hover over this one called Material Properties,
and click on it. Now by default this comes with a Material because
it's a default object. You can see here, it's just
already has a material. But let's just go ahead and
click Minus to get rid of it. Just to show you guys
what to do when you want to add a material, you
can come here and click. And it's going to call it
Material 001 by default, because we already have the
other material in the buffer. But let's come here and click, let's just call this maybe red. Let's say we're going to
make it a red material. And then you're going to
come here to the surface. Under the surface
you're going to see something called base color. Now we'll get to some of
these other things in a bit, but for now let's just
focus on the color because it's really obvious
and straightforward. We can click on this
and we can change it. Let's change it to
red here, because that's what we're
trying to do, right? But the thing here
is that you're noticing there is no
red color on here. Because at the moment,
what you're looking at is just a viewport
display of the cube. Nothing is being rendered to
see rendering real quick. And by the way, don't
be baffled if you don't understand exactly
what's going on here, because we will deal
with this later on. But for now, just come up here
to your render properties. And then you're
going to see there something called
the render engine. We want to set it to cycles, then we want to change
the device to GPU. Now if you don't have a GPU, don't worry if you do have a GPU but you don't
see that option, you can simply go to
Edit Preferences, then go to System and then come here and change it
to Uta or Optics, whichever one is compatible. And make sure to enable
your Invidia G force, but I'm just going to leave
it at T in this case. Then what you can do is you
can go under your render here and you're going to see something
called Mac samples. That's going to be
higher quality, but it's going to take
longer to render, let's just say something like 50 for now, lowering
that amount. Doesn't matter if you don't
understand all of this, we're more just focus on
materials at the moment. Now if you press Z
on your keyboard, you click here on Rendered. You can now see this
is being rendered. It's actually being lit by this light that's up in the
scene, the default light. But let's select that
and press the Let. Let's go Shift A. Let's
go to our light options. Add in an area light and
then go Z and move it up. Let's go to our light settings and give it a strength of 120. Let's increase the
size here to 4 meters. Then let's go r and
rotate it to move it. You can place it
wherever you want, but now you get the idea
here of how this works. Now we have a render
engine engaged, and simulated photons
or particles are now bouncing off of here and
creating reflections. And you can see the color
and it looks really nice. Let's left click on this again. Let's go back to our
material properties. Let's have a look at some
of these other things. We're going to see something
here called roughness. If you bring this down
all the way to zero, you can see this cube is
a lot more reflective. Now, it's a lot more shiny. And you can see if you move
around, it's looking shiny. But if you bring
up this roughness, you can see it becomes
a lot more diffuse. And you can take it
all the way up to one. It's going to look very rough. And you're going to
see any reflections, let's just bring that
down to something like 0.2 0.3 something like this. Just a little bit
of reflectivity. Then you're going to see
something here called metallic. And if you drag it up now, you're going to
have this metallic look you can see over here. Let's just come and drag
it back down to zero. Then there are some other
things here, like transmission. If you drag that up, then it becomes transparent like glass. It now has transmission. Now you can see here we
have a block of glass, maybe let's bring that
roughness down a bit. Let's come here and change it to less saturated red
under the base color. But you guys now get the idea. This is the basics
of adding materials. Let's now press Z, and then
let's go to Solid again. Now let's go Plus and
Create another material. And come here and click New. Let's call this Metal. Now let's go back
into edit mode. Now let's press Z and
let's go Rendered. We're in edit mode this time
instead of object mode. And let's go to our face select. How do we get this new material to be applied to other faces? The way we're going
to do that is by selecting a face by
left clicking on it, coming to the metal here. And then let's click a sign. Now this new material is
assigned to that face. Let's go ahead and increase
the metallic value and bring down the roughness. Now let's go back
into object mode. Now we have our metal
material on here. If you're not seeing
it well, you can grab this light over here and go shift to duplicate a shift D
will create a duplication. And you can go to move it, then you can press
R to rotate it. Now we have not a
light source here, but you now are understanding
the basic idea. It's very easy. If you ever
want to create a material, just go to your
material properties. You can create as many
materials as you want. You can call them
whatever you want. And then in edit mode, you can just select the faces that you want to apply them to. You can go ahead and
assign and then change the colors and the reflectivity
and the metallic values. As a start, you can even add the refraction or transmission like we saw with the
glass material here. This is the basics of materials. But later on we will be looking at a more
advanced idea of this, where we have one material, but we rely on texture painting. We actually have a texture on here and we can paint onto it, and that's working a
little bit differently. We'll be using something
called an image texture, but that's going to be later
on in upcoming things. This is more just talking
about the basics of materials and how to understand the material
properties in blender. By the way, back in object mode, you could at any time go shift
a add in any other object, move it along, and you can go
to the materials property, come to the dropdown, and you
can share those materials. It doesn't have to be
specific to any one object. And we'll address this later. But just in case you're curious, if you select an
object like this, you can actually right
click and go shade smooth, and then you can see
it has smooth shading. If we were to select a cube, it would be no point since
it already has sharp edges. In this case, I'm not going
to give it smooth shading. But this is something
to keep in mind, We'll talk about that
later on as we continue. One more thing I'll
quickly mention, If you were interested in
seeing this in the viewport, you could always click on
a material and then you can go down to the
viewport display and then change the color here. You can get a rough idea
of what's going on here. You can go down, you can change basic things like
the value and color, make it look metallic, Maybe all these
things you can try and change and match
to your material. But a lot of people don't
bother too much of this. It's just if you want to
be organized and have a quick visual idea of what materials are applied
in the viewport. But I'll see you guys in the next part where
we'll be looking at UV unwrapping so we can prepare a surface for
texture painting, which is going to be a
very important skill as we progress with
this skill share. Co.
8. UV Unwrapping: Go ahead and open
up a new scene. In a blunder, we're going to
be looking at UV unwrapping. Now, before we get
into texture painting, we want to make sure any
object we're working with has the mapping required to be
able to do texture painting. If that doesn't make any
sense at the moment, just keep watching and you'll understand for an
easy demonstration. Let's just left click
on the default cube, then let's go over
here to our UV editing workspace. Very simple. In our UV editing workspace, it's already set up
for us properly. You can see by default it's taken the object into edit mode. If it's in object mode, make sure it's in
edit mode as we need to be in edit mode
to do the UV unwrapping. Then over here you're
going to see a window. This layout here is
actually this box over here that is already unfolded.
You can actually see it. If you go to your
Face Select option, you can left click on
one of these faces. And you can see here
is the face hold in shift and then go to the next one and the next one and so on. And you can actually see that they're all mapped
out over here. When you make a face
active by clicking on it, it pops up over here. This box already comes UV unwrapped for us because
it's a defold object. But let's go ahead and demonstrate this with
something different. Let's go into object mode. Let's select our cube
and press Delete. Let's shift A. Let's go
to our measure options. Let's add in a Taurus. If we go into edit mode and we make sure
everything is selected, If it isn't, press A, you're going to see this already comes UV unwrapped for us. But the way this is unwrapped, we could do it a lot better. Now one of the limitations with unwrapping
something without adding in seams is that it
can just fold onto itself. What we're going to do,
we're going to go to our Edge select option here. We're going to double
tap A to deselect everything over here
in this edit mode. We're going to hold in Shift and we're going
to hold in old. The reason we do that is so
we can left click on an edge. Let's click on the
middle edge here. And you're going to
see it's going to loop selected all the way around in a continuous selection like that. Because it's a loop. Then what we're going
to do is we're going to go control or command E, going to bring up all
of these edge options. But we're going to
go down to the one here called mark seam. Now you have a red seam
going along here which indicates that is a place
where this is going to unwrap. Let's press A to
select everything, then let's press on a
keyboard for umbrella. Then you're going to
go ahead and click on the top option here
called unwrap. Now you can see Blender is automatically done this for us. Now over here is where it is parting and the whole thing
is folded out on itself. But this is causing a lot of stretching in the inside
here, and it's a bit uneven. We can do this even better. Let's go double A to
unselect over here. Let's go in here in the middle. And shift alt and left click on this edge
to loop selected. Now let's go control or command E. Let's go to
the Mark Sam option. Now these two bits
are disconnected, in a sense, when
it's going to UV. Unwrap this bit here at the top and this bit
here at the bottom. If you want to
test that, you can go to your face select option, just left click on
a face on the top here and then go
control L or command L. And it'll select everything
within that selection. You can see that
this is in a sense, no air tight, if you will. A selection can't jump
over because it's stopping where this edge seam is
over here like this. We can select a bottom
face here and go control L. And we can see that's
its own bit like this. Now let's press A
over here to select everything with that
new seam in here. Let's press, and let's
click on the unwrap option. Now as expected, we
have two pieces here. Remember, we were able to
demonstrate that these were two pieces pressing as
that are both active. Let's come over here and
make sure these two are selected to better pack them
into the square over here, which is going to be what's essentially going
to be our texture. Eventually, Let's grab these two and then press over here, R, and rotate them
roughly at 45. Then let's press to move them, let's press to scale them
to fit them in here. But we don't want
them going outside of this box. Just
something like this. If they're touching
even a little bit, let's just grab a
vertex on here. Control L or command L, And we'll select the
whole loose piece. Let's go and just move it up a bit so there's
a bit of a gap. We don't have any texture issues where it's bleeding
over or overlapping. Now we've essentially
taken a Taurus and unwrapped it in
a very nice way. Let's now go back into our
layout that is now done. If you go over to your
data properties here, front object properties, you
can actually see something here called UV maps and
that is the UV map here. Just so you know, we're not
going to look at this now. You can't actually
click on a plus here, just like you can
do with materials. You can add in multiple UV maps. You can unwrap it in
many different ways. When you have different materials
and different textures, you can reference
different UV layouts. But that's not something we're going to look at at the moment. Just getting rid of
that. We only have this UV map and you can double click on it and
call or whatever you want, but we'll just
leave it as UV map. Now what we're going to do is we're going to
save this file. And the reason we're
saving it because in the next part we're
going to continue by doing a texture and doing some texture painting
for the Taurus. Let's go to file. Let's save As. And for
simplicity's sake, let's just go to our desktop. Let's just call
it something like texture paint set up because we know we're
going to be doing some texture painting
in the next bit. Let's go save As, and
now that is saved. In the next part we'll create a texture and
I'll show you how to connect it to this so we can get into our texture
painting over here.
