Transcripts
1. Introduction: Hi. My name is Harry and I'm a professional 3D artist with over a decade
of experience. In this class, I'll
be showing you how to make this little fella. [NOISE] I'll walk you through the simple and beginner
friendly process of creating a cartoon style bumblebee
animation in Blender. We'll be going through
the entire process of creating this
bumblebee animation from a beginner's perspective to avoid as much
confusion as possible. That means I won't be
skipping any steps or going too fast for you
to keep up with me. We're using Blender
for this tutorial, which is an amazing and
totally free 3D software. The only barrier to entry is having a computer to
run the software on. In this class, you can expect to learn the Blender
interface and its tools. We'll learn about
the many basic tools and interface elements
within Blender, while creating our
cartoon bumblebee. We'll learn modeling. To create our bumblebee
and environment, we'll use basic
modeling tools and modifiers such as
mirroring and subdivision. Up next is lighting. We'll set up a simple
sunlight lighting scheme to accentuate our
cartoon shaders. Then we'll move on to shading. I'll show you how to create a colorful and stylized
cartoon material for our bumblebee
in an environment. Up next is animation. I'll walk you through animating
your bumblebee by using simple keyframing and
modifiers like cycles. Lastly, rendering. We'll render our final
image in Blender, so you can share it
with your friends and family on social media. When we're done, you'll have all the skills you need to create a looping cartoon animation
of your very own. For our class project,
you'll be doing just that. I'd like you to create a new
looping cartoon animation with a unique design and
share it with the class. I'll personally review
every single project, upload it to the gallery, and give you feedback on
anything you've done fantastic, as well as anything that could use a little bit of adjustment. I hope you'll join me
on this fun beginners journey through Blender, by making your very own
cartoon bumblebee animation.
2. Opt: Blender Crash Course (Part 1): In this lesson, we'll
be going over a few of the most useful key binds
and tools within Blender. This lesson is optional
if you already have a basic understanding
of Blender. However, I strongly
recommend beginners watch this entire lesson to have a functional knowledge
of the tools we'll be using
throughout this class. The first thing you'll
be greeted with when you opened Blender is
the splash screen. The splash screen
up here will have the version number that
you're currently working on. It'll have some artwork that's unique to the version
that you're working in. It'll also show you
a few different general file types down here. These are just basic
opening file types. We can open up a specific file that we know where it
is on our computer, and we can also open
any recent files that we've recently had open. To start with, most of
the time you're going to choose General as
your new file type, at least when you're beginning
a brand new project. If you're opening up
Blender and you want to go back to a file you were
recently working on, you'll notice that it's listed
over here on the right. For this project, let's just
open up a general file type. The general file type will start you in the
layout workspace, which is the default workspace, and it will also start
you with a light, a cube, and a camera
in your scene already. This large window
here that we're looking at is called
your viewport. This will be where
we're doing most of our modeling and as well as some of our
texturing and lighting. Over here on the left side, we'll notice some of our tools are listed and this will depend on the mode that we're in or in the workspace
that we're in. This menu over here will change. However, this is where you
can usually find your tools. On the right side here, this is our scene collection. This will list all
of the objects in our scene that I
mentioned before. We can see here my
camera, my cube, and my light, as well as any new objects we create will go in here as well. We can also see these little
white file boxes here. These are essentially folders
like say on your computer, so this will store
objects within them just to make organization
a little bit easier. We can also
double-click on any of these things to give
them a new name. Down on the bottom
right, we have all of these different tabs that we
can click through and each of these have different
parameters that we can adjust that will affect either our world or our render settings or even the model or modifiers
that we apply to it. Lastly, up at the top, each of these tabs is a
different workspace meant for a different operation
while you're modeling or texturing
or lighting. In this case, like I said, the layout is the default
catch-all workspace, but there are specific
ones for just modeling, just sculpting, UV editing, texture painting, and so on. Now that we know a little bit about what we're looking at, let's learn how to actually
interact with this viewport. The first thing I'd
like to make note of is down here at
the bottom center, during this class,
you're going to notice little key
binds pop up here. This is to show you
what buttons I'm clicking while I'm
working on the class. This little left dark square here is the equivalent
of my left-click. When I click on my left-click, you'll see it
lights up green and it shows you that I left-click. If I click my mouse button or my middle mouse button
in the mouse wheel, you'll see the little middle one pops up and it says middle, and then same thing
for the right if I don't cover it up there. Now you can see I clicked
the right button. It'll also below it tell you what keyboard key I'm hitting. If I hit N, you'll
see N pops up. About 99% of the time down here, when you see a key pop up, if you push that same exact key, you should have the same
exact thing happen. There's only a few
instances where I've changed my keys to match my preferences as
well as my needs because my keyboard doesn't
actually have a numpad. A lot of the default key binds within Blender
utilize the numpad. Most default keyboards
have numpads, so you really shouldn't
have an issue. But if you notice
something down here that doesn't match what
I'm telling you, that's because I've
changed it to like I said either match my
own preferences from working in other 3D software or because I simply don't have the button that it's
asking me to press. During this lesson, I'll make
note of the buttons that you're seeing down here that are not accurate to what
I'm telling you. In those cases, you'll have to listen
to what I'm telling you to press rather than what
you're seeing down here. As I mentioned before, these are pretty
uncommon and they're really not super consequential
so in most cases, anytime you look down
here, it'll be accurate. Let's start with
our first key bind, which is to rotate
around our viewport. This will let us rotate
around our scene to say maybe see the
backside of this cube. To do this, you're
going to click in your middle mouse button, which is the mouse wheel. If you click that in and
then you move your mouse, it will rotate around the scene. Now, in my case, this is one of the ones
that I've changed. For you, you only need to click in your middle
mouse button. Just click in the middle
mouse wheel and then move your mouse left and right it'll
rotate around your scene. I've added a modifier
to mine to make it a little bit better
for my preferences. Again, click in your
middle mouse button, and then you'll rotate
around your scene. Disregard what you saw
down there at the bottom. This will just allow us to
orbit around the object. In this case, you can
see it's focusing on the center of our screen,
which is the cube. This lets us see
around our object. Now rather than rotating
around an object, we can also pan our viewport left or right or up and down, which will allow us
to move our view as well as rotate our view
later with the other click. To do this, you're
going to hold down Shift and click in your
middle mouse button. You'll hold down Shift
and then click in your middle mouse button like you can see there at the bottom. That will allow you to
pan left and right as you move your mouse while
holding those keys down. In my case, I've changed this, so what you see down here will not be accurate in this case. When you hold down Shift and
your middle mouse button, that'll allow you
to move your camera from left or left and
right and up and down. We can combine these so we can
move our camera over here, and then we can rotate it to
see around the other side. This is the basis of navigating around
inside your viewport. This allow us to see any part of our object that we want to. It's just a matter
of switching back and forth between either panning or rotating your camera to get a better view of
the area you want to see. Now we can zoom in
and out of our object using the mouse
wheel and just by scrolling in up or down. If we scroll up rather, it'll move into the
object, it'll zoom in. If we scroll down on the
mouse wheel, it'll zoom out. It'll allow us to be a little
bit further from object, or if we zoom in it'll allow
us to be a little closer. Now you notice as you
use your mouse wheel, it moves in a little
bit of a jump. It moves in small
increments in and out. It doesn't remove very smoothly. There is a way to change that, and that's by holding down
your control button on your keyboard and
then clicking it in your middle mouse
button at the same time. Now as you move your mouse so it's similar to the
way panning works. If you hold down Control and click in your
middle mouse wheel, now you can move your
mouse and it'll move nice and smooth and you can get exactly the zoom level that you want without it clicking
in and out like that. The mouse wheel just
scrolling it is a good way to just
quickly zoom in and out. But then if you want
to be really precise on how close you
are to the object, then you can hold down Control
and middle mouse button at the same time and move it much slower so that you don't
have to move so fast. Now after all this zooming
and panning and rotating, you might find that
your object is a little off-center or you
zoomed a little bit too far out and now it's a little bit tedious to have to
zoom back into it. If that's the case, all you have to do is select your object by
left-clicking on it. You can see it has this
little orange highlight around it to let you know
that you have the object selected and then you're
going to hit numpad, period. On your numpad, hit
the period key, and that will zoom you
into that object and it'll focus it and
put it nicely right in the center of
your screen so you don't have to manually zoom in and pan and rotate your
camera to get it there. Now, in this case, like I said, I don't actually have a
numpad on my keyboard, so I've changed my key bind. What you see down here will
not be accurate in this case. In your case, you need to hit
the period on your numpad, which is on the far right
side of your keyboard. If you hit that, you can
see it quickly zooms right into your object and it puts it right in the
center of your screen. Now, it typically puts
it a little too close, but that's simple to just zoom out and now it's
nice and centered again. That last key bind was the
last one that I've changed. Anything else that
you see within this lesson or this
class going forward, those are the only three
that I've changed. I've only changed the
focus button to zoom into the object and I've changed the rotate and I've
changed my pan. Other than that, nothing
else is different. Now that we know how
to move around inside our scene and get a
better look at it, let's actually discuss how to
interact with the objects. I'm going to zoom
out a little bit. The first thing we can do
is to move the object. There's a few different
ways for us to do this. The first way is to just select the move tool up
here at the left, which is the four-direction
arrows here. If I select this and I
have my box selected, so I have the little orange
highlight around it, then I'll see this thing
here called a gizmo pop-up. A gizmo essentially
is just a controller. It's a set of arrows or circles or handles
or whatever it may be, depending on the tool, that allows you to
interact with that object. In this case, if I
just click and drag on one of these little
handles here on the gizmo, so if I grab this
blue handle here, it will allow me to move it
just in the blue direction, which in this case
is the z-direction. I can move it wherever
I like and you can see that it's bound to this z-direction because it has this little blue line
shooting out of it. That's letting me know that
I can't move it left or right because I only
grabbed the blue handle, so it can only move in
the blue direction. To get a better idea of which
of these axes is which, you can look up here
at the top right. We can see that the blue
corresponds to the z-axis, which is up and down. Then we have x, which
is left and right, which is also the red axis, and then the green is the y, which is forward and backwards. For any one of these
handles on the gizmo, we can just grab it and it will move it just in that direction. In this case, only the red direction or only
the green direction. We also have the
option to grab one of these floating squares between the handles and that
will allow us to move it in the two directions
that it lines up with. In this case this green box here will allow me to move
it on the x-direction and the z-direction
at the same time and that's because
it's floating between those two handles. If I grab just this
little green box here, now you can see I have both
a red and a blue line, which means I'm
allowed to move it in any of these directions, but I cannot move it in
the green direction. Then that's the same with
all of these handles here. This red box here is going to
be the blue and the green, which is the z and the y. Move it that way
and then same with this just in the x and y. These little squares
here are useful when you want to combine directions
that you're moving it in. Now that we know
how to use the tool with the gizmo on it. There is actually a
fast way to move. However, you need to know
the key binds to do it. At any point in your project regardless of which
tool you have on. Just for this purpose
of this example here, I'm just going to
switch to the rotate tool you don't need to do that. But regardless of
what tool I'm on, if I hit "G" on my keyboard, it will allow me to start moving it regardless of the
tool that I have on. Now you'll notice it's moving at in a weird direction
and what it's doing is it's moving a base
relative on your screen. As I move it up in my screen, it's actually moving
it up in space and backwards and then if I
move it down on my screen, it's moving it down and
forward a little bit. Now, typically
this isn't the way you want to use this tool
but if you just need to make a really quick
small adjustment and you have your camera