9. Texture Painting: Now we're in the
part where we're going to do our
texture painting. In the previous part we
set all of this up for UV, unwrapping Our Taurus
is ready to go. It's saved onto our desktop,
which we did previously. Now what we're going to do
with our Taurus selected. We're going to go over to
our painting workspace here. Click on Texture
Paint. At the moment here we can see it's all
set up, ready to go. We have a brush, but we need to create a texture that's
really simple to do. So we're going to come here to the top and want
to click on New. And by the way, if you
already had textures in here, you come to the drop
down and select them. But for now we're just
going to click on New. You're going to see all
these options pop up here. It's not really
that complicated, the width and the height, it's just the dimensions
of your texture. I recommend that we're going to give it a
bit more resolution. What you can do, I'm going to show you
a neat little trick. You can left click, then
click next to the four, and then just type
in an Asterix. And then type in two,
and then press Enter. Now you've multiplied that
by two, it's now 2048. If you're lazy or usually want
to do it a different way, you can just come to the next
one and just type in 2048. But sometimes it can
be handy to know that little extra tip there for doing sums
and things in blender. But it's going to be 2048
by 2040, 82k resolution. You can come here to the name. Let's call it, let's just
call it Taurus Test. Honestly, you can be
more creative than that. It's fine then. The color could just
be the starting color. It doesn't really matter since we're going
to paint over it. But what we could do if you didn't want to just
go over solid color, you can go to the
generator type, instead of having a blank, you can go to UV grid. Then you're going
to click, okay. Now we have this
UV grid over here. The finger is, you
can't really see it, but we can see the outline
of our UV coordinate here. But if you actually want to see this mapped onto the Taurus, we need to go to our
material properties. Let's create a new material. Let's click on it, and
let's call it Taurus. And press Enter. Now we're going to come here
to the base color. Remember in the part where
we learned about materials, we could just give this a base
color and then render it. But now we have the
option of coming to the base color and clicking
on this little yellow button. We can come now and
go to Image Texture. Now we can come
to the drop down, and let's select
that Taurus test. Now you should be able to
see it displayed over here, which is really cool. We need to also make sure
to come over here on this side and image save As. And then let's go to our
desktop as well and just save that Taurus Test PNG
and save As image. That's also really important. If you're not
seeing the texture, you may have to go Z and
then go Material preview. But one way or another, it should already be
set up for you, like that in the
texture painting set up here, that is it. Now we have this
set up, in fact, I'm going to press Z and
just go into solid view because this is
already displaying the texture regardless. Because it's set
up that way for us because we're in our
texture painting workspace. But what we can do now is we can come because you can see
here we have the draw brush. If you're not seeing this,
just press to bring up this. And you should see the
draw brush here, the top. By default, the color
is set to white. If I now come here
and I paint on here, you can see it's white. And you can actually see here, now it's updating on
this side here as well. You can also come here and
paint. I can paint here. Now, all of a sudden you
see it pops up somewhere. All right, this is really
fun is have fun for now. I don't want you
guys to worry at all about painting,
anything specific. If you want to grow your brush, you can press to grow your
brush, you can shift. If you want to mess
around with the strength, we're just going to leave it at one make, whatever
color you want. This is completely up to
you. Go ahead, have fun. Just paint. All I want you
guys to do now is just paint. Don't worry about following what I'm doing,
my color choices. This is just about you
guys having a bit of fun painting some colors
onto your Taurus. I don't want you guys at all to worry about
following me right now. Just go ahead, Grab
whatever colors you want. Press, shrink your brush
to whatever size you want. Just go crazy. Make
it whatever you want. This is just about getting
a feel for paintings. I'm just grabbing all
these random colors here and painting them all over my Taurus like this.
Just having fun here. Painting up all these places where there's a
grid, you can see. The nice thing about
having this UV grid is we can actually see this
texture that's underneath here. We can actually see where
we haven't painted yet. Sometimes you going to fill
in inside here, around here. Now, I think I'm quite satisfied with my
painting over here. It's quite colorful
and I enjoy it. Let's go image,
let's make sure to save again by it the way. Let's quickly go
back to our Laut. Let's grab the Taurus, right click, and
go shade Smooth. If you wanted to see
this, like I said, you can go Z and go
Material Preview. Or you can just stay in solid. Press go back to solid, then come here to the top,
to this little dropdown, and then go to
your options here. And you should be
able to go down to color and change it to texture. Now you can see the
texture in your viewport. This is nothing specific,
this just look silly. It's just a bunch
of random colors. But the idea here was just to demonstrate to you guys how we can texture paint
once we've UV unwrap. This has been making
the little Taurus. This has been officially
part eight, I think it is, since we've done part one of introducing you to some
of the basics of blender. And from here on now, we're
going to use everything we've learned to make a complete
little character. He's not going to be
rigged or animated, but he is going to be looking good and he's going
to be rendered. In the next part, I'll let
you know how to do that. We're going to start by using
the provided resources. If you haven't already downloaded
the resources file that comes with this skillshare
course, make sure to do so. They're going to be resources
in there we're going to use as we continue. I'll see you in that. And I'm looking
really forward to it.