at the right position, then you can just hit "G" with any objects selected and
it will allow it to move. If I rotate my camera
say down here, and I hit "G" again,
you can see now that it's rotating it based
on this camera position. It always just looks at
the direction that you're facing and moves it
relative to that. Now if we don't want to move it relative based on our
screen direction, we can hit "G" to start moving
it and then we can define which axis we want
to move it on just by hitting that corresponding
letter on the keyboard. If I only want to move it
in the x after hitting G, I can just hit "X" and now its balanced to the x-direction. Alternatively, you could just
hit "Y" and it'll bind it to y or z and it'll bind with z. Now, all of these cases first
you need to hit "G" first. You tell Blender, hey, I want to move this object so you can start
moving it and then you bind it to a
direction by hitting the corresponding axis
letter on your keyboard. Now, I've bound
it to the z-axis, I can move it up to
here ad now I can click to confirm that
movement and it's placed it. Using the quick movement with
g and then binding it to an axis is definitely faster
than going over here, switching to your gizmo and then grabbing your
gizmo to move it. However, it can be a little
bit more fraught with the possibility of moving it
in the wrong direction or not realizing you're
moving it in screen space. A lot of times
throughout this class, I'm going to be using these
tools just because it makes it obvious which
direction I'm moving in. If you prefer using the quick method by
just hitting "G" and then binding it to a direction by all means go
ahead and do that. However, in this
case, most likely, unless it's going to be a
really small movement or a very specific
movement I'm making. I'll usually be
using the tool with the gizmo in order to move
objects within this class. Now that we've gone through all of these different constraints that the move tool has, we can quickly go
through the other two tools that we'll be using. Because they function
very similarly, they just do different things
to the model so I won't be spending quite so much
time on each of these. We've discussed movement, now let's discuss rotate. Rotate is exactly
what it sounds like, it allows you to
rotate the model. In this case, you can
see here our gizmo has changed and we have
a few different other handles here to grab. By default, you can
just click and drag over one of these colored
rings and it will move it, it'll rotate it rather
only on that ring. We can see here it's
rotating it only on the x and then only on the
z if we grab the blue, and then only on the y
if we grab the green. Now we also have
the option here to grab the white circle. We'll notice as we
rotate around the model, the white circle
will just always follow this r direction. However, the colored ones, they seem to always stay
exactly true to where they are. They always match up with
the world up here and that's because the white one is only going to be using our
screen direction. This is similar to how the quick G key to move
things was working. It will only look at just
basically the direction you're looking at and it'll
use that for your rotation. Now sometimes this is useful. This is probably a little
bit more useful than the quick movement where it moves it on
your screen space. The rotating on
your screen space, I find a little bit more useful, so we'll be using that one
a little bit more often. But in general, I tend to use the gizmo for most of the tools for my classes just so it's clear
what we're doing. As I mentioned,
this tool is very similar to the move tool
and that we can just hit "R" on our keyboard for
rotate, to quickly rotate. In this case it's only
going to rotate it based on the screen direction so we
can rotate it that way. Like I said, this will rotate it based on
screen so it's going to rotate at this direction now
and then we can also hit "R" and then any one of
our axes so we'll try z. Now it will only rotate
it based on the z or x to rotate it on the x or
y to rotate it on the y. Then to confirm the movement, we just click "Left-click", and then we'll
confirm the movement. Now before I explain
the last tool, let's bring up our side
menu by hitting "N" on our keyboard and then over here and we can see all of the adjustments we've
made to this model. We can see its location
within the world, so this is the exact
coordinates within the world that it's sitting
in so that's the movement. Then we can also see the
rotation that we've done. In this case, I've
rotated a whole bunch of different directions
here so it's rotated a little bit
off of kilter here. Let's adjust this and
set it back to zero. We're going to click on each
one of these and we can hit "Zero" to zero out the rotation. That's nice and flat again. We can also do that up
here for the location. Instead of clicking
each one of these individually and typing in zero, we also have the
option to click and hold on the top one and then quickly drag down to highlight all three
of the fields. Now when we over click, we can type in zero once and
it'll change all three of them because we
highlighted all three of them and now we can hit "Enter". With our box setback
to default we can hit "N" to hide this menu. Now let's discuss our last
tool, which is scale. To switch to your scale tool, we can go over here to
the left and choose this small box growing
into the larger box. Now we can see our gizmo's changed and it looks
pretty similar to how the move
tool gizmo looked. However, there are just
slight adjustments here and we have boxes at the ends instead
of arrows and we also have this circle
here around it. The most obvious
parts of this gizmo are the different
handles we have here. If we just grab the blue handle, it will only scale it
in the z-direction. If we grab the red only in the red and then same thing with
the green only in the green. We can also grab these floating little boxes and that will scale it only in
these two directions that it floats between. Only this way, this
way or this way. Then the last option
we have here is the ability to scale it
all in the same direction. It's going to scale
up uniformly. It won't change the
shape of it all, it'll just get larger. If I zoom out a
little bit and I grab this little white ring that goes around it and I scale it, it'll scale it up
just uniformly, either much bigger or we
can make it much smaller. Now I can zoom in here
and we can see we just have the exact same shape it's just a little
bit smaller now. Just like all the
other tools there are quick key binds for this. These are ones
that I do actually use pretty often to scale. I won't always use the scale
gizmo to scale objects but, well, I always cut
that out when I don't. The quick way to
scale an object is just to hit "S" on your
keyboard for scale. If we hit "S", it just
scales it up uniformly. This is the one that
I use the most often. This will just
make things either uniformly bigger or
uniformly smaller. Then again, we can just
click to confirm the change. As I'm sure you've
guessed already it works the exact same
way as the others so we can add s and then x
to scale only in the x, or y to scale only in the y
or z to scale only in the z. Then again, just click
to confirm the change. Now that we've discussed
the three main tools, let's discuss how to undo
the changes we just did. To undo these changes,
so in this case, it's just going to go back one step for each change
that we've committed. We're going to hold
down "Control" and then hit "Z" on our keyboard. Down here, Control and z, and it'll go back one time, so one time from each
confirmed change that we made. In this case every
one of our scales was a confirmed change so every
time we hit "Control Z", it's going back in time and going back to before
that change was made. If we just keep hitting
"Control Z" here, we'll see that we've
now Control Z it enough that it's actually
hopped up into the air here. If you actually go back too
far with your Control Z, you can hit "Control, Shift, and Z" to jump it forward
one space and time. In this case, I went back
to the point before I moved it down to the 0,0 the
center of the world here. I want to go back
to after I've done that change so I
can hit "Control, Shift and Z" at the
same time to jump it forward one space and
time rather than back. That was the last tip I have
for you in this lesson. In the next lesson,
we'll be finishing our crash course on Blender.
I'll see you there.
3. Opt: Blender Crash Course (Part 2): In this lesson,
we'll be finishing our crash course on
Blender. Let's begin. You can start by
opening up a brand new Blender file using
the general file type, or you can use the
same exact file from the last lesson if you're
watching them in order. Now let's discuss how we delete and add new objects
to our scene. To delete an object, you simply need to have it
selected and then you can hit the Delete key on your keyboard and that will
just delete it right away. Or if I Control Z
to bring it back, so I undo that delete. You can also hit X
on your keyboard, and that will also delete. However, it'll bring
up an option box and it'll ask you if
you'd like to delete. In most cases, the Delete key and X are pretty
much the same thing. However, X is a
little bit closer to where your left
hand naturally sits. Some people prefer X because they don't
like having to move their hand and
other people prefer the delete key because it's
a little bit more natural, more used to hitting Delete, to delete things rather than X. In this case, if you hit
X, it'll just ask you, is it okay to delete
this and then you choose Delete to delete it. Now we've deleted that object
and let's add a new one. We're going to hit Shift
and A the same time to bring up an Add menu. I'll move that off to the
side so you can see this. Shift and then A, to bring that up. This will have all
the different objects that you can add
within your scene. Most of the time, if
you're adding something, it's going to be a mesh or maybe a light but there's all these other
options here as well. We'll start with
mesh and then we can just add back in that cube. If we choose Cube, that'll just pop back in a brand
new cube for us. You'll notice down
here at the bottom left that this little option box popped up and it might be close to you or
it might be open. If it's closed like mine is, just click this little
arrow and it'll twirl it open so you can
see all these options. Now that you see the options,
you can adjust them. In this case, maybe we can make it by default a
little bit bigger. If I know exactly that I want my object to be say five meters, I just type in five and
then hit Enter and now my object is exactly five meters and then I can begin from there. You can also change
the initial position and rotation of it
down here, however, I don't find this
to be super useful, so you'll rarely see me
adjust this parameter. I'll usually just be
adjusting the actual size of the object or maybe the
amount of cuts that it has, but I rarely will
change the location or the rotation before we actually start
editing that object. Now that we have the size set, if we click off of this object, we'll notice that the
option box has disappeared. If we click back onto it, it won't come back up. That's the thing you have
to remember when you're making brand new objects is that the very beginning when
you first make them, you're allowed to change the
parameters for the object. But the second you
click off of them, it bakes those parameters right into the object and you
can adjust them again. You can actually scale the object if I wanted
to make it smaller, I could do that, but
I can't just type in the exact size for
the object anymore. I have to do that at the initial
creation of that object. Now we have our cube made, we can move this
off to the side. Then let's make another object, we can hit Shift and A, we'll go to Mesh and this
time let's make a UV sphere. We'll click that,
and then we'll see an object here that has a few more options
so we can adjust. We can change the radius, which will just make
the object bigger by adjusting the
radius of the sphere. We can also change the segments
and the rings as well. If we increase the segments, we'll see that there are
more cuts on this sphere, and the more cuts we add, the smoother it will look, and that's going around the horizontal space
of the sphere. Then we can adjust the rings, which will add more
cuts going vertically, which will also make the
sphere a little bit smoother. Now you don't typically
want to start with parameters
quite so high here, usually the defaults
for these are fine. I'll just type back
in some lower numbers here and hit Enter. It's because there's ways to smooth out an object that don't involve adding a ton of cuts to begin with
to make it smoother. We'll discuss those later, possibly in the
class if we need to. However, in this case, if you need to make the object either more or
less smooth right away, you can do that by
adjusting the ring count. With our parameter set up, we can just click off the object and it will
commit these changes. Now it's baked into the model. Lets now let's quickly
discuss the way we select objects within our scene. We already know that we
can just left-click on an object and it will select it, but it will only select
that one object obviously. However, we can also drag select over a bunch of objects and
it will select all of them. In this case, I can
see here I have four objects selected because
they're all orange now. We can also see that over
here on the right side, so when I click on an object, it highlights it in blue and if I have multiple
objects selected, it'll highlight all
of them in blue as well as make their names orange. Now if I wanted to be a
little bit more precise in the objects I'm
selecting and I want to select multiple objects, I can first select the
first object that I want to select and then I can hold down Shift while I'm
selecting the next one, and that will add
to the selection. Now I've selected both of these. If I didn't hold down Shift, so I just selected this and then left-clicked on
this camera back here, it would de-select the first one and now select the new one, but by holding shift, we're adding to our selection. I can hold down Shift and select the sphere here and now
it's selected both, and if I just keep holding Shift while I select
the next one, it will just keep adding to the selection until eventually I can select everything in
the scene or alternatively, I can just drag select
over everything. The last way to select everything
in the scene is to just hit A on your keyboard for all, so we'll select all. In this case it will select literally everything
in our scene. If I had 1,000
things in my scene, if I hit A, it will
select all 1,000 things. That's one thing to be
mindful of is if you have a really complicated scene and you hit A on your keyboard, it's going to select literally everything inside your scene. Now lastly, to finish
off this lesson, let's discuss some