10. Model a 3D Character Part A : Welcome to the first part of where we're going to be
modeling our character. If you haven't already done so, make sure to download the resource file,
Blender 4.0 course. It's going to be a zip file
that comes with this course. You're going to
download it, extract the zip inside of there. You're going to see this Acute Mushroom
Character Starter File. Now the thing is, by the time
you actually download this, you're going to see some
other files in here as well. Because I'm going to
progressively add things to this, but just make sure this
is the one you get. It'll say starter
file in the name. You're going to go
ahead and run that. Inside of the blend file, I have set up
everything we need. There is a reference
from the front, from the right or graphic. There's also a reference. This is going to help us model. We're not just guessing
where to place things, it's going to make
things easier. I've also gone ahead and
taken these two references. I've put them on
their own collection and I've disabled them so
they can't be selected. And that's just going
to make things easy when we're trying to select and I'm not going to get in our way too much, which is really good. You can see we have
a default cube in the scene which is active. It's on its own collection here. This is where we're
going to be starting, believe it or not, when it comes to modeling our
little character. But don't worry,
we're going to take some very easy step by
step approaches here. It's worth noting a
few things when we're going to be modeling this
from the orthographic view. To get started, make sure you're in your front
orthographic view. Remember when we
discussed views? You can go to view viewport and then go to the
front orthographic. We're going to be
mirroring this cube. The way we do that
is with a modifier. The reason we're doing this
is because in this case, if we press Z and we
quickly go into wire frame, we can see that
this character is symmetrical on the X axis. We can model on one side
and automatically have it mirror on the other
side. How do we do that? First of all, we're
going to go over with our cube selected
to this little spanner. It's called the modifiers and you're going to click on it. Then you're going to
go to this little button called Ad Modifier, And you're going
to click Search. And you're going
to type in double R. You should see mirror appears. You're
going to click on that. Now by default it's actually
mirrored on the x axis. I'm going to press Z
and go back into solid. But to really understand this, we need to go in to edit
mode with our cube selected. What we're going to
do is we're going to go to our face select option. We're going to select
the face on our left, on your left as you're
facing the screen. Select it and then go into
your front orthographic view. Then you're going to go
and you're going to just drag with your move tool up here, make sure
it's selected. You're just going
to drag this on the X and keep dragging it. And you can see now that
it's actually mirror, this is a mirror on this side, across the X axis. You can see here makes total sense if we were
to enable it in the Y. And by the way,
don't do this bit, I'm just demonstrating if
we enable it in the Y. And you can see this
green line as the Y axis, we can now grab this, and
I can grab it like this. And you can see it's
mirrored on the Y. Okay, just want you
guys to understand it. So I'm going to turn
it off for the Y. We only want the X,
but at the moment, if we move it, it
just comes apart. So what we're going to
do, we're going enable this thing called clipping. Now if we grab this and move it, it's going to clip
together, right like that. Now, I can't pull it apart, but we still have this face in the middle which
shouldn't be there. If that's face active, press X and then go to the
delete phase option. Now there's no
face in the middle and these two are bond together. So if I press eight to
select everything and I go, you can see this
is what we have. The reason it knows
where the middle is is because of that
little orange.in. The middle, the origin point, once again, going back
into your object mode. If you can't see
the origin point, you can come to
your overlays and make sure Origins is enabled. I think for now let's just
go back into our edit mode. We're going to make sure
everything is selected. And once again, if
it's not, just press a in edit mode with
our move tool, we're just going to go
and drag everything up. I think from here on I know the move tool might be
something you're used to, but we're going to try as
much as possible to use shortcuts for now so
we can actually see fruit is enable our x ray
to toggle on the x ray. With all of this active, we're
going to go to scale it. Let's scale and scale to
have it about this big. Then we're going to
go and move it in. Let's place it over here. The bottom of our
cube is touching the bottom over here
of the character. Not the legs, but just
the bottom of the body. Let's grab the top face
by clicking and dragging. So the top face is active
and we're going to go z and move it down
to about here. You can see this
is what we have. Try and match these proportions
as much as you can. Then we're going to go into
our right orthographic view by pressing free
on a number pad. Then we're going
to come here and select our vertex select option. We're going to click and drag
and select these top faces and press Y and
scale along the Y. Till we have it touching the
sides of our character here. So we can see this is where it goes and that's where
this vertex goes. But we might have to
select this one here. Just go y and move it forward a little
bit till it matches. Now if you press A, you can see this is what we
have in the side, and this is what we
have in the front. We're now going to
turn off the x ray. For now, we're going
to come like so, and hovering over
this front edge, if you press control
R or command R, you're going to see if
you hold it just right, there's a yellow
line that appears. This is a loop. If you roll
your middle mouse button up, you can add in more, and if you roll down you can add in less. For now, we're
just going to roll two times to add in two, and then we're just going
to left click twice. Now that's added in, then we're going to come here
to our side hovering over this edge and control R or command R. You're going to
see the yellow line again. This time you're going
to roll twice 12 and you should see free
of these yellow lines. And you're going to double
click. Now you see this, okay? But the problem is, even though at the front it
looks more or less, okay, And at the side from the top it
looks way to square. I just press seven on the
number pad by the way to go to the top orographic,
let's make sure. And by the way, if you
struggle with that, just go to viewports
and just go top. We're going to enable
our X ray toggle again. We're going to grab this corner here at the front
and we're in x rays. We can select all
the way through. When it comes to this
thing here called proportional editing,
we're going to enable it. What we're going to
do from a top Fe, we're going to go to move and
we're going to move it in. But if you roll your
middle mouse button up, you can create more influence. If you roll your middle
mouth button down, you create less influence. This is a way for you to
drag everything along. So what we're going
to do, we're going to roll it about this big. Just bring it in a little
bit to soften that corner. Then we're going to grab
this corner over here. We're going to go
G and just bring it in a little bit like
to soften that corner. Then let's go into our
front orthographic view. Let's toggle off the x ray. Let's come over here
hovering over this edge, over here, control R, double click and adding in edge. Now what we're going to do is we're going to pre
go into wire frame, select all of these
bottom votes. Then in our front
fiel, let's just go rolling out down on mile mouse button
of that influence, just to turn it down
a bit and move it in. So I think what we should do is toggle on our
x ray over here. Let's select this front vertex. These two front Tes over here. All of these along this row. In our front few,
we're going to go and just drag them down with
proportional editing, rolling it bigger to
create more influence. Then let's grab this corner over here and just go
and move that up till this lines up with this
profile over here like this. Hope you guys are able
to see what's going on. We've just made this
shape over here. Let's go to our right view,
right orographic view. Let's grab this
sharp corner here. Let's just go with
proportional editing. Move it up a bit. Let's grab this one here. Move it up. Let's
grab this here, and just tuck it
in a little bit. Let's grab these here. And just go and tuck them a little bit. Just making a very
simple shape like this. So far, I'm going
toggle off x ray. Now we want to start
extruding the legs out. Let's get our face
select option. Let's come here to the bottom. In the bottom you're
going to see we have these two faces
right in the middle. In fact, let's press control seven or command seven so
we can go to our bottom. If you struggle with
that, just go to View Viewport and go bottom. We actually want to go from the middle here and
we want to go two up. So we want to skip these two. Holding shift select these two, while you're still holding
shift select these two, we're going to press and
scale it a little bit. In fact, let's turn off
proportional editing for now. So we're going to go
and scale it up a bit, then we're going to go
into our front view and we're going to
go to extrude and Z, and extrude down, we're
going to go to scale. Then we're going to go back to our bottom orthographic view again by pressing
control or command. And seven on the number of head. Then we're going to go to
our edge select option. We're going to go to our
proportional editing. Enable it again. Let's select this edge with our edge select and
go and move it in. Let's grab this edge here
and go and move it forward. Let's grab this one back
here and go move it back. This one here, we're going to go and extend it out a little bit, just rounding out the
leg shape at the bottom. Now we're going to go
to our face select option and we're going to select these four faces down to
bottom by holding and shift. Now we have that active and in our front view it's
a little bit bigger. Now we're just going to go just scale it down a
little bit to match. Let's go to extrude to scale, let's go r to rotate, then let's go just
to move it in a bit. I still have proportional
editing enabled. I'm going to go
to extrude again, r to rotate a little
bit to scale. I've rolled my
influence down under proportional editing
quite a lot, so it doesn't influence too much. Let's place it right here. And then we're going to
extrude and Z again, bring it down to scale. Then we still have a
little bit of leg left. We're extrude it down to scale and we're rolling
down influence a lot, so it doesn't
influence too much. Let's just make it something
like that for now. We're going to go into a
right orthographic view. Then we're going to go over here to a vertex select option. We're going to go into
x ray mode quickly. Let's select some verts here,
we're proportional editing. Let's just go and pull it over just so this
lines up a little bit. Grab it here at the
front and move it. I'm going to maybe turn off X ray just if it
makes it easier. Just so you can see
what we're doing here. We're just grabbing these
were proportional editing, Just making them
line up a little bit better with the reference here, but it doesn't have
to be perfect, like I'm being very picky
over here at the moment. Specific. But just something
like, this looks good, now from the side it looks good, and from the front it
looks pretty good. We might have a little bit
sticking out here too much. So let's just grab
this corner in the front and just move it
and grab some verts here. And just slide them over till
this looks a bit better, a bit neater at the
front like this. Now you can see that's looking
much better at this point. You can also press a
to select everything. You can go over here to your smooth tool
and just click on this little gizmo and just lightly smooth it out
to neat things up. Let's go back to our move tool now We've done a tricky
part making the bottom, but let's go, let's
go wire frame. Let's click and drag
and select all of these top faces like
that are all active. Let's go solid. Going
to our front graphic. And now we're going to go
to extrude about this much, to move it in a bit, let's go to our right
orthographic view. We're going to go Y and scale it a little bit on the y
till it matches the side. Let's go back to the
front orthographic. Let's go to extrude
up to about here, just to move it in a little bit. Let's go to our right
orthographic view. Now we're going
to go y and scale it smaller a little bit on
the Y it matches the side. Let's go back into a front
orthographic to extrude. Let's go all the way
up to the neck here. And let's go just to
move it in a bit, but if we go too far, you're going to see over
here, it gets too close. What we're actually going
to do is leave it as it is, but we're going to go
z, go into wire frame, select these verts on the end, and then with
proportional editing, just go and roll your middle mouse button up
to create more influence. And just bring it so it's right at the corner of the neck. The spacing on these edges
here or more or less even, you can see the gaps between
these edges over here. Or more or less even like that. Then let's get a right
orthographic view. And we can see that
is way too wide, so make sure everything
at the top is selected. And then go S, y and just flatten it on
the y a little bit. Go back to the front
orthographic Z, let's go solid. And then we're going to hover
over this edge here because it's really long face over here. We're going to go
control R. Roll the middle mouse button up once and double click to
add in two segments. So far we're doing really well. I'm just going to see over here, this edge here
looks quite sharp. I'm just going to grab
proportional editing and just go and just tuck it in just
a little bit like that. If you ever see
anything like that, you can just grab it and
fix it up like that. But no big issues at the moment. So far, we're doing really well. If you've made it this far,
you're doing really good. Let's just quickly,
in a front view, just go into wire frame and select all of
these top faces and go z and roll up proportional editing down a lot so it's not too
much influence. Let's just flatten that and Z. Just move your mouse
and just flatten that. Now that's looking a
little bit better. For now, I'm going to turn
off proportional editing. Let's quickly go back
into object mode for now. With everything
active, I'm going to write click and go shade smooth. Now we're already
starting to see some smooth shading
on our character. I hope you guys are able
to follow along so far. Remember I am going to provide the finished result as well
in the resources file, so you can always open it up and see how I've done things, but I hope you guys are
able to follow along. Let's go back into edit mode. Now that we have
to smooth shading, We're now going
to make sure that our proportional editing is
enabled if it's not already. And we want to make sure that the very top bunch of
faces are right over here, where the arm ends up here at the top and the head starts. Let's just quickly go
into our x ray mode just so we can select
these top faces. You can see they're all active. Make sure that you do move them so they're right on there. And then we want to see that there's one
edge coming down, so we can click and drag
to select this edge. Then we can count
another edge down here. Right, the edge that is down to. We've got the top, then we've
got one edge and two edge. We want to just go ahead
and select that edge. If it's too hard
to click and drag, just go shift old and left click on the edge and
it'll select it as a loop. Then you can go and move it. And we have proportional editing enable so we can
create the influence. We're going to go and move it. Just move out like this. And then grab these votes
here at the corner. Go and drag them down a little bit and shrink
the proportion. I'll quickly turn off the x rays so you can
see a bit better. So something like this. Now we just have an edge running
here in the middle. If you now go into our
right orthographic view, we're pressing free
on a number pad, should see four faces
here on the side. If you go to our
face select option, we can see 1234. I'm holding in
shift as selecting. And you can see that
they're in the middle. They're not too much to the side and they're not too
much to the front. The right in the middle. These are the four
faces we're going to extrude to become the arm. Let's turn off
proportional editing. Let's go into our front or graphic
view of those selected. Let's go to extrude and it's left click and
let's go R to rotate it, it's straight and
then go to scale it. Let's go and move it down. Now I'm going to show
you a little trick. If we go control plus or command plus to
grow this election, we can go over to our
little smooth tool. Now a little yellow gizmo. We going to click
on it and drag. And it's going to
smooth this out. And round it out
for us like that. Now let's go back
to our front view to scale this whole
thing up a bit. Just to move it up, just
to correct it again. Let's go to our Facelect option. Once again, unless you
select the four faces here, I'm holding in
shift and the side, you can see these
four faces that are surrounded by this loop. In fact, if you hold and control R over one of these edges, you should see it forms a
perfect loop around here. We've got some nice edge flow. Then what we're going
to do in a front view is we're going to scale that up to extrude, to move it, R to
rotate, to scale. And just line it
up like like that. Now maybe we can go
to our edge select, let's just select this edge over here and holding and shift, select this edge
over here and in our right orthographic view
enable proportional editing. And let's just go and
move it up a bit, then let's select this edge
over here at the corner. Let's go and tuck
it in a bit and do the same thing of this one
over here at the bottom. We'll do the same thing, but
not quite as much because the bottom of the RM tends to
be a little bit more flat. We have this order shape.
Now let's go to face select and select the
four faces again. Now let's just finish
off by going to extrude again to scale. And I have proportional editing, I'm just going to shrink it. And then to move it down, I think we can go
two more times. E to extrude to scale, let's go one more time. And then to scale,
move it over here. Now let's go to our
face sect option. Let's go to our top view. What we're going to do, we're
going to click and drag. And just select
these faces here, so you can count 123,
456-789-1011 12. We've got 12 faces. And we're going to
take these 12 faces, and we're going to
go to extrude and Z. And extrude them up on a Z, like we're going to go into
a right orthographic view. We're going to S Y and scale
them on the Y just a bit, then Z and just
flatten them a bit. I'm rolling down my proportional editing as much as possible. Then let's get to
the front view. Let's make sure that this is
right underneath the mouth. Let's go to extrude
and move it up. I'm going to go to my move tool. Just sat down and
see that little gizmo from the smooth tool. We're going to go in our front view and just
move this thing over. And we've just extruded it, so it's sitting above the mouth. Let's go to extrude. Let's extrude this one until
it goes underneath the eye. Let's go into our right
orthographic view. Let's go Y and roll our middle mouse button just
to create more influence. And let's scale it so it matches
to reference a bit more. Let's go into a front
orthographic view and go to extrude. Extrude up so it's just
sitting above the eye. Let's get a right
orthographic view this time we're going to go R in a right orthographic
view and slightly rotate it like to scale it. And we're going to shrink
up a portion of editing quite a bit just so it
matches our reference. And you can see over
here, remember we just rotated with R
and went to scale. And we roll out proportional editing to
create more or less fall off, now it's at a bit of a slant. Now in the front view, we're
going to go to extrude and go up. Let's go
to the right view. Let's go and scale it. Let's go in the right
view one more time, to extrude just a
little bit and to scale, let's go in like so. Then we're going to
go control plus, or command plus just once. Go to our smooth tool
and let's click and drag on a gizmo just
to smooth it out. So now we have to head here. But what we're going to do now is we're going to turn
off proportional editing. We're going to go back
into object mode. We're going to make
sure to save now, we're going to get
to add modifier under our little spanner
here, Add modifier. Let's click on Search
and type in Sub. Let's get a subdivision
surface which is going to smooth everything
out by subdividing it. If you actually press Z
and you go wire frame, you can see if you actually come here to this optimal
display and turn it off. There's no more topology. We're going to make sure it's
at a viewport level of one. And we're to come to the drop
down here and apply that. Now that it's applied, if we actually go
back into edit mode, you can see this topology looks a lot smoother
and a lot denser. Now we've got some more topology to work with with the face, but for now, let's just turn
on our proportional editing. Go to our vertexect option, and then let's just grab
some of these votes and go, let's just adjust them
in the different views till they match our
reference a bit better. Very little adjustment since
we've already done it. But you guys get the idea, just slightly
matching it all up, making it look good.
Okay, that's good. Now we're going to go to
our edge select option, and we have a bit more topology in some places than we want. We're going to start here
at the bottom shift alt, left click on this edge
and then skip one. Then skip an edge. I'm
still holding a shift, an old skip an edge. Let's go up to just
under the arm and go X. This time we're going to
dissolve the edges like so that's looking really good. Also here with the
legs shift Alt, left click here, here and here. Just skipping every other one. And go X and dissolve
those edges. You can do the same thing with the arms, but you
don't have to do that. If you don't want to, I just prefer to have it a little bit less with the topology where possible something
like that is okay. Now we're going to go
over here and start extruding some of our face holes like the mouth and the eye. Let's turn off
proportional editing. Let's enable our x ray. Let's get to our face
option and we want to find roughly where the eyes are and
I don't worry if you can't get this 100% where
the eyes are, but more or less just mark out where the eyes are,
turn off the x ray. The thing is because
we had x ray enabled, it's probably selected
at the back as well. Holding and shift, just left click on the two at the
back just to deselect them, so we only have it at the front. The holding and shift, we're just going to left click
on the two above it. Let's turn on X ray. Now with proportional editing, we can just go and
just move this down roughly over
the, the square. And then let's turn
off the x ray. Now we're going to go
shift Alt and shift Alt and roll our middle mouse button
down for the fall off. And let's just round
out shift Olt, and let's round it out. Then we're going to go and I is going to inset insets like this, then we're going to go z and just flatten
it a little bit. Then we're going
to go control plus twice to grow a selection. Let's get our little
smooth gizmo here. And just click on it and
smooth it out slightly. Now we have this now, but from the side, it's not
going to look too good. What we're going to do, we're going to go to a
vertex select option. Let's actually select this middle vertex in
the very middle. You can follow the
circle around like this. Just grab this one
right in the middle. Let's go x and delete that. Now we have this, then we're going to go
shift old and left. Click on this edge over here. Let's go into a right
orthographic view. Let's enable the x ray. Let's now go and move this edge with it active till it roughly
lines up where I is. I'm going to turn this off now. This is go R to rotate it to scale it and we're just
roughly matching it up. We have our reference here. We can just select the edges of the circle and
just grab them. We have proportional editing
and just roughly round them out till they match
what we see here. But don't be too panicky
about getting it exact, we just want it where our
reference says it should be. Then let's get to
our front view. If you want to, it's easier
just enable your x ray. If the faces in the
back distract you, you can just click
and drag them and just press H to
temporarily hide them. And then in the front, this should be a lot
simpler to line up, so I'm just going to
grab these edges, turn off x ray,
just match them up, like say, there we go. But like I said, you don't
have to be dispedantic. I'm just being very
finicky with the details. Then I'm going to go old H
to unhide that topology. Turn off proportional editing. Let's go to our edge.