really simple modeling. To start with, I'm just going to select these other
objects in my scene. I'm going to select
the cube, the camera, and the light and then
I'm going to delete them. Again, you can hit Delete on the keyboard or you can
hit X to delete it. Now select the sphere
that you have leftover. The first thing we're going
to do is we're going to visually smooth this sphere out. The way we do that is just
by selecting the object. Then we're going to right-click, we're going to
choose Shade Smooth. When we choose Shade Smooth, we haven't actually added any additional
cuts, so segments, or rings to this sphere, all we've done is told Blender
to visually smooth out all the areas between these faces that we
have on the model. As you see around the edges, it's still kind of jagged. It still has some of these
flat spots in these corners, however, the center of it, the general look of the
sphere is much smoother. This is a way to
visually smooth out an object without
actually adding all of those different cuts
and rings and segments to an object that really bog down the model,
make it hard to edit. Now for some reason you prefer
the look of the last way, we can just right-click
on it and we can choose Shade Flat and that will shade each one of these
faces individually flat so you can see each
individual face on the model. I'm going to right-click,
and then switch it back to Shade Smooth. Now to begin actually
editing the vertex, the faces and the
edges of our model, we need to hit Tab with
the sphere selected. I'm going to hit my Tab key and that will bring us
into our edit mode. Then at the top left up here, we can see the different
modes that we can adjust. By default, right now,
we're in face mode, which is actually selecting each individual
face of the object, which are these squares
that the object is made of. We can also switch
to our edge mode by either clicking on
this symbol up here, or you can hit 2
on your keyboard. The vertex mode is here
on the left, that's one. That'll switch this into that. We can hit 2 to switch into edge mode and we can hit 3
to switch into face mode. Again, let's switch
back to edge. We're going to hit
2 on our keyboard, or you can click this
little icon up here. This allows us to select the lines that make up
each of these faces. We can select each of
these lines on this model and we can adjust
the model that way. Then lastly, if we hit 1 on our keyboard we'll
switch to vertex mode, which allows us to adjust the little points in-between
each of these lines. Essentially anywhere a line
makes an intersection, we have a vertex. The vertexes are the corners of the squares that
make up the model. The edges are the lines on
the edges of the square here. Then the faces are the
actual squares themselves. To make edits to your model, we can use any of these tools
that we discussed earlier. There are also more, however, these are the most basic ones. if we choose the move
tool, we can see here, now with this single
face selected, we can move this face to adjust the shape of
the sphere, Like that. We can also switch
to our Rotate tool and rotate this face. We can do this in any of the ways that we
discussed earlier. We can just hit R to rotate
it based on our screen. We can add R and X may be
to rotate it just on the X, or we can use any
parts of the gizmo. Then lastly, we can switch
to our scale tool here. We can scale this down
to make it smaller, scale it up to make it bigger. Or we can squish it in different directions to
change the shape of it. Selection works the same way
as it did before as well. If we just click on
a single face here, it's only going to select one face and then the same thing if we just
click on another one, it'll de-select the last
one and select the new one. However, if we hold
Shift and click, we can see we can add to our selection to select a
larger part of our model. Then we can adjust this part
of the model from here. Alternatively, we can
just click and drag over our model to select a large portion of these things for wherever
we've clicked and dragged. Now I'm going to hit
Control and Z to undo a lot of these changes
that I've made to the sphere. It's a little bit closer
back to the original shape. We can see as every
time I hit Control Z, it just goes back each
of the steps that I made back to the default. Now you might have noticed
when I clicked and dragged across this sphere, that it only selected the faces that I
could actually see. In this case, if I
drag across, say, the middle here, it'll select all these faces and it looks like I
selected the entire.
4. Setting Up Our File: In this lesson,
we'll be going over some settings to prepare a
file for future rendering. Let's begin. Let's start by choosing the general file type
here on our splash screen. We'll choose "General."
Now we're going to go to the render properties tab
over here on the right side. This is the tab here
that looks like the back side of a
little DSLR camera. At the very top we'll click this and then you should see
a similar screen to this. We'll be using the EV real-time render engine
for this tutorial. This will ensure that
we get the look that we want and keep our render
times really short. This is important
because we will be creating an animation
at the end of this class and we don't
want to be waiting around for hours
for it to finish. Now let's go further
down this list, we're going to look
for Motion Blur. We can click "Motion
Blur" to turn this one. We're going to click this
little arrow here to twirl this open so we can see
more of the settings. The only two settings
we're going to change here are the shutter
and the steps. Let's change the shutter first. We can just click on this
number here and then type in 1.5 and then hit "Enter". Then we'll go down
here to steps. We're going to change this
from one all the way up to 64. Essentially the two settings
that we just changed here, the shutter speed is just how motion blurred will
our animation be, so how much motion blur will be present within the motion? Then the steps is
just basically how high quality is this
motion blur effect. The more steps you have, the more smooth it'll look. Now let's scroll down in
this list even further. We're going to go
down to where it says color management, then
we can open that up. By default, it should be set to filmic for the view transform. We're actually going
to change this from filmic to standard instead. Filmic works really well for photorealistic
renders however, standard usually
does a better job with more stylized things. In our case, the cartoon effect will be a little
bit more saturated, so it's a little more
colorful and it'll have a little bit better
contrast with the standard view transform
than it would with filmic. We're just going to
leave the look set to none we won't
need to change that. That's the last setting
we need to change in the render properties tab so now let's go to the
output properties, which is the tab
just below that. It's the one that looks a little printer printing out a photo. We can click on this
and that will switch us to the output properties. The first thing we're going
to change this up here, it's the resolution
of our final product. Right now it's set
to 1920 by 1080, which is the standard HD size. We're actually going to
make this 1080 by 1080. Let's just click on
the top number here and just type in 1080, hit "Enter" and then we'll
see here 1080 by 1080, which gives us a
nice square image here we can see that the camera, it used to be a rectangle, and now it's showing as a square because that's the output
that we're creating. Then one last thing
here in the output, we want to switch the
frame rate from 24 FPS, we're going to make this a
little bit higher and set it to 30 FPS. With our resolution changed
from 1080 by 1080 and our frame rate set to 30 FPS we're ready to save the file. It's important that we save
the file we're working on right now and changing
all these settings in, because the settings are
based on a per-file basis, we're not changing the
settings for all of blender. If you just open up
a brand new file, the settings we've
changed won't be present. Save our file, we're
going to go up here to file and then choose Save as. You can also hit "Shift
Control and S" at the same time to do this,
so we'll click this. Now when the save
Windows pops up, you'll be able to choose the location that
you save your file. You'll want to navigate using the folders here
on the left side, or typing in an
address bar here at the top and navigate to
a place that you know, you'll be able to
find this file later. You don't really want to
be moving the file around too often and you
want to have it saved in a place that
you're not going to accidentally delete
it so I wouldn't suggest saving it into your downloads folder or something, I'd maybe save it on your
desktop or in your documents, or maybe make a new folder
and place it in there. With your location chosen, now we can go down here
and give it a name. We're just going to
call this Bumblebee all one-word underscore
animation and then I'm going do underscore
01 at the end of it. The reason I added a underscore 01 at the end of this
is in case we need to branch this file or I'm
afraid I'm about to do something that might cause an
issue in the file later on, I can always save this out
as a Version 2 or Version 3. That way I don't lose any
of the previous progress. I'm not constantly just overwriting the same
file so if I mess up, I'll still have an older
file to come back to. Again,
Bumblebee_Animation_01 and then we can just
choose "Save As." With these settings
changed and the file saved we're ready to
proceed with the project. In the next lesson,
we'll start modeling the body of our Bumblebee
I'll see you there.
5. Modeling the Bumblebee Body: In this lesson,
we'll be modeling the body of our bumblebee. Let's begin. We'll
start by enabling a simple built-in add-on to
make our life a bit easier. We 're going to go up here
to Edit, Preferences, and then we'll go to
the add-ons tab here on the left side and then
in the search bar, we're going to search add mesh and then we'll see here
Add Mesh Extra Objects. You want to make
sure that you have this checkbox turned on. So you wouldn't have turned on Add Mesh Extra Objects and then we can close this down. We won't need this anymore. Now that's enable. This
add-on simply adds extra primitive objects that
we can start our model with. Let's select this cube here that started in the file by default, we're going to delete
that and now we can hit "Shift and A" at the same time
to bring up the Add menu. We're going to go
to Mesh and then we want to go down
here to round cube. Now, this is one of those
things that was added in with that add on
we just enabled. By default, you wouldn't
have access to this. So we'll choose a round cube. Now, down here at
the bottom left, we can twirl this open to see the options for this round cube. We'll start by going up here
to the top where it says operator presets and
we're going to choose the quad sphere preset. We can click this and
now we can see that we have essentially a sphere, but it's made up as if it
was a rounded over a cube. So it has all these
different square faces. It doesn't have the
normal triangular faces you would see in
a typical sphere, and that'll make our life
a bit easier when we get into the modeling
for the bumblebee. And then we just want to
make sure that we have our arc divisions
here set to eight. And that's essentially just
how many cuts this has. So if I turn it up,
it gets more cuts, if I turn it down,
it has less cuts. We want to have our set to eight which should
be the default, but if it isn't, just
set yours to eight. With those settings changed, we can now go over
here to our list. We can double-click one
where it says Round Cube, and we're going to
name this body, so B-O-D-Y and then hit Enter. That way we know that
this object is later. Let's use our mouse wheel
to scroll in a little bit, and then we're going to
right-click and then choose Shade Smooth so that
our rounded cube, which is basically a sphere in our case is nice
and smooth looking. Now, we'll switch to our move tool over here on the left. We're just going to move this up a little bit and
then we're going to type in a number so we
know the exact height. So just move it up just a
little bit on the z-axis, the blue axis, and
then down here, when it pops up this option box, we can actually just
manually type in two meters. So meters is the
default in this case, so two meters, and
then we'll have it floating two meters
above the surface. This is essentially
just how high off the ground our bumblebee
body will end up being. We're giving it this much
space for us to fill in with the legs and then any other environmental details
that'll go below it. Now, let's begin shaping this sphere into the
body of our bumblebee. Start by hitting Tab on your keyboard here to
switch into Edit mode. Make sure you have the
body is still selected. So select it first
and then hit "Tab." Now hit "Two" to
enter your edge mode, and then hit "Alt and Z" at the same time to enter
your x-ray mode. You can tell that we're
in x-ray mode now because we're
actually able to see through the model here. So we can see through
them or seeing all the lines of this
model through itself. Also just another
quick way to make sure you're in x-ray mode is
this little button here. This is essentially
the x-ray mode button. So if you would rather click the button on the
interface, you can. It's this little
button here with the two overlapping squares. Although, I think
it's a little bit better if you get
into the habit of holding down Alt
and then hitting the Z, so switch back and forth. It's a lot faster and
you don't have to find this button each time. Now, let's go into the front
view for this viewport. So there's two ways
we can do this. We can either click on this
little negative y bubble, this negative y side here. This is considered the front
side of your viewport. So this side here is the front, so facing this
direction is front or I guess I can
just show you this. So we'll just click on this and that'll pop us
into the front view. We can see up here it tells
us front orthographic view. Alternatively, if I
rotate my camera here, we can hit the Tilde key, which is the key
to the left of the one and above the tab button. So it's the accent or the Tilde. So if you hit that, it'll
pop up a radial menu, and then we can just
choose the front view. It also has the other views here that are easily accessible. So we'll just choose front. Again, you can
either hit the Tilde to bring up this radial
menu and then choose it or just click the little bubble based on the direction that
you'd like to face. And that works for any one
of these bubbles here. So if I click this, you can
see that's the right view. The negative y again
is the front view, z is top, and so on. So now that we're
in our front view, we can actually begin
editing the shape of this. So we'll start by
just clicking off the model to make sure we
don't have anything selected, and again, we're