Select here and then shift left click on this edge. Now we're going to go
to our right view. We're going to go to extrude
that edge a little bit. Then let's come to the
front and go to scale Just a little bit to extrude and to scale just a
little bit like this. Then let's roughly go
into a right view. You don't have to be
in right or graphic, but just hover to the right. Then go z and go wire frame. And then just go and extrude
it into the body about this much and go to scale
just a little bit, then let's go z and go solid. Now we have this like that, now we're going to tab
back out or just go into object mode in your
front orthographic view, you're going to go shift A, you're going to go to
a Measure options. This time we're going to
add in a UV sphere with it. Active, right click,
negotiates, move. And then we're going
to press to scale this down for now, about this big. And let's go to move it up. Move it right here
to where the I is. And then you have to go into your right orthographic view and go and y and move it forward. And we want to place it right here where Y is going to be. Go back to the
front, maybe move it up, something like that. We might have to go S and
scale it down just a bit, but roughly placing
it just inside of here like that. But
that's all good. Now we have one, but what
about the other one? That is where you can now come with that I selected and
come to your modifiers, add modifier search, and get a mirror modifier by
typing in mirror. But the problem is, it's mirroring where the
origin point is. If you actually come here
to the mirror object and click an eye dropper, we can click on the character, and that becomes a center
point for this mirror. Now it's mirroring on
the other side as well. Now all we have to do
is grab this eye on this side and adjust that. And the other one
will automatically as well. We have some
eyes in place. Let's select our character. Go back into edit mode. Go to our vertex select option. Now we can actually go
to proportional editing. We can come in here and
just select some of these verts and adjust
them a little bit. But at this point, really, this is already
looking quite cute. I wouldn't worry too
much about all of this. Just grab some of these, just round them out
around the eye. Really don't have to go too crazy with anything, Just
something like this. In the right view, I
might grab the corner of the eye and just take
it back just a little bit. And same over here,
but like I said, we don't want to go too crazy. Something like this is
fine and looks very cute. In edit mode, we're going to go turn off
proportional editing. Let's go to a face
select option. Let's go into wire frame. Let's just come roughly
here where the mouth is. I said wire frame but
I meant to say X ray. We're going to go
into our x ray. We're going to go into solid. We already are. We
want to roughly just select some faces where the
mouth is roughly over here. I'm just going to click
and select the face, but it selected at the back. I'll try that again. I'll just maybe click and drag
just to select some faces. Then turn off the x ray, roughly where the mouth is. If it's selected
anything at the back, hold and shift and
just deselect. Then in the front
view, let's just go back into x ray enable
proportional editing. We're just going to go and just roughly move it over where the mouth is and go r to rotate
it at a bit of an angle. Let's go ahead and
turn off the x ray. Now what we're going
to do is we're going to go to extrude to scale. Then we're going to press and Z and roll out
proportional editing. Way down it's a little bit of influence, just flatten that. And then go R to
rotate it slightly. Then let's go to our edge Select Option and select
this edge over here. And go to Scale to move it up. Just edge that comes over here, you should be able to hover over here to the
bottom and go control. And you should see that there's a loop that would go around here showing us that
we've got good edge flow. Just this corner
of the mouth here, we're grabbing, scaling it down. Then we're going to
our right orthographic view and we're going to go with proportional
editing, growing really big. We're just going to
move that back like so and then grab the
front of the mouth. Just move it forward a bit. Now in our front view, we can go to our face select, select this face and holding
shift select this face. Turn off proportional editing. Then in our right
orthographic view, we can go z and go to wireframe. Let's go to extrude
into the body. So let's go Y and flatten
it a little bit on the Y. And then we're going
to go to extrude and Y, take it into the body. Let's go z and scale it
up on the Z, like so. Now we have the
inside of the mouth, but it's looking a bit weird. If it's too hard to get
in there in wire frame, just select all of
these back faces and press H to hide them. Then let's go Z back into solid. And now you can see
what's going on in here. Let's go to a
vertex like option. And then just select
some of these votes and just move them up,
the one to the top. And then grab these corner
ones and just move them down. And we just opening up the mouth space over
here like this. If you find the whole
mouthing a little bit tricky, you can skip it altogether and just have one slit
that is extruded in, but I like to see the inside. I'm just going to
grab these two faces here and go eat to
extrude a bit more. Now we have a rough
inside of the mouth. Now we can go old H just
to bring everything back. Now we have a mouth. Now let's go to our
vertex elect option. And in our front view let's just go enable proportional
editing. Make sure it says over here,
connected only, then let's go grab a
vertex here at the front. Let's go and move it down. And I'm going to go
into wire frame. And I'm just going to try
and match that as much as possible to my reference. But don't worry if yours looks good and you're
happy with it, just keep it as it is. You don't have to match it
100% to the reference at all. I'm just trying to. You can make it unique.
You can make it smile. You can give it whatever
facial expression you want. It's completely up
to you. There we go. And then in a right
orthographic view, if you want, you can
come and adjust it. But once again, like I said, if you're happy with it,
just stick to where it is. It doesn't have to be matched 100% every time
to the reference. Just as long as it
makes sense to me, the way this looks right
now makes a lot of sense. I'm happy with it,
and I think I'm going to leave it where it is.
We now have the mouth. And I think that was one of
the more harder things to do with the eyes here. Like I said, you can
adjust them all you want. You can always go back
into object mode and just move the eyes
themselves by pressing, if you want to space
them differently. But at this point, I think
we're doing pretty good. What I'm going to do is I'm
going to select a little dude and I want to get
to, in object mode, add modifier, click on
search and type in sub. Let's get a subdivision
surface modifier again. And now he's got some nice
smooth shading again. But we're not going to
apply it this time, we're just going to
leave it as a modifier. Just one thing I want to do is just quickly
go into edit mode and just select the edge
or a face at the top, then just go with
portion of editing. Just bulge it up just
a little bit more. But at the moment, I think
we are looking really good. Now we have the actual what
I would call the hard part. Done by all means you guys can come in here and refine
the shapes all you want to. You think it works for you. But I think we've made
it pretty far off this. I'm pretty happy with the
shape is cute and plump. I'm really happy of
that. In the next part, we are actually going to be modeling the little mushroom
at the top of his head. That is, believe it or not, a lot, a lot simpler than
modeling the actual characters. If you've made it this far,
you've done really well. And like I said, the
finished version of this is available in
the resources folder. If you got stuck at any point, make sure to reference
that and just see how things look if it makes
it easier for you. I'll see you guys in
the second part where we continue modeling
the Mushroom Head. And that's going to
be a lot of fun.