in the edge mode, which is two on your keyboard
and then we're going to hold down Alt and then click
this middle line here. So this middle edge, when we click this while
we're holding Alt, it'll select that entire loop all the way around the model. So it's not, you're going to
just select a single edge. It'll select all the way around every contiguous
edge attached to it. Now, we're going to hit "Control and B" at the same time, and that will bring
up the bevel menu. First of all, we
can start moving our mouse to just
bevel it a little bit. So it's going to split
that edge into two edges. So we'll split it
out to about here. You don't want it to go so far that it starts overlapping. You can see the model starts acting a little funny
when you do that. Just go to about here. It
doesn't need to be exact. So just a little bit before
it starts overlapping. With that done, we
can now switch to our vertex mode by hitting
1 on our keyboard, and now we can drag select
over this entire left side. So what we're going to be
doing is making this sphere, it's more of an oblong shape, more of a capsule or a pill or whatever you want
to refer to that shape is, but it is very important
that we are in x-ray mode because we just drag select over top of this and
we're not an x-ray, it's only going to select
the visible vertex. So if you're not an x-ray, it won't select through the model. So make sure this
little button here is highlighted or you
can tell like here, if I zoom in, I can actually see the grid through my model here. And that's another indication
that this model is x-rayed. Let's zoom out. So I have
my left side selected. So every vertex here
on the left side, I just clicked and dragged
and highlighted all of them. Now I'm going to switch
into my move tool, and I'm going to move these
in the negative x-direction. So this direction to the left, we'll just move them
a little bit at first and then when we let go, we'll get this little
option box here. Again, we can just type in
the exact number we want, which is -0.5 and
then hit "Enter." So -0.5 meters, and then we're going to do the opposite on the other side. So we're just going to drag
select over the right side, move it slightly to the right and then here instead of -0.5, we're just going to type
in 0.5 and then hit Enter. Now, we can see instead
of being a circle, we have this oblong shape. With our right-side moved, we can now hit "Control and R" and we want to hover
over in the middle here of the model here where it's these long
uninterrupted phases. We're going to hit "Control and R" and that will bring
up a little yellow line, but before we do anything, we want to scroll up
on our mouse wheel. We're just going to
scroll up a few times, and then you can see down
here at the very bottom left. So when I move my mouse, it's going to go a little
all over the place here, but down here at the
very bottom left, it says number of cut is five, and it says smooth zero, but we're more interested
in the number of cuts. So in this case we
want to slide it up until it says six cuts. So number of cuts, six, and then we're going to click and then without moving
your mouse at all, just click again one
more time because if you move your mouse after
clicking the first time, you actually be shifting
the lines left or right. It doesn't need to
be exactly perfect. If you shift them
a little bit to the left or a little bit
to the right, it's fine. You just don't want to
shift them all the way to the right or all the way
to the left by accident. So down here we get
this little option box, and this is another situation
where we can change the number of cuts but we can tell down here at the bottom
left when we were adding them that we had six
cuts to begin with. Again, you use your
mouse wheel so you scroll up or down
on your mouse wheel to add or remove cuts while
it's still a yellow line. So we have all of
our cuts placed. Now we can hit "A" to
select all vertices. So just hit "A" and
that'll select all, and this works in face or edge or vertices
mode. Doesn't matter. If you hit "A" it's just
going to select everything. Now, we have
everything selected, and then we're going
to right-click, and then more going to go
down here to smooth vertices. We can see right now our shape. It's relatively
round, but it has this flat spot and then it gets almost like a little bit of a corner here where
it starts to round. We're going to try
to smooth that out. The whole thing is just a
little bit more organic. Then where we are going
to do that is with this smooth vertices function. This is just going
to average out all the distances the
vertices and try to calculate the most relaxed position
of all of these vertices is going to smooth them
out and try to get rid of as many hard
edges as possible. Our settings down here
is how we're going to adjust the amount of
smoothing we're getting. We can turn the
smoothing up from zero, which is no smoothing at all, all the way up to one,
which is maximum smoothing, at least for this slider. We can see what it
does as we slide this. It pulls some of
these edges apart. It moves things in, just softens the shape. But we can actually smooth
it and even more than that. If we add more repeats, it will just do this exact
same smoothing operation multiple times. Every time we add a repeat, it just gets smoother
and smoother. Now in our case, we don't need
to smooth it out entirely. We are only going
to do two repeats. Set your smoothing to one and then set
your repeats to two. Again, as I said,
this just makes the shape a little
bit more organic, a little bit less hard edged. With that done, we
can now click off of the model to confirm
those changes. Then we're going to rotate our camera around just so we can just rotate our view port
so we can see this side. We're going to be working on
the negative X side of this. If you look up here, you
should be working on the negative X side
and we're going be adding the mouth to
the side of the model. First let's turn off
this x-ray mode. That's actually making
it a little bit hard to see what we're doing
now, we won't need it. We're going to hold
down Alt and then hit" Z" to turn off x-ray mode. Then we can hit "3" to
go into our face mode. Now with our body
shape completed, let's move on to adding the
mouth for our bumble bee. A real bumble bee wouldn't have a big toothy grin like
we're about to add. But I think for the
cartoon aesthetic that we're going for,
it'll look just fine. Again, rotate your view-port here to the left
side of the model. The side here, the
negative X side, this side is going to
be the face of our bee. We can zoom in here
and now we're going to start selecting some
of these faces. Again, make sure you're
in face mode with three. Then hold down Shift
as you click each of these faces to add
to your selection. We're going to start here
just below the halfway point. We can tell that this line
here is perfectly flat, which means that's the
midpoint of the model. This is the exact half point. I'm going to click these two. We want to have four across. This is the width of the mouth. Then we're going to select
the ones just below it as well while holding Shift. Holding Shift the whole time
selecting each of these. That's essentially
the general shape and size of our mouth. Now with these faces selected, we can hit "E" on our keyboard to start
extruding these backwards. We can see if we
extrude forward, it just adds faces on the
sides to make this come out. However we want it to
go back into the model. It'll just do the
reverse of that. It's going to add
faces on the side to allow it to be pushed
further into the model. It doesn't have to
be an exact distance because we're going to be
covering this with teeth. But you want it about that far. In my case, it was
about 0.5 meters. If we want to be exact,
I can just type in negative actually negative 0.5 because they went backwards. If you'd like to match exactly
negative 0.5 for the Z. Now we need to pull
this down because right now it extruded it backwards at an angle we can see it's going up a little bit. We just want to pull this
down so it flattens it out. It doesn't need to be perfect. We just want it a little
bit flatter than it was. Something around there. Now let's add a modifier
to smooth out the body in the mouth so we can begin
shaping it into a smile. To do this, we're
going to go over here to the Modifier Tab, which is this
little blue wrench. Now we can click Add Modifier. Then we'll go down here
to subdivision surface. It's in the second
column and it's near the bottom subdivision
surface and click that. We can see right away, the
hard edges that we had along the corners of the
mouth are now rounded. It's also slightly smooths out the silhouette of our
model here as well. Let's go into the settings over here and we're going to turn up the levels in the
view-port up to two. Essentially the higher
these numbers are, the more smoother the model is. We'll notice if I
click back to one, it's pretty smooth, but there's
still some jagged edges. If I turn it up to two, it gets even smoother. Then if I wanted to,
you don't have to, I wouldn't suggest
this actually, so don't follow me here. But if I turn this up to three, it gets even smoother. Then four smoother still, eventually it gets
so smoothly that you can't tell the difference
between the levels. In our case, we're just going
to set these both to two. We have both of these
set to two now. Now we can tell
that our model is much smoother than it was. Also notice on the
corners here of the mouth that it's
actually cutting into the model and smoothing
it out rather than the model coming
all the way out to here and then going back. It's actually
easing that corner, knocking the hard
edges off of it. Well, actually,
it's going to make our job a little bit
easier and making this more organic shape for
the smile of the bumble bee, it's going to make
our life a little bit easier because
it's already doing a lot of this organic
shaping for us. Now we just need to work with the low poly model underneath, which is this floating
cage we're seeing. Right here, this
transparent model. That's the actual polygons
of the model and then the really smooth
surface we're seeing is the result of this
modifier on top of it. Let's begin shaping
the mouth now. We're going to do that
in the edge mode. We'll hit "2" switch into Edge and then we're going to select the
corners of the mouth. Now in this case, it's a
little bit hard to see what we can still
see the edge here. We just click this
little line here, you know exactly where it's at. It's only a single edge that
goes back to this face here. We're going to do that
on the other side too. Hold "Shift" down
when you do this, so that we select both of them. If you just clicked it, it would de-select the first one and only select the new one. You need to make sure you
hold down Shift when you're selecting multiple
objects at the same time, multiple vertices,
edges, faces, and so on. Let's start by moving these up. We're going to give
it the corners of the mouth a little bit of
a lift here on the side. Lift these up to somewhere
around here and again, this is all just eyeing it up. We're not going to be using
exact measurements for this. Just try to visually
follow what I'm doing here is all pretty
small movements, so it shouldn't be too
hard to replicate. We have it about here
and that looks good. Then we're going
to scale this up, but only in the Y direction. Right now our mouth is a
little bit too narrow. At the top at least it's
still has this square shape. I want to give it
a little bit of a wider shape at
the top and then narrower at the bottom with these two edges
still selected. I still have the
corner edges selected. I'm going to hit "S
""on my keyboard, and then I'm going to hit
"Y "on my keyboard next. That's started the
scaling process and then when I hit "Y", it binds it only to the y-axis. You can tell that because of the green line we're
seeing on the screen. Now if I move this,
it's only going to scale it just along
that green line. Let's scale this up
just a little bit here. It's widen the top of
the mouth out a bit. We'll move it to around here. Again, it doesn't
need to be perfect. We're just trying to give this a little bit more
of a smile shape. The top of the mouth is done. Now, let's go down to
the bottom corners. We're going to do a
similar process down here. First, just click on this left one because
we don't want to hold "Shift" in this
case because we actually want to
de-select the top. Just click on the bottom
left side and then hold "Shift" and click on
the bottom right side to add to this original
selection here. We're going to move this up
to round off the bottom of the mountain a little
bit. Right about here. Then again, we'll
hit "S "and then Y. We're going to
scale these inward a little bit too
round the bottom off. Were doing the opposite of
what we did at the top. We'll scale it into about there. Now we can switch back
to our face mode. We'll hit "3" on our keyboard
to switch back to face. Then we're going to select
just these two top faces here. Basically the top lip of the
mouth will hold "Shift." We have both of these selected, just these top two center faces. We're going to go
to the side here. Then we're going to pull them
out using this red handle, moving them in the X direction, pull them out just a
little bit to give the top of the mouth a
little bit of a protrusion. It almost mimics
either a top lip or a bit of a nose or something. We're just giving
it a little bit of a snout or a
top lip and nose, whenever you want to think
of it as for me know, in terms of a
cartoon bumble bee. We pulled that out a little bit. Now we're going to do a similar
thing here on the bottom. We're just going to
start by just clicking this one here so that
it deselects the top. Then we can hold
Shift and select the other one and we're going
to pull this out as well. We don't want to pull
this one out quite as far as the top one because
of the bottom lip, in this case wouldn't
stick out quite as far. We'll pull it up just
shy of that one. Now we have a protrusion for the bottom lip
and the top lip. Then one last change, we're going to switch
to the vertex mode. We hit "1" on our keyboard
to switched the vertex. Well notice here that this, this vertex here juts out, so the bottom lip comes out. Then this center line here, which should be the corners of the mouth poke out and
then it goes straight up. I'm going to select
both of these here. I'm going to first
just click this, just so it deselects the original and then
only select that. Now I'm going to hold "Shift"
and select this corner. Now I have both sides
of the mouth selected. We're going to pull
these back so that it looks a little bit more
like a corner of a mouth. Should have been more of
a round shape here rather than coming back and then
protruding out again. We'll pull back to about here. We can see this is a little
bit more of a round shape. I think that looks pretty
good for our mouth shape. In the next lesson, we'll
be modeling the teeth and the stinger for our bumblebee.
I'll see you there.
6. Modeling the Teeth and Stinger: In this lesson, we'll be
modeling the teeth and the stinger for a
bumblebee. Let's begin. With the mouth done, let's add some teeth
inside of it so it's not just this big hole in
the front of our model. First, we'll hit Tab to exit our edit mode because we're done editing the actual body
shape at this point. Now we can hit Shift and A. Then we're going
to go to Add Mesh. We want to add a cylinder, so we'll choose Cylinder. Then we can see down here this cylinder that
have popped up. But we do actually
want to change some of these
settings potentially. I think by default the
vertices is probably fine and the radius is fine we are going
to scale that down. But we know for a fact that our teeth do not need to be this tall so we're just
going to set this back down to one meter as well. That's a little bit
easier to scale. We should have 32 vertices, one for the radius, which is essentially just how wide it is. Then the depth is
how tall it is. We just made it a
little bit shorter so it's all set to one meter. Now we can go up
here in our list. We're going to double-click
the word cylinder and we're going to
call this Teeth, T-E-E-T-H and then hit Enter. Now we can right-click
on this model and then choose Shade Smooth. We'll notice the shading here
goes a little bit wonky. But we'll be doing
some things to the model that will
get rid of this and we won't notice it once it's actually inside the mouth. Let's start positioning
these teeth inside this hole that
we made for the mouth. We'll start by moving it
up in the z-direction, roughly about the height
that the teeth would be. We're going to center
this so around there. Then we're going to
move it forward. Let's zoom in a little
bit so we can see. Now we're starting
to see the teeth fill this mouth cavity. However, the teeth are
way too large right now. Let's start scaling
this down by hitting S. We just hit S, then we can move our mouse
and just scale them down. Scale them down to about here. In this case, it's
about 0.7, 0.65. A lot of this is
just eyeing it up. We won't really need to follow exact measurements for this. We're just going to
move this forward. It's about the right width. It's still a little bit
too tall so we can hit S and then Z to bind
it just to the z-axis, which is the blue
up-and-down axis. We can scale this down a little bit so
they're not quite so tall because they were poking
through the chin here. Then we can move it up. We need to make
sure that it fills the entire mouth here so
you don't want to have like a flat spot here where there's no teeth in the side
of the mouth here. You'll need to make
sure that it fills up this entire hole that
we made for the mouth. We can push it
forward a little bit. We want it to stop a little
bit before the end of the lip because we want to have
the lip protrude out a little bit further
than the teeth do. Now if you're concerned
that your teeth might not be close to mine, or you're having trouble
fitting them into the mouth as well
as I have here, I can show you the
side menu here. If you hit N on your keyboard, it'll bring up this
little side menu. We can go to Item, which is the top tab
on the side menu. Then down here, you can
see the scale that I have. Right now, if you actually just hand-type these numbers in here. I'll make my numbers a
little bit nicer so I'll do 0.67 for both of these. Then we'll just do 0.5 for this. If you type in these numbers
here for your scale, your cylinder will be the
exact same size as mine. Then for the location, we can actually
change this as well. We'll just do -0.67 and then 1.86 for the z location. Now like I said, if you type in these exact numbers
for the x location, the z location, and then
all three of the scales, your teeth will be at the exact same position and size as mine. I'm going to hide
my side menu now. Now we can begin
editing these teeth to make them look a little
bit more like teeth. We'll start by hitting Tab
to go into our edit mode. Then we'll hit 3 to
enter our face mode. Then we'll do Alt
and Z to go into our X-ray mode so
we can actually see the model that
we're working with, because most of it
is hidden now inside the body of the bumblebee. The first thing we'll do is spin around to the top of the model. Then we want to select this
top face of our cylinder. We're just going to
select near the middle. When you're working
in X-ray mode and specifically in face mode, you need to select
near these dots in the center of each face. If you select past them so if select too far
away from this dot, you're actually going to select
the next face behind it. You have to remember it's
a little bit finicky, it takes some time
to get used to. But anytime you're selecting
a face within X-ray mode, just make sure you're
selecting near these tiny little black dots. Now we have the top face selected and we want
to rotate our camera around so we're looking
at the side of the model. If you really want to, you can
go into your front view by clicking in the little
-y bubble up here, or again Tilda and then Front. But we're only going
to be doing this for a quick second here and
it might not be useful. We'll just move this forward. We're going to move this forward towards the front of the head. We want to slap these teeth a little bit because right
now the teeth were perfectly vertical and I made a really large top lip and
a really small bottom lip. Let's try to get rid of some of that so they're a
little bit more even. We're going to move
this forward so that the teeth slant in the
front of the mouth. Again, it doesn't
need to be perfect, just try to get a little bit of an angle here on the
front of your teeth. Now that they're angled,
we can rotate around, and with your top
face still selected, hold Shift, and then
select near the little dot here at the bottom so we have both the top and the
bottom selected. Then we're actually going
to delete these so we can hit X or Delete
on the keyboard. Then we went to delete faces. We've now deleted the top and
the bottom of this because our teeth don't really need
to be a completed cylinder. Now let's go back
into our front view. Again, the little -y bubble
or Tilda and then Front. We can zoom in here. Then we're going
to select most of the backside of the cylinder. We're going to drag Select over the backside here and
we're going to select pretty far up actually. We're going to select
to about here basically where the backside
of your mouth stops. Select all of these
faces back here. Basically the back
2/3 of your cylinder. Then we're also going to
delete those so we can hit X or delete and then
choose delete faces. The reason we did
that is because we really don't need all
those phases here. The faces we have are
already probably too much. We don't need to delete
any further than this, but we could actually delete
probably all the way, at least these last two on each side if you
really wanted to. But what we deleted now has
gotten rid of the bulk of the cylinder and basically just left behind the parts
that make the teeth. Now rotate around
to the front so you can see the front
side of the mouth. Then we're going
to hit Control and R and that'll bring up
our little yellow line, which is essentially
where we are going to be placing a cut in the model. We're just going to
click once right away. We're just going to place
a single cut and again, this is where we can tell
that we're sliding it. We want to place it right around the center of the mouth again. Now we have a single cut placed along the
center of the teeth. This is going to
be the break for the top and the
bottom of the teeth. Now let's bevel this line
so we add a little bit of a separation here between
the top and the bottom. We'll hit Control and
B to begin beveling. We're just going to move
this out and essentially, the size that you
make this bevel is the amount of gap between your
top and your bottom teeth. I'm going to make mine
not really large, just a little bit
of a gap so there's some separation between
the top and the bottom. We'll set it to roughly here. It doesn't need to
be exactly that, but just a little
bit of a gap between them because we're
actually going to be deleting these faces here. Once you have your
line beveled you've determined how far apart
you want your teeth, we can now hit X or Delete
and then choose Delete faces. Now hit 2 to make sure you're still in edge mode so up here, you should be in edge mode. Then we're going to
hold down Alt and click on this top edge
of the bottom teeth so essentially the top of the bottom and
then we're going to hold down Alt and Shift
at the same time, and we're going to select
the bottom of the top teeth. We're selecting essentially
these two lines here that make up the
gap between the teeth. Now we have both
selected because we used Shift to hold down
and select them. Now we can hit E and then X to extrude them
only in the x-direction. We're going to extrude
them all the way back to the back of the mouth. Just make sure you go past this interior cavity
of the mouth. You don't have to go
quite as far as that. We can pull it back to here. You just need to make sure
that you clear this line here. It's now with those
extruded back, we can hit Alt and Z to
exit our X-ray mode, and then Tab to temporarily
exit our edit mode. Now we have teeth,
but they look weird, they're somewhat sharp
edge here and there also the shading is a
little odd as well. We're going to be fixing
that, but before we do, we need to apply all
of these changes that we made to the scale
of this object. Now that we're back
in object mode, we're no longer in edit, we can hit control and A, and that'll bring
up our Apply menu. In this case, we want to
apply the scale of this because we change the scale
from the original object, so if I just hit N here
to bring up my side menu. Now I have my side menu up, you can see the actual
scale of this object. It's been scaled down, so it's set to 0.67, and 0.5 for each of these
different values. If I do anything further that's going to take
into account that scale, it's actually going to scale
that operation down as well because it's using
these as the basis for that. Before we start
beveling the front of these teeth and
making them round, we need to apply the scale
so that set all back to one. To do this again,
we're going to hit Control A with the
teeth selected. Then we're going to apply the scale and we'll see right away soon as
we apply the scale, it's all set to one now. Now if we switch back
into our edit mode, hitting Tab, and then switch to our edge
mode by hitting 2. We can now start
beveling the front of these teeth and making
them nice and round so that the shading everything looks more correct and it's
a little bit more appealing. Let's click off the model
to de-select anything. Then we can hold
down Alt and click the bottom here of the top teeth, like
what we did before. We're essentially
selecting the edges that make up the gap. Then we're going
to hold down Shift and Alt at the same time, and then click the
bottom of the top teeth. If both of these edges selected. We can hit "Control and
B" to start beveling, and then as we move
this we notice that our bevel here is nice and even it looks like it's basically cutting it off at
a 45-degree angle. Had we not applied our scale it actually would have
squished this down, so rather than being a
nice perfectly cut bevel on the edges of these teeth. It would have actually squished it down and it would
have been a little bit off-kilter and it would have changed the look of
what we're doing here. It was important that we applied our scale before we
started beveling, so that the bevel is
using the nice one, one, and one for all the scale values to create the bevel width. As you're beveling
you can actually scroll up on your mouse; mouse wheel rather, and it'll add more cuts
here to round these out. We're going to add a
little bit more cuts. In this case it looks
like about five segments, and then we can choose how round the front of these teeth are. We'll set it to around here. We're going for a
pretty cartoony look, so we'll give them pretty nice rounded teeth at the front. Again, my value is here about 0.035 and then five segments. I can now hit "Tab" to exit our edit mode and we
have nice rounded teeth. Adding the bevel to the edges of the teeth also got rid of that dark shading we were
getting along the top as well. If we look at our animation
here; our bumblebee, which will eventually be
in the animation from the general angle that will be taking our animation from these teeth look
pretty convincing. Now that we're done
with the teeth, the last part we're making for this lesson is the stinger
for our bumblebee. Let's start by hitting
"Shift and A", let's bring up our Add menu. We're going to go to Mesh, and then we'll go
up here to Cone. Let's choose our cone shape, and then we are going to change some of the
settings here. In the main one what
we're going to switch is the Radius 2 it. It's set to zero which means
the top of the cone is a perfect point when it comes
to a sharp edge at the top. It'll actually make it a
little bit easier for us if this came to a flat
point at the end, so we're going to set
this to 0.2 meters. We'll give it the top of
the cone a flattened shape, but that'll be a lot easier
for us to round this off and make it a little
bit more cartoony. Just make sure your
values here are set to 32 for vertices, one for the radius. Our radius 1 with one meter, radius 2 with 0.2 meters, and then the depth we can