11. Model A 3D Character Part B: Now we're in the second part of modeling our
little character. Previously we modeled our body, and now we're going
to be modeling the top of the mushroom. The way we're going to
do this, we're going to make sure we're in object mode. I think there might be something I haven't
mentioned before, but I'll quickly mention it. You see this little circle
in the middle here? If you go to your overlays, you can see there's something
here called Freedcursor. That is just where
blender knows where to place things this whole time. The Freedcursor's been in the center, here, in the middle. If you've accidentally clicked on this thing here,
the precursor, at any point and
click somewhere, it's moved to freedcursor. If you were to go shift a
now and add in an object, it's going to add it
in the wrong place. If you ever want to reset this freedcursor,
you can go shift, you can go cursor to
world origin and it goes to the original
position here in the center. Always make sure about that. We're going to go shift A, we're going to go to
our measure options, we're going to add in a circle. We're going to go to our
add circle settings here. Let's come here and let's
double this amount. It's 62. We want to
go exactly to 64. The reason this matters is
because we want to be able to divide it exactly
in half to mirror it. Go ahead, make it 64 and
go Enter, then close this. Then we're going to
go into edit mode. Let's go to our vertex
select option and press A, Make sure everything
is selected. With everything selected, we're going to turn off
proportional editing. If it is enabled, we're
go to extrude to scale. We're going to scale
it in this much, just having a hole in
inside about that big, just smaller than
the top of the head. Then we're going to go to
our edge select option. We're going to press A
to select everything. And then holding
in Shift and Alt, we're going to left click
and select this edge, and it's going to
deselect the whole edge. And while we're still
holding in Shift and Alt, we're going to
come here and left click in this middle edge. One of these edges
running inside, you can see all we
have selected are just these little spokes
running across like so. But not the two outside edges, the one here and the one there. We don't want those ones active. And with that done, what we're going to
do is we're going to press free and we're
going to go check her. And we're going to check or
de select one more time. Yes, now we've made the
selection even smaller, but it's done every
second one again. Now what we can do is we
can go to our move tool. Let's just quickly
grab it, and let's come here and grab
this blue arrow. And just go and move it up. Let's give it a nice height like so while we have that active, we're going to go control
B to create a Bbl. And we're going to roll
our middle mouse button up once to add in a segment, and then we're going
to left click. We're then going to hover over one of these edges
and go control R. And once you see
the yellow line, you're going to roll your
middle mouse button 123 times and then double click
to add in some segments. Then we're going to deselect
and go shift and Alt and left click on
the outer edge loop, select all the way around. Then we're going to go Z and slowly flatten out a little
bit about this much. Then deselect. Let's grab
this inside edge here. If you have to just come
to the bottom shift, old left click and it's going to select a whole inside edge. And then we're going to go Z and just flatten it on the Z. Now we're going to tab
out into object mode. We're going to right
click negotiates, Move. At this point we're
going to right or graphic view
and we're going to go Z and move it up till
the middle of the head. And we're going to go R. And
we're going to rotate it. We're going to go
and bring it in just roughly here where
the head is here. Okay. And then we're going
to tap into edit mode. We're going to come to one
of these middle edges. We're going to
shift Alt and left click on it just to select it. Let's go to our right
orthographic view. Let's go enable
proportional editing in our right orthographic view. We're going to go
and we're going to roll up a proportion
just to fall off. And we're just going
to pull this out, just create more of
a bulge like that. Now we're going to tap back out to make this
look even cooler. We're going to go
to our modifiers, add modifier, and we're
going to go search. I guess first of all we'll
probably mirror it's, let's just type in mirror M, I double R and click on mirror. Then go to your front
orthographic view. Turn off proportional editing, let's go to our facet. Let's enable x ray
and then let's just click and drag and
select only half of this. We don't want to go past this
blue line in the middle. In our front orthographic view, you can see the origin point
is right here in the middle. Make sure you only select
half of it and then go X and delete the
faces only over here. And then press X and
delete just to faces. Now we can see it's mirrors. Let's turn off our x ray tuggle. Let's make sure to
enable clipping as well. Now if we grab this
and move it edit mode, you can see it
doesn't pull apart. Now let's go add modifier
and go search and also type in sub and get
a subdivision surface. And that's going to
smooth things out. Now we can go back
into object mode. Now we have this, we've created this gill structure
for the mushroom. But what can we do
next to make the dome? So what we're going to do,
we're going to go shift A, We're going to go to
our mesh options. Come down and add in a circle. Let's go to add
circle here and just make it 32. That's
really important. Go okay, and then
we're going to go Z and move it up roughly
to where the head is like. So then we're going to go into our right or graphic
view and we're going to place it
right about here. Then we're going to
go into edit mode and go to our vertex like option with all of this active in edit
mode in the right view. We're going to go r to rotate it and we're going to match
it up to the reference. We're going to go just to scale it up a bit to make
it a bit bigger. Then just to move it back, just matches the reference, more or less like this. You can see it's
encompassing this. If you go to the top view, you should be able to see
that as well like this. And then we're going to go
with everything selected in the right orthographic to
extrude just a little bit, to extrude out, just like so. And then to scale
to match reference. Let's go to extrude out
just a bit to scale. If you have to,
you might have to go and just move it a little bit along with the scaling
just to make it work. Let's go to extrude one
more time to scale. Maybe bring it over here, scale it up a bit, then
to extrude to scale, let's place it over
here to extrude, to scale, to move, maybe let's go one more time. Let's go to Extrude. And with all of these active, we're going to press free', going to go merge at center, so now we have to
dome over here. Let's tab back out.
Let's right goo siad smooth in object mode. Let's go into our front view. Let's go back into edit
mode for the top dome. And let's just go
to our face select, enable the x ray and
in our front feel, let's just select half of this, it's all perfectly
selected In the middle. Let's press X and delete the faces instead of
adding a modifier. Again, what we're going
to do, we're going to go back into object mode. We're going to turn off the x ray with this half selected. We're going to
hold and shift and select the bottom gill of the mushroom and go
control J or command J. It's now going to
join it together. Now it's going to share
that modifier as well. Now we have our mushroom here modeled and it's
perfectly mirrored, and it has a subdivision
surface modifier. So that's all really good. Let's just grab a
vertex select option and enable proportional editing. And in the front
view, let's just lightly just edit this here just to match the
reference a little bit better. That I think that's
looking much better. Now we have the top of the mushroom made which
is looking really good. Now what I'm going
to do, I'm going to select the body again, this a few tweaks I want to make ' go into edit mode
and what I'm going to do is I'm just
going to go shift old left click and select the loop running around the eye. Go control plus a
few times just to grow the whole selection so
we have the whole selected. With proportional editing,
I'm just going to go and scale it up, make it bigger. And then I'm just
going to deselect and go shift old left click
on this loop out here. And by the way, you
don't have to do this, I just want my eyes a bit
bigger in my right view. I'm just going to go and
move that back a little bit. Like tab back out
and I'm going to grab the eye and
I'm going to go to scale that up in the front view. I'm just going to
go and move that like I'm just adjusting
the eye a little bit. Like I said, you don't
have to do this. I'm just making it
like that because I wanted to look a little
bit bigger personally. But this is an optional
step for you guys. It's just like the
last second decision here to do something like this, which I think will
look a bit cuter. Okay, so that's really nice. Now we're going to make sure to save as we've been working. I'd like to congratulate
you at this point. As you've now modeled a
little Fred character. I'm looking really
forward to getting this guy painted
and rendered out. But first of all
we're going to have to UV unwrap it so we can map the UV coordinates
for texture painting. That's going to be
in the next part. If you've gotten stuck
with any of this modeling. Remember the finished
file is also in the resources
folder so you guys can look at and see how
everything is set up should something
have been confusing. So I'll see you in the
next part for UV editing.