just leave that at two. Let's go over here to our
list and rename this stinger. Double-click on the word Cone, and then we'll type in
Stinger and then hit "Enter". We can right-click and then
choose "Shade Smooth", so it smoothed this out. Again, this looks
[inaudible] now but we'll be fixing that once
we edit the shape. The first thing we wan to do is rotate this one its side so that the point at the narrower end
is facing this direction. We want to essentially
rotate it over 90 degrees, and there's a quick
way to do this, so we can just hit "R" and then "Y" to bind
it to the y-direction, and then we can just type
in the number we want. Rather than trying to
tie it up or hold down Control to snap it we
can just type in 90, and now we've rotated it at exactly 90 degrees and that works with any
value type in here. If I typed in 180, it would rotate it 180. In my case, I'm just
going to type in 90 and then hit "Enter". Again, it's R, then y, and then type in the value 90. Let's move this
up in the z-axis, so the blue up arrow. We're just going to move it up pretty much in the middle, and then when once we let
it go we can actually type in the value and
we're going type in two meters because
we know that's exactly in the middle of
where our body is and we want the stinger to also be directly in the middle for the
back-end of the bumblebee. Now we can slide it back. We're going to slide
it back to the back of the bumblebee here, roughly there, and
then we can just start scaling this down
hitting "S" on the keyboard. We hit "S". We're going to scale it down to
approximately the size that the stinger would be on a cartoon bumblebee
of this size. This doesn't need to be exact. If your one here is
a little bit bigger, a little bit smaller,
that doesn't matter. The only important
thing here is that it is intersecting with this. We wanted to make sure it
looks like it's popping out of this and not just
paste it on the edge, so just intersect it
just a little bit here like we have it. Let's hit "Tab". Turn
to our edit mode, and then we're
going to hit "1" to go into our vertex mode, and then "Alt and Z" to go into our x-ray
mode so that we can just simply click and drag over the end here and select
everything through the model. We have all of these vertex here on the very end selected. We're just going to pull this
out a little bit to make the cone a little
bit more sharp, a little bit more pointy. We'll pull it out to about here. If you want to see
roughly how big one is from this distance, the stinger is about that long. Again, this is purely
personal preference. If you'd rather have
a shorter stinger or a longer one, that's fine. We can hit "3" on our
keyboard to go into our face mode and we're
going to turn around here. On the inside we're
going to select this face on the very
end of the stinger, the one that's currently
hidden inside the body, and we're just going
to delete that. We can hit "Delete" or "X"
and then choose delete faces. Let's switch back
to our edge mode. We'll hit "2" to switch to edge, and then we're going to
hit "Alt and Z" to exit our x-ray mode because
it's actually makes this a little bit easier to see
if we're not in x-ray. We now zoom in down here to
the point of your stinger. We have it in view,
we can hold down "Alt" and then we're
going to click this edge that goes around this
flat part of the stinger. We'll hold down "Alt" and then click right on this edge here, and it'll select the entire
loop all the way around. We can hit "Control and B"
to begin beveling this. We're going to
start beveling this and we'll try to round it out. As you move the mouse further
away from the stinger, so wherever you started you have to move your mouse outward. We can start moving
it until this. We don't want to
totally overlap this because then again you
get some weird shading, so just stop, just shy. It's okay that it
has a little bit of a flat point at the end. We can use our
mouse wheel here to determine how round
this point is, so as we scroll our mouse
wheel up it'll add more cuts. We don't need a ton of
cuts here because this is a pretty small
detail on the back, but roughly five or so
cuts should be fine. I'm going to move mine to about here and then click to
confirm the change. If I zoom out we can see
we have a stinger here, but it has a cartoony
pointed end. We can now hit "Tab" to exit our edit mode and
we can zoom out, and now we have
our stinger done. With the stinger completed, the only thing left to do is
organize our file quickly. We're going to start
by drag selecting over all three parts of our
bumblebee body right now. We can just click and drag
over all three parts. You'll see that it
highlights all three. If by accident you select too large and you
get your light in here, you can see that I have
my light selected here. You can just hold
Control down and then drag select over an object
and it will deselect it, so now it's no longer
part of the selection. I have just my stinger, my teeth, and my body selected. I'm going to hit "M" on my keyboard for
move to collection, and I want to choose
"New Collection". Then once I choose "New
Collection" it asked me what name I would like
for this collection, and I'm going to
type in bumblebee because all the pieces
that are going into this new collection
are bumblebee parts. What that typed in,
I can hit "Okay". I can see right away over
here that it's moved all three of these objects into
the bumblebee collection, and it's moved them out of
the default collection. With them moved I
want to click on this little tiny
white folder box next to the word Bumblebee, and that will place a
little tiny highlight around it. It's very subtle. Hopefully you can see
it on your screen a little bit better
than the video. That just lets you know that, that is the default collection, which means any new object
that you create is going to by default go directly
into that collection. It's just a way to not have to create something and then
move it into that collection. You can just determine
which one is the default, and then any brand
new object will just be generated directly
into that collection. You might be thinking, what
exactly is a collection? A collection essentially
is just like a folder, so it's similar
to your computer. If you make a folder and
then you drag files into it, then that collection holds
all those files inside of it, and just is an easy way
to organize things, we can rename these collections, we can move them around, we can take objects in and
out of the collection. They're just a way to keep
your file a little bit more organized and not
quite so cluttered. We can also rename this
original collection. If we just double-click
on the word Collection here at the top, let's rename this Camera and
Lights and then hit "Enter". That just lets us know that the only thing that's in
this collection or that should be in that collection are the camera and the lights, and then anything that's
inside this collection should be related to the
bumblebee in some way. After renaming a
collection it is going to make that your default, so just make sure you click back on the Bumblebee collection
again to give it that little tiny faint
highlight around it to let you know that that is
now the default collection. With that done and all
of these models made, don't forget to save your file. Again, you can just
go up here and choose "Save" or you can hit"
Control S" to save the file. When we click this, it
will now save our file and it will let us know at the
bottom that it's been saved. You want to get into
the habit of saving your file pretty frequently. Just in case
something goes wrong, your computer turns off, your cat yanks the plug out of the wall, the file crashes. Whatever happens as long as
you're saving frequently, you won't have to
worry about having to redo a bunch of work. In the next lesson, we'll
be finishing modeling our bumblebee by
modeling the eyes, the legs, and the wings.
I'll see you there.
7. Modeling the Eyes: In this lesson, we'll be modeling the eyes
for our bumblebee. Let's begin. We hit
"Shift" and "A", and then go to Mesh. Then we want to
make a UV sphere, which is up here at the top. We'll click "UV sphere", and we shouldn't
really need to change any of these settings
here because we're just going to scale it
down and rotate it later. But by default it should
be set to 32 segments, 16 rings, and then one
meter for the radius. I would switch to these settings here
if it's not already, but otherwise we can just
leave them as default. Now, let's go over
here to our list. We're going to double-click
on the word that says "Sphere" and
we're going to type in eyes, then hit "Enter". In this case, we're not
actually going to set this to shade smooth right away, we're going to leave this
with the shade flat as it is. If you already did
do shade smooth, you can switch it back to shade flat by just
right-clicking, and then choosing shade flat, and that'll set it
back to the default. I'll make it a little
bit easier for us to rotate and scale this
by being able to see the individual faces we're essentially seeing
the wireframe this way. Let's start by
rotating this eye. We're going to do it the quick way like I mentioned before. We will hit "R", then we're going to hit "Y", then we'll type in
90 and hit "Enter". Now we've rotated at 90 degrees, and we can tell it's been
rotated here because this almost looks like essentially the pupil of this eye has been rotated
over on its side Now. Now let's move this up to roughly where the eyes
would be on this head. That's a little bit hard to tell because it's scaled up so large, so now let's scale it down. We're just going to hit
"S", scale it down. We'll scale it roughly here. If we look down here at the
sizes here, it's roughly 0.4. If you want to make yours
is exactly like mine, I'll change mine to 0.4, so I'll just type in 0.4
and then hit "Enter". Just to explain
how I was able to change all three of
these values at once, if you click and hold, and you have to do this
quickly so it's a little bit hard to
explain slowly. But if you click and hold
on the top value here and then quickly drag down to the bottom and then let go, it'll highlight all three
of those values and then you can type in a number and it will change all three. If I just click and
hold, drag down, it'll highlight all three
of them and then if I just type in whatever
number I want here, say 0.4, it'll switch
all of them to 0.4. The eye is the right
size, however, right now is a cyclops, which maybe is what you want, but in our case, we're going to move this
off to the side. We're going to move
it over here so that the front side here, essentially the
camera front side of our B is where
we'll work on first. We'll place it roughly
where the eye would be, right about there. Now we need to scale
this and we're going to flatten this
out a little bit. We're going to scale it
just in the x direction. We're going to squish
it front to back here. I'm going to hit "S", and then I'll hit "X" to make
sure it's only moving it in the x direction or scaling
it in the x-direction. I'm going to scale it
down roughly about 0.5, so about half the size. Then again, I can
just type it in here. Now in this case, I don't
want to adjust these values, I only want to
scale the x value. I'm going to type in 0.5. Now, it's been
squished about half the width that it used to be, just in the x direction. We have the eye about the
size that it needs to be and it's roughly the placement
that it needs to be, but the rotation is off. It's poking outside the head. It's not really following
the curve of the body. Now luckily, there's a
pretty easy way for us to get it to follow
this exact curve. We're going to use a
tool called snapping. First we need to
turn snapping on. We'll just click this little
tiny U-shaped magnet here. When we click it
on we can see it turns on the magnet essentially, and then we can click
this little drop-down here next to it, which will give us
the options for it. We want to choose it or
switch it to face project. It's essentially it's
going to be snapping to the faces of another object, so we'll choose face and then we're going to
choose center because we want the object that is being snapped to the model to snap to its center rather than the
closest matching face. Essentially it's
going to snap our eye like halfway into the body because the center of our eye is in the middle of that volume. We'll choose center
for the snap width. Then we also, this is probably
the most important part, we want it to align the
rotation to the target. In this case, it's
going to align the rotation of the eyeball to the rotation of the face that we're snapping
it to on the body. So we'll check that box as well. With all three of these
settings changed, we can now go back to our model. With your eyeball selected, now you need to hit
"G" in this case. We're just going to
hit "G" for grab. It's like the quick
keyboard for the move tool. We'll hit "G" and then we can see now as we move
the eyeball around, it's actually snapping to
the surface of the body. It follows that rotation or at least pretty
closely matches it a lot closer than we
would've been able to just eyeing it up. We're going to place it
roughly back where we had it, about where the eye should be on this face. Somewhere
around there. I'm not going to
give you the exact measurements here
because this is really personal preference or just eyeing it up.
No pun intended. Now we have the eye. It seems to be roughly rotated
about matching the body. It doesn't need to be perfect. I can tell it's not
quite perfect here, because this line here, this dark line we're
seeing is a little bit wider at the top and then it thins out and it
disappears because it's rotated down into the body. That's really not a huge issue. I'm just going to
leave mine as is. Now that our eye is
rotated into place and we have it placed exactly
where we want, at least for this eyeball here, we can go up here and
turn off our snapping. We don't want it snapping
anymore now that we've done all this snapping
that we need to do. Now we'll notice that
our eyes in place, but it's still bugging
out of the body here. We want our eyeball to basically be pushed in all the way
up to the mid point. It only rounds out of the body, but there's no inward turn
as it gets towards it. The easiest way
for us to do that is to just push
it into the body. But will notice right
now that our gizmo doesn't really make sense for just pushing it
directly into the body. We can either push it back
and then over or down, but it doesn't really
line up with the way that the eye is
currently rotated. That's because of the transform orientation we're
currently using. Right now we have
it set to global, which means it's just looking at basically what this little
gizmo up here is showing us. Z is up, y is this
way, x is that way. Nothing that we do to the
model will change that. However, if we go up here, click this drop-down
and we choose Local, we'll see right away
it's now rotated. Now it matches the actual
rotation of this eye. The easiest way for us to push
this back into the body is to make it round into the body rather
than jut out of it, let's just select this
little blue handle here, and we're just going to
push it back into the body. Like I said, it doesn't
have that kind of turning back into the body
look where you have the little
cavity underneath it. Okay, so Now we have our eye pushed back in, it looks better. That's because we're using
this local movement. It just looks at the rotation
of the object and then rotates the gizmo based on
the rotation of the object. Okay, now we can
switch it back to global because in most cases you want to be
working in global. But there are some situations
where the local is very, very useful, and it
saves you a lot of time. We're going to go back up
here where it says local, and we're going to switch
it back to global. Now that the eyeball is placed and pushed back into the body, we can right-click and then
choose "Shade Smooth". Now let's add a couple of
little details to this eyeball, which we're going to
kind of add sort of 3D highlights to this eye. So we're going to
give it little spots here on the surface
of the eye up in the corner and make it look a little bit more
buggy and also shiny, and it just adds a
little bit of detail, so these aren't just like
big black eyes on this. It just makes them look a
little bit more cartoony. The easiest way to do this
is actually going back up to our snapping tool. We're going to turn
snapping back on. Now, with our eye selected, we can hit "Shift" and "D"
to start making a duplicate. And because we have snapping on, it's going to immediately
start making that duplicates snapped to whatever surface
we're hovering over. So let's start by
snapping it right up to the top corner of this eye. It's a little bit hard to
tell exactly where it's at. But just take your best guess and just place it right here. Once we click, then it will actually place that duplicate. Now let's scale this down, so we can hit "S"
to scale it down. I'm going to make
it a bit smaller. We'll make it this
first highlight, probably the largest one, so we'll put it somewhere
around that size. Now, let's hit "Shift D"
again with this highlight selected, so "Shift D". I'm going to place another one a little bit smaller down here. First, we need to
choose the position. We're going to choose
right about here. Now we can hit "S" to
scale this one down. And then if it seems like there's a little
bit too much gap here, we can just hit "G"
to move this again, so it'll just keep snapping it and then move it
a little bit closer. Now let's hit "Shift
D" one more time. We're going to place a
duplicate right here, so in the sort of
top corner here. And then we're going to
scale this one down even smaller than the other ones, so right about that size. And then we can hit "G" and nestle it in here between
the gap of these two, so right about there. Again, we have a similar issue to what we did with the eyeball. They poke out and
then turn back in, so we want to fix that. And the way to fix that, again, is to go up here,
switch it to local. Then we're just going to
select each one of these. And we want to do this individually because
each one is going to need a little bit of a
different movement backwards. We're just going to move
this back so that it just barely pokes out
the surface here. We'll select this one, push it back, and then
select the larger one, and push that back. Okay. Now we can switch
back to global again. Go up here and then
choose Global. Now, we have the three
little highlights, sort of affixed to the top
corner of this eye here. We can see how it gives
it a little bit more of a buggy kind of compound eye. Hopefully, it's not too creepy. It's kind of a cute
version of that. We're also going to be later on making these look like
highlights on the eyes, so these will be a different
color than the eye, to make it look like the
eyes is a little bit shiny. Now let's turn off
our snapping again. We won't need that.
We just click this little tiny magnet up
here to turn off the snapping. Now let's combine
all these little pieces of the eye that we made into one,
essentially eye mesh. Start by just clicking off of your model to make sure you
don't have anything selected. Then hold down, "Shift"
on your keyboard. We're going to click each
one of these highlights. So we select all three of
these highlights first, and then, select
the eyeball last. We want to make
sure we select the eyeball last because when we collapse these together
into a single object, whatever the last
object you selected, it's going to use
the pivot point of that object for the
combined object. Now we can hit "Control
J" to join them together. We'll see here now that
it's just a single object. If we look at our list,
it just says Eyes, and it has these
highlights here attached to the main eyeball object. And it's used the pivot
point of the eyeball for this connected group
because we selected it last. With our eye collapsed
down into one object, now let's mirror it over
to the other side of the body so that our
bumblebee has two eyes. We'll be doing that with
a modifier called Mirror. So first switch to
your Modifier tab, the little blue wrench icon, and make sure you have
your eyeball selected. Then go to Add Modifier. We're going to go
down here to Mirror. And it kind of looks
like a little butterfly, maybe next to it.
We'll choose Mirror. We'll see right away,
it just mirrors it on top of itself, which
isn't what we want. We're going to first
need to switch it to the axis, which is Y, because we want it
to mirror it on the Y-axis, not the X-axis. Switch is, Y and
we need to uncheck the X-axis because
you can actually have it mirror on multiple axes. Now we want to choose the object that it's mirroring across. In this case, we can go
to our mirror object, we're going to click this
little eyedropper here which allows us to pick an
object in the scene. We're going to choose our body. It's going to use the body as the mirror pivot or the
mirror origin for these eyes. The center of the body, it
will mirror it all across directly to the
mirrored position on the other side of the body. Okay, so now we have two eyes, and then the last
thing we want to do, we can just uncheck
this merge down here. If these were touching, it would merge them together, and it will try to
weld the vertices. They aren't touching, so
it really doesn't matter, but it won't hurt
to uncheck that. With our Mirror modifier set up, we now have two eyes
for our bumblebee. It's not just rocking
one eye on one side. In the next lesson, we'll
be modeling the legs and the wings for our bumblebee.
I'll see you there.
8. Modeling the Legs and Wings: In this lesson,
we'll be modeling the legs and the wings
for a bumblebee. Let's begin. Now, let's move on to making the
legs for the bumblebee. We'll start by
hitting Shift and A. Let's bring up the Add menu
and then we'll go to Mesh. We're going to choose an Ico
Sphere which is essentially a sphere made up of a
bunch of little triangles. We'll choose Ico Sphere. Then we get our settings
here on the left. We can leave the
radius set to one. However, we do want to
increase the subdivisions, which just makes more triangles, thus making the sphere
a little bit smoother. We're going to set this to four. We get a relatively smooth
sphere and it's made up of a bunch more triangles so
it'll be easier to shape. With it set of four and
one over here on the left, we can go to the right
in the list here, and we can double-click
on Ico Sphere. We're going to call this
Legs and then hit Enter. Now we can right-click
and then choose Shade Smooth to make sure that the legs become much more
smooth once we shape them. Let's start by scaling this
sphere down so that it's more appropriate for the
size of the leg on a bumblebee of this scale. We're going to hit S. Then we can actually just type
in 0.1 and then hit Enter. It's going to make it down to a 10th of the size
that it was before. We can see over here, 0.1. Now, let's begin editing
the shape of this. We're going to hit Tab to
enter edit mode, then one, to enter our vertex mode, Alt and Z to enter
our X-ray mode. Then now let's go
into our front view. We can either click this
little -Y bubble up here, or we can hit Tilda and
then choose our front view. Now, let's zoom in
down here on the leg. We're going to be
using something called proportional editing to make the movements
of these vertices a little bit more organic and we would have already
explained this in the crash course at the
beginning of this class. But essentially
it's just going to allow us to move
a single vertice and move every other vertices near it based on a
fall-off amount. Just allows you
to move something around as if it's made of clay, rather than pulling a
single individual vertice. Let's start by enabling this. We can click this little
tiny bulls-eye icon up here. We're going to turn
that blue so that we know proportional
editing is turned on. Now, let's zoom in and
we're going to select the very top vertice
here of the sphere, so very top one there. Then we're going to hold Shift and then select the
very bottom one here, so the very top and
the very bottom. Let's zoom out a little bit because we're going
to be scaling this up and making
it more oblong. First, we'll start by
hitting S and then Z to make sure we're only
scaling it in the Z-direction. Now, it seems like it's
scaling correctly. However, that's because
our fall-off is huge. Right now it's scaling the entire object rather
than just the ends of it, so we need to scroll up on our mouse wheel to make
this fall-off much smaller. As we make this
fall-off smaller, you can see that it's moving
less and less vertices. You want to scale it so that
it's moving most of the leg. I would say, you can actually see the proportional
size up the top there. We'll set it to 0.26
or around 0.26, so up at the top left here. Now, disregard what
the sphere is doing. It's going to go
crazy as I move this. But up here at the top
left where it says 0.26, you want yours
roughly that size. It might not be exactly 0.26, but just in that general area. Now we're going
to scale this up. We're going to start scaling it. Then we can just scale it
to an arbitrary amount. Then we're just going to click. Then down here, it might
actually turn inside out because my mouse moved off
the side of the screen. But we're going to type
in five for the Z. We wanted to scale
it up roughly five times the height here. We're making this
long teardrop shape. Once you have your Z
set to five and it's scaled up to roughly this
shape here, we should be good. We can now go up here and turn
off proportional editing. We won't need it right away, so we have that turned off. Now we're going to just
select the bottom half of this leg shape. We'll drag select over
the bottom half here, selecting all of these
vertices on the bottom. Then we're going to hit
R to start rotating. We're going to hold
down Control to start snapping that rotation to
five-degree increments. We want to rotate this
about 30, maybe 35 degrees. We'll start with 35 degrees. For the top-left corner, you can see where it
says rotation -35. I'm going to rotate
mine in this direction so -35 degrees. Now we can slide this over
using the move tool and make the leg look a little
bit more natural so it's not quite such a harsh
break there in the middle. Now that we have the
bottom half placed, we're going to do a
similar process to what we did on the body earlier on. We're going to hit A to
select all of these vertices. Then right-click. Then we're going to
choose Smooth Vertices. We'll turn the smoothing
all the way up to one and then we can adjust the repeats to make the leg look as smooth
as we'd like it to. I'm just going to
turn mine up until it starts to look like a round pudgy bee leg [LAUGHTER] if you can
imagine that in your mind. I think right here looks good. If I set my smoothing to one, and then my repeat to five, that looks pretty good
for the shape for me. Now that we're done
with that, we can hit Tab to exit our edit mode, and then Alt and Z to
exit our X-ray mode. Now, let's move our leg up to roughly where it
should be on the body. We're going to put our
first leg around here. We're going eventually
going to have three going back and then there'll be another three on the other side, so it'll be a total of six. But our first leg
we'll put about here in terms of the distance
from the front to back. Now, let's rotate our
viewport and we're going to move this leg all the
way over here to the side. We want it to intersect
a little bit at the top. But before we do that, we also want to rotate it
a little bit so we can tuck the leg up
underneath the body. Right now, the leg just
hang straight down. Well, first actually, we need to go into our rotate tool. This makes this a