12. UV unwrapping: Now we're going to be UV
unwrapping our little character so we can get onto texture painting in
the part after that. It's quite simple and I think at this point we could
probably come here to our Ref collection. You can see over
here it says Ref. We can go ahead and just turn it off for the V port display
as we don't need to see it. Now we've got our
little character. You can see under our
main collection here we've got circle cube sphere. If any of these have been accidentally placed into
the other collection here, like the reference, and you turn this off and it disappears. All you have to do is just
take that object left, click on it, and drag it
into the main collection. If you see this
reference collection, the only two things
that should be in there are these two empties. Again, just make sure everything is in this main
collection over here. This is all just hidden. Now we've turned it off
for the Viewport display. Now we're going take a
little character and we're going to join
everything to one mesh. If you actually
press a to select everything and you
go in to edit mode, you can see everything has been mirrored
onto this one side. We've done that deliberately. All we have to do now in object mode is just
select the head, holding in shift select the
I, they're both selected. And then holding in
shift select the body. The body is the last
thing selected. And if we go control
J or command J, it's going to all join together. And it should have
the mirror and the subdivision surface
modifier by default. Now if we're going to edit mode, this is what we have here
is our little character. He is perfectly mirrored. In fact, if we turn
the mirror off here, we can see into him
for some reason. I find it very
funny. I don't know why seeing the
character like that. Anyway, that's not the point. I think we can turn that back on and go back into object mode. Now we can get into
our UV editing. We have our little
character selected. Go into your UV editing
window over here. By default you can see it has all of this stuff
here because we used default primitive
objects to get started with. It's still got that
coordinate here, but it's all really messed up. There are two things we can
do here with unwrapping this. You can come over
here in this window and press eight, just
like everything. Then you can press
U on your keyboard, so U four umbrella. Then you can come
here and click on the option here called
Smart UV Project. That Smart UV Project option will automatically unwrap
things, you can click on, Okay. And it'll do its best job to break this into pieces
and place it everywhere, as efficiently as possible. And this one is good for
quick and dirty results. We should actually be
able to do this and then create a texture and
come over here and paint. It should look okay. But the problem is if
we want to come and paint over here, which
is also an option, then we can't because we
don't really know what, what, because this is really
quick and efficient, but it's not very neat. If you want to go ahead and
you find UV unwrapping hard, you can just go with this and go ahead and create
a texture, right? But if you want to
learn how to actually do some proper unwrapping,
you can keep watching. And I'll show you
another method. It's a little bit harder, but it's not that hard and
it does a much nicer job. Let's start by going to our Edge Select Option and
deselect everything over here. And let's select a edge on
the character body and go control L. Then let's
press U and go Wrap. You can see it's now
unwrapped it as one piece. But the problem with this is it's really stretched
in some places. What we can do, we
can relieve that by adding in some
seams in some places. If you think back to the
beginning of this course, we talked about UV unwrapping. We're going to be using
that at the moment. One of the things we can make
this arm a separate object. Let's go over town modifiers just to make things
easier and turn off the subdivision surface for the Viewport by clicking
on a little screen. Let's come over here
and holding in shift. Let's just go all the
way around the arm like so you follow this loop going around to get
to the other side. Then you're going
to go control or command and you're going to
go and give this a seam. Going to mark seam. Then we're going to come here to the mouth because this is a cavity and it's not
going to work very well. You can see over
here. Yeah, it's just folding out like that. What we can do as we can come in here and hold and shift
and start here in the end. And go all the way around
selecting this loop until you get back to
the side over here. You can see this is now
touching the edge where our mirror ends and it starts mirroring
onto the other side. Then that loop, we're
going to go control, and we're going to go Mark Seen. Now the mouth will be
unwrapped as a separate bit. The inside, we're going to do the same
thing with the eye. Just go shift O and left
click on one of these loops, we'll select all the way around. We're going to go
control and go Mark Sam, I think we can do the same
thing with the leg shift. Old left click on
one of these loops. Make sure it goes
all the way around. Control and mark seam. Then to stop
stretching down here, we're just going to go take an edge and go all the way up. Selecting until it touches this red line over here like so. And they're going to go
control and go mark Seen. If we were to actually unwrap this thing here
as a separate object, the problem is it's going to get stretched out
towards the end. If we come here to
where the red line starts in the inside here, we're just going to hold and
shift and select these edges up all the way to here,
this thing unfolds. Let's go to about the tip here, go control and go Mark Seen. Now this will fold open over here. Look at
this thing here. If we actually go
to our face elect click a face on
here and go control L. It'll select only this because it'll stop where
the red border is. We now go and we go on wrap. You can see that this
thing unfolds like this. It's unfolding over here
at this point because we added a seam here as well. If we didn't have
that bit there, it would unfold like a cone, but it would be very stretched. If that's all done,
let's go to our edge. Let just select any edge
and then go control L. So the whole thing is selected. Then let's go, let's
go to the Unwrap. Now you can see it's done
things a lot nicer now. Things aren't going
to be a stretched. If that done, let's just
go H over here to hide it. Then let's go ahead
and grab the eyeball. Shift Alt, left
click in the middle. It's going to loop.
Let's go control markem, control L, and then
let's go U and unwrap. Okay, let's go H over
here to hide it. Let's move to this
bit over here. These bits are both really easy. We can just press eight
everything with them and just go and go on wrap and
unwrap them as well. Here we can see they're not
too bad but the mushroom sees the gills here seem to be wrapping
over themselves a bit. What we might have to do is just come in here and go
shift old left click and just select an edge
running all the way along to the end control and go Mark. Now let's press eight, these two items, and
let's go on wrap. Now they're looking better. Now let's come over here
and go H to hide it. And we can see we've
unwrapped everything, now let's go old H to
bring it all back. We know that everything
can unwrap nicely. One last time, we're going
to press Select all of it, and then we're going to
press and go Unwrap. Now it's all unwrapped, and we can see that nothing
is stretching too badly. Now all we have to
do is come over here and grab some of
these smaller bits. Just drag over them,
control L them. This is optional,
but you can just space them a little bit better. I'm just going to grab the control L. If
you want to select, just select the vertex control L and it just select
the separate bits. Let's grab the body,
maybe control L. Let's go to rotate to
scale a little bit. Yours might be packed a
little bit differently, but just try and get it
as efficient as possible. Just moving bits so
they don't overlap. Something like this,
Yours might be different, but just pack it as
efficiently as possible. Now to test it, let's go over here to New
to credit texture. Let's go ahead and call it Mushroom Guy or girl,
whatever you want. Then when we come to
the Generate type and let's make it color grid, let's come over to
the width here, let's make it 2048 by 2048. Let's go ahead okay
and generate this. Now we're going to
go image save As, and let's go to our
desktop and just save that Mushroom Guy PNG. Now let's go to our materials. We're going to go ahead
and create a new material. Let's call this Mushroom Guy. Now we're going to go
to the base color. And let's go and get
an image texture. Come to the dropdown, and
then click on Mushroom Guy. Now if we go Z over here
and go Material Preview, we're going to see this
is everything over here. Right now. It is unwrapped and we can
see nothing looks to stretch. We can actually
read these numbers. No numbers look too big, and no numbers look too small. Now we know we are ready
to start texture painting. In the next video, I'll see guys for
that as always. Make sure to save and let's
just go back to our layout. The next bit will be painting.
13. Texture Painting: In the previous part, we were able to do
our UV unwrapping, and we even saved out a
starting texture here, just a map here
with some colors on it so we can see the
layout of our UV's. Now we're going to
do a little bit of painting with our little
character selected. We're going to go
over to our texture paint window over here. Everything is set up for us. If you can't see over here, just go Z and go
Material preview. And you should see it
just fine over here. We're going to go
to this window. Let's just roll
back with a middle mouse button to see everything. There's two options like
we learned earlier. You can actually paint here on this side and it
updates over here. Or you can paint directly
onto the character. We're going to paint
directly onto the character. Now, one thing we need to
actually do real quick is just quickly come up
here and go into edit mode. We didn't talk too
much about this, but if you scroll
over by rolling a middle mouse button
all the way to side, you're going to see something
here, Mesh Edit Mode. And you're going to come down, this is an option
called Normals. And click on this
little tab over here with a little line
pointing out from a face. And you're going to see
these things called normals. And some of them are facing inwards, which is
not what we want. So if everything active, we're
going to press Alt, Alt. And press, we're going to
go and recalculate outside. And it should fix any
normal issues we're having. Blender will know
where to paint. It doesn't paint inside
faces, but the outside, it's just like a
directional thing, which we didn't
really touch on much because this is a very
beginner's thing. But normals are something
you can learn more about as you get more
advanced of blender. But for now, let's come
here to the mesh edit mode, and let's just go
turn off the normals. Let's roll our middle mouse button up
here just to move over. Let us go back to our
texture paint mode. Let's come over here to the
top where our color is. Let's come here and
change it to like a nice creamy color. You can also come over here under your active
tools or workspace. Scroll down and you can
go to the brush settings. And under the color picker, you can do the same thing over here. Now let's start painting on the belly of our little
mushroom guy over here. You can see it's
updating over here. But one of the things
we're going to run into is we start painting upwards. We're going to accidentally paint some of the other parts. What can we do to stop that? What we're going to do, we're going to quickly
go into edit mode. Just click with our edge, select select any part of
the character body and go control L. The whole
thing should then be active. And then you're
going to go control or command I to
inverse the selection. It selects all the other parts and then just press
H to hide it. We've pressed H to hide. Now let's go back into
our texture paint. Press Z and go Material Preview. Let's go to grow our brush. Now we're just going to go ahead and paint our characters. We're just going to go all
the way around and paint like painting the body of our little character underneath as well. All the way around underneath. Then what we're going to do to come over here and
we're going to bring down the
value a little bit. And we're going to come
here to his belly and just paint on his
belly a little bit. Let's bring the value down
even a little bit more. And then paint here
in the middle just to create like this
nice belly pattern. Then we're going to
take the value and drag it up to make
it lighter again. Then we're going
to press to shrink our brush quite small. And then we're just
going to come here and click and just make little dots. You can vary the size of
your brush by pressing, and it's going to be
mirroring on both sides. But for now, I don't
think it looks too bad. You can see it's
symmetrical on both sides. But we're just going
to go ahead and make all these
little random dots, just like, that's very simple, on the belly like that
and it looks very cute. Less, come here to image so far and just make
sure to save it. We can make sure we're saving our texture as we're working. Now We have that done, let's
go back to our edit mode. Let's press old H to unhide
everything over here. Then let's actually just
select the mushroom gills. Just select an edge
and go control L. Then go control I
to select everything else and then press H. Then let's go back into
our texture painting. Let's come over here and
let's change this to a nice reddish pink color, make it a little bit
darker in value. Let's press to grow a brush, and let's just come over here. And we might have to
come from the top because of the
normal directions. Let's just come here and
paint all along here. So we're just going to
come here and paint. Let's come and take this value over here a little bit darker. And then come here and paint
in the middle like that, just to make it a bit darker. Let's save that image. Let's go back into edit mode. All H to hide, bring
everything back. Then let's select the top
edge of this dome. Control L. And then let's go control I to inverse selection. Press how. Let's go back into
texture paint. Let's go ahead, bring
up the value here, let's make it a
little bit more red. Let's come here and just
paint the top of a dome. Just coming in here,
painting the top of a mushroom like that. Then when to come here
and make this value a lot lighter, like a bit rosy. Let's go to shrink the brush. Now let's come over here
and paint by pressing, just make a few little
dots on a mushroom. Very simple. You can make some big
ones, some little ones. Just place them randomly around. Just by clicking.
Yeah, something like this looks really good. Then let's go back
into edit mode. Old H to bring the rest
of the stuff back. Let's now just go ahead and
select the eyes over here. Selecting edge control L, and then control I to inverse
selection and press H. Now we only have the eyes and
we're going to quickly go back into our texture paint. Let's make this black. We're
dragging down to value. Let's press to grow our brush. And let's just paint the, there we go now are nice and black. Now let's come here image
and then let's just go save, Then let's go back
into edit mode. Let's go, oh, to bring
everything back, the inside of the mouth
still needs to be painted. What we're going to do,
we're going to go back into texture paint over here. We should be able to find
the bit that is our mouth. We can see here, it's
not fully painted. In here is going to
be this little bit here and yours might be
positioned in a different place. You're going to do
is you're going to get to your color slot and let's get a pinkish color. You should be able to see here, if you paint the right thing, which is the inside
of the mouth, it's right over here
just a little bit. Or you could just come in
here and try and paint it by coming into the
inside here and painting, but we're just making the
inside of the mouth pink. Then we're going to come
here, image and save. Then from here, you can touch
up as much as you want. You can always click on
this tab here and then go to the little eye dropper and
then sample another color. And then just paint in the rest. You can come in
here and actually paint onto the
texture surface here, or you can paint directly on to the actual
character measure. But whatever you do, just make sure to always go image and then go save as you're
working to save that texture. But this is our little
mushroom painted. He is looking really cute. So let's go over to our layout. Let's make sure to save. I'm presing control
S just to save. If you're ever
working in Blender, you can go file
and you can go to external data and enable
automatically pack resources. Now I've already
done this because of the reference that
I had in here. But without doing that, if you were to move
the blender file, Blender could lose where it is and not be able
to reference it, and therefore you would
lose the texture. Always make sure to
either pack it in or to make sure you don't move where
you've saved your texture. Otherwise, blender will lose the location of your texture. But with that all done, now we do have our
little character. He's looking really cute
now that he's painted. What we're going to
do in the next part is we're going to
set up some lights, a nice little stage, and we're going to
render this guy out and it's going to
look really awesome.
14. Lights & Rendering: Now we are finally able to finish off our
little character. We've already done our texture painting in the previous part. Now it's just a matter
of adding some lights and making a awesome
looking render. We're going to go shift A and we're going
to add in a plane. Now this plane is sitting right underneath
our character here. I'm going to press Z for
the time being and just go into the solid view with
this plane selected. Let's just go to scale that up, let's make it about this big. Then we're going to go X and
scale it a little bit wider. Now we have that done,
let's go into edit mode. Let's go ahead and
select the edge mode. And select the back edge
behind our character. Then you're going to go into your right orthographic view. We have this edge selected. You're going to go to extrude. And you're just going
to extrude a few times up just to create
this curve like this. Then go to extrude and Z
and just extrude it up. Just a very simple shape. Let's go back into
object mode and we have this plane selected when the right click
and gotides move. Now we can go into
our front view. We're going to go shift a, Let's add in a camera, let's go into a
right orthographic view of this camera active. We're going to go and move it over here, it's at the front. Whenever you have
a camera selected, you can press zero on your number pad and it'll
take you into camera view. Now with our camera selected, we're going to press
on our keyboard. And then just press your middle mouse
button and hold it in. And move your mouse
to zoom back. And then just let
go and left click. Now let's go over to
our render properties. Let's just go to
the render engine and let's make it cycles. If you have a GPU, you can use it, if you don't, you can just stick to CPU. It's just going to render
a little bit slower. Then you're going to go down
to your render options. Let's go here to
the Mac samples. Let's set that to 55. This is just the amount of samples or the quality
of the render, but because Blender now
comes with denoising, even with a relatively low
sample rate like this, with the noising, it's worth it. And it'll still
look really good. But you'll learn more
about what all of the stuff is as you
get more into blender. Now we're just going to
keep things really basic. As a goal here is just to render our little character now in
our front orthographic view. Let's go shift A. Let's go to our light options to
add in an area light. And we're going to go move
that guy over to the side. And then R to rotate in
towards our character. Let's go to our light
properties and let's make this 350 under strength. Let's come here to the
size and make it 3 meters. Now if we're going
to a camera view, we can press Z and we
can go to Rendered. Now we can see our character. What we're going to have
to do is go control. Well, we're in camera view
control or command B. And then just click
and drag over the camera just to limit the
rendering to our camera. Now it's a little
bit more efficient and not as distracting
in the view here, but with this light here. We can now come to
our light properties, make sure the area light
is selected, maybe. Let's bump this up to 450. I think that's
looking really good. Let's go to our top
or graphic view. By pressing seven.
With this light here, we're going to go
shift to duplicate, move it over to the side. And then let's go R and
rotate it around to face in like so back in
our camera view by pressing zero on the number pad, this is what we're going to see. You can now duplicate a slight
as many times as you want. You can go shift D again, have it coming from the
front at a bit of an angle. Whatever you want to do, it's your character,
but generally, a three point
lighting system works well with the light we've
got currently selected. Let's just maybe take
the strength to 300, and I think that's
looking pretty good. You can also select
your actual backdrop, The plane that we have
over here that we created. We can go to our materials. Properties go new,
it's called floor. You can come here to
the base color and you can change it to
any matching color that you think would complement the style and the feel
of your character. It's completely up to you how much you want
to saturate it, how much you want to
take the value down. These are going to be your personal choices
with your styling. But I think a nice
blue complements the red in our little
mushroom guy here. That's what I'm
going to go with. Another thing I'm going to do is just select the Mushroom Guy and I'm going to go into edit mode. Going to go to Edge
select and just go Shift Alt and left
click on this rim here and just go alt S and just scale it in along
the normals a little bit. And then double G
just to slide it up a bit just so it's folding
around a little bit. Like, Let's go back
into object mode now. Make sure to save. Let's
quickly now go Render. And let's give
this a test render by clicking on Render Image. Here we have our
little mushroom guy. You can see he's looking really cute with that texture painting. It's really added a bit more
complexity to the shape, a little bit more depth
versus just using a plane material without
doing texture painting. This is our little mushroom guy, I've really enjoyed making this. I hope you guys have too. If you've gotten
stuck on anything, make sure to look at
the finished file. That's also going to be
provided in the resources. But this has been making this at this point I encourage you guys to take this
little character. My challenge to you would be to stylize him in a way
that works for you. I've shown you the
basic concept here, but make it unique. Make them unique. Change
the shape a little bit. Go ahead and do the
whole thing again, but this time add
your own flare. Maybe add some leaves
or some fungus. Add them holding a stick. I'd like to see what you guys
are able to do with this, and that is really going
to be your challenge. On top of what you've
learned is taking what you've learned and
making it your own. I'll be seeing you guys in the outro where I'll just
say goodbye and thank you. That's going to be the next bit.
15. Outro : You've now completed this
skillshare course for Absolute Beginners in
Blunder 4.0 From here, what you want to do is
make your project in, submit it, and share
it with other people. Share it with me, I
can have a look at it, give you some advice, maybe
you can ask some questions. The question you might have if your new skillshare especially
is, how do you do that? Once you have completed
your course and you've gone through all of the different subject
matters here, you're going to go down to
this little section here and you're going to see there's
about a project resources, a review discussion,
and a transcript. The one you want to click on is the project resources if it isn't already
active and open. And then you're going to just go over here to your right side and you're going to see
something called My Project. Then all you have to do is
click here on Submit Project, and you can drag all of the
different media into there, like your screenshots,
your renders. You can put in some text, give people some information
about your work, what your thinking process is. This is always a really
important part of learning and working
with skill shares. Go ahead, make sure
to utilize that. My project section. I'm really glad you guys
were able to follow along. There's anything I can improve. Definitely let me know if there's anything in here
that you get stuck on. You can always ask
for help or even have discussions with other people
about what you've learned. I'll see you guys hopefully next time for a Nutter
skillshare course. Blender is always developing really quickly. You never know. In the future, I might have
to do something for Blender 5.0 I'll see you guys
next time. Thank you.