little bit easier. I'm going to switch to my rotate tool and then I'm going to grab just this red loop here and that'll move it
just on this X rotation. I'm going to rotate
it by holding Control down so it continues to snap it. I'm going to rotate
mine about 10 degrees. Ten degrees so that the
bottom of the leg is rotated a little bit further
underneath the body. Now I can go back
to my move tool. I'm going to slide this
in the y-direction, sliding it into the body so that it intersects
just a little bit. We wanted it to have
a little bit of connection here and then have a little bit of a
round pop out at the top, the shoulder of the bee, if you want to think
of it that way. That looks pretty good to me. Now I'm going to go back into my front view by either clicking negative y bubble at
the top or tilde front. Then I'm going to hit "Shift and D" to start making
another duplicate. I'm going to hit
"X" to make sure it only moves on the x-direction. I'm going to move that somewhere around the mid
point of the body. We can use that
little blue line, that's the middle of the world. We're going to set it
right around there. Then we're going to do
that one more time. Shift and D to make a duplicate. Hit "X" to make sure it only
moves in the x-direction. We're going to try
to make it about the same distance between
each of these legs. But before we settle
on an exact position, we want to scale this
leg up a little bit. Because a lot actual bees, their back legs are
a little bit longer and a little bit larger
than their front too. We're just going to
scale this up slightly. I'm going to scale
this up around here. About 30 percent
larger, it looks like. I'm just going to type in 1.3. Hit "Enter." It's about 30 percent bigger than
the front two. Now that I've done that,
I can pull it down. It's about the same
height as the other legs. Also going to pull it
back a little bit more, and I think I'm going
to rotate this leg, so it doesn't hang
quite so far down. I can just hit "R" not hold down Control so
it snaps a little bit. It's a little bit easier to
get an exact measurement. I'm going to rotate
it about negative 20. Then again, I'm just going
to pull this back so it's mounted about
the same spot. Now we have a slightly
larger leg and it's rotated a little bit more of
an extreme angle. Then I'm going to rotate
my viewport here, so that I can see a
little bit better. Then just make sure
all of these legs are contacting the body about as much as the other ones
were. I'll slide it in. About half of this point
at the top is inside the body. It looks pretty good. All the legs are
intersecting the body. There are about evenly spaced and they're placed
where I'd like them. Now let's begin attaching all of these legs together
into one leg object, and then we're going
to mirror them just like we did the eyes. With our back leg selected
we're going to click this and then hold shift and
click the other two legs. Now we have all
three legs selected. I can now hit "Control and
J" to combine them together. In this case, it
doesn't really matter that it shows the front leg. We're going to eventually be attaching all these
together into one leg object. This
is fine for now. All the legs are attached. Now we can again add
another mirror modifier. We go to our Modifier Tab
with our legs selected. Go over here to add
modifier mirror. We're going to switch it to y for the axis and
then uncheck x. Then we can choose the
mirror object as the body. You could see right
away it pops it right over to the other
side of the body. Then we can uncheck Merge. Now we have legs that are perfectly intersecting
on both sides, and they're also placed
the exact same spot. Before we move on to the last
part of the bee, the wings. Let's clean up the
body pieces and get them all attached together. First with your legs selected, we can go over to
the modifier panel. We can click this
little drop-down here. We can choose "Apply." When we choose "Apply", we can see the
modifier disappears. However, the legs
are still mirrored. That means we've collapsed
all these changes down directly into
the model itself. We can do that with each
of these pieces here. We can collapse and the
mayor modifier for the eyes, and then the subdivision
surface for the body. However, there is a
slightly easier way to do this with
multiple objects. If we just drag select over
all the pieces of our bee. We have all of them selected. Make sure you don't have
anything else selected. I don't have my light or my
cameras selected by accident. We can go up here to object. Let me go down to convert. We can convert them
all into mesh. When we click this, the model here doesn't change. Nothing looks any different. But now if we select the eyes, they no longer have
the mirror modifier. By using the convert method, we don't have to go through
each individual object and apply each of the
different modifiers. Now, in our case, that
wouldn't have been that much more tedious to do that. But if you had a lot of objects, or you had a lot of
different modifiers. Then it can get pretty
tedious having to apply all of them one
in the right order, and to just having to apply multiple
modifiers per object. Just by selecting everything
and then going up to object convert mesh. We boil all that down into
one single button press and it'll just collapse everything for every model
we have selected. The reason that was important is because as we're
about to connect all of these together into
one solid object, just called bumblebee. We want to make sure that
it's not duplicating all of these different
mirror modifiers and subdivisions and anything
else that we had applied. If we didn't apply them first and then we
connected the models, each model would take on the different modifiers
that the other models have, which might potentially cause a crash if it's
too many of them. But at the end of the
day it's probably going to mess up
the model as well. We want to make sure we apply all those different
modifiers to just get it right back down to just regular models and
then we can attach them. Let's start by
de-selecting everything. Make sure we don't have
anything selected. Now we can just start selecting individual pieces of the model, but we want to select
the body last. Maybe let's go with
the stinger first. We'll select stinger and
we can hold down Shift, we'll select the legs. With holding down
shift we can select the teeth and then the eyes. Then lastly, we'll
select the body. Now we can hit "Control and J" to bind all that stuff
together into one single mesh. Now it's called body
because that was what the original
object was called, the thing we selected last. We're just going to rename
it from body to bumblebee. Because in reality now it's
more than just the body. It's the entire bumblebee. Now we're ready to make the
last piece of the bumblebee, which is the wings. We're going to hit "Shift and A" to create an ecosphere again. Shift A mesh and then ecosphere. Then we're going
to set the radius a little bit smaller this time. We can leave it at
four subdivisions, but we're going to
set the radius to 0.65 and then hit "Enter." It's a little bit more
of the right size for the size of the wing
that we're going to create. We can go up here to our list. We can rename it wings. Then we can right-click, and then choose Shade Smooth. Now let's move this above the B. We're just moving it
just in the z-direction, so just the blue handle here. Move it up above the
B, doesn't need to contact the right now.
We'll place it later. Then we're going to
start by scaling it just on the y-direction. We're going to flatten
it out really thin, almost like a disk or a
pancake or something. We'll start by hitting "S", then "Y" We're going to type in 0.08, and then hit "Enter." Again, right down here, it'll pop up the option box regardless of what you type in. We want to set the y scale to 0.08, and then hit "Enter." Now let's begin shaping
the actual wing. Start with, we're
going to hit "Tab", to enter our Edit mode, then "1" to make sure that
we're in our Vertex mode, then "Alt Z" to make sure that we can select
through the model with our X-ray mode. Then we're going to turn on proportional editing
up here at the top, by clicking this little
bullseye, and turning it blue. Now let's go into
our side view here. We're not actually
going to the front. We're going to go
into a view that's more like this direction. We can easily just
do that by choosing the -x bubble up here, which is also equivalent
to the left view. The edge tilder, and
then choose left. That's the same view. Now let's zoom in down here to the
very bottom, this wing. We want to select this
very bottom verticy. Just these vertices down here. What we're going to be doing
is scaling this verticy. We're going to scale it
just in the y-direction with the proportional
editing turned on. We want to thin out the
bottom of the wing. We want the top of the wing
and the middle of the wing to be fat and thick up here. We want it to really thin out as it gets down
to the bottom. We're going to hit "S," and then "Y" to begin scaling it
just in the y-direction. Then we're going to turn up, so we're going to scroll
down on our mouse wheel to make this proportional
editing even bigger. Then we can probably
go on this, basically, the entire length
of the wing here. It's set to 1.33 up
here at the top. Right up there, 1.33. We're just going to
scale this down, and we want to thin this out. I'm going to scale it
down to about here, which ended up being about, I will say, 0.35. If you type in for your y, 0.35, with your proportional editing turned on roughly
as big as mine, it'll thin the bottom
of this wing out, and then it tapers and turns into a teardrop
shape at the top. Now let's go into
our front view, so we can see the wing
a little bit better. We can just click this
little -y bubble. Then we're going to
start shaping this. We're going to start by
selecting the top vertex here. We're just going to
select this one here. We're going to pull
it up a little bit, so we're going to make
it a little bit longer. I'm going to scale this
down just a little bit, so I'm going to scale
down my proportional editing to fall off for that. We want to shape
something around here. It's again, another
teardrop shape, almost like an egg in this case. Now, with just this vertex
still selected at the top, we're going to hit "S" and then "X" to make sure it's only
scaling in the x direction. I'm going to scale
this up a little bit. The proportional editing, and making it a
little bit larger. I want to scale this out,
so it's flat at the top, giving it two distinct corners
of the wing at the top. Let's scale it up to about here. We squared off the top
of that egg shape. Now we're going to go
down here to the bottom. We're going to click
off the model to make sure we don't have
anything selected. Now, we're going to select
just the bottom-most verticy. We can zoom out. We're going to scale this
down a little bit by hitting "S" and then "X" to make sure it's only
going in the x direction. We're going to taper
this down almost into , at this point, it's an upside-down egg or maybe a guitar pick if you're
familiar with that shape. About there. Now it's
smaller at the bottom, and then wider and a little bit more square here at the top. Let's turn off
proportional editing. We won't need that anymore. Then we can hit "Tab"
to exit our Edit mode, and then "Alt Z" to
exit are X-ray mode. Then I'll rotate around
here in our viewport, so we can see a
little bit better. Now let's rotate this
wing perfectly flat. We're going to hit "R" then "X", and then "90", so
9, 0 hit "Enter". That will rotate the
wing nice and flat. Then we can move it down here, and we want to intersect it on the body just a little bit. I'm using this little
red square here to move it in both the y and the z. I was able to quickly
move it down there. Now, I just want to
position it here, so just a little bit of this wing is
intersecting the body. You can actually move it up a little bit
on the body as well. Yours doesn't need to be
exactly where mine is at, but it's basically, at the height of the
top of the eyes, and then I just
moved it in until it started intersecting
with the body slightly. Now let's move this pivot point, which is currently in
the middle of the wing, all the way to where actually the wing would
hinge on the body. There's an easy way to do this. We're going to go up here
to where it says Options, twirl that down by
clicking on it. We're going to turn on Origins, which means we can now move
the origins of objects, and not the objects themselves. That checked one, we can use the little green handle here, and we're going to move it
right to the edge of the wing. Basically, right where
it starts intersecting, I'm going to move mine
right to about there, just a little bit
inside of that. Just on the inside
of this orange line. With that placed,
make sure you're only moving that on the
y-direction as well because we just
want to slide it right along where it was all
the way to the end, so little green handle. Once you have it placed, we
can go up here to Options, and then uncheck origins. Now let's zoom
out, and make sure that it's still in
the right spot. It's still right in the
middle of the wing, it's just at the end now. Just be doubly sure that
you've turned off the origins, because you don't want
to be moving around the pivots of objects, not actually moving them. Just make sure
that's turned off. Now we can apply
our mirror modifier to add the second wing
on the other side. With the wings selected, we go to our Modifier tab, the little blue wrench icon. Go over here to Add Modifier, choose mirror, set it to
just the y. Click "Y", uncheck x, click the
little eyedropper, click our bumblebee, so the mirror is directly
across the bumblebee. Then we can uncheck
Merge as well. We'll be leaving
this mirror modifier applied to our
wings as it is now. We won't be collapsing it in using the Apply setting here. We'll just be leaving it as is, because it'll allow
us, later on, to animate just
one of the wings, and it'll mirror those
exact same motions over here to the other side. It's actually going to be
pretty useful to us later on, so just leave it as it is. With the wings created, our bumblebee model is complete. In the next lesson,
we'll be modeling the environment for our
animation. I'll see you there.
9. Modeling the Background and Grass: In this lesson, we'll be starting our
environment by modeling the background
playing in the grass. Let's begin. We'll
start by creating a simple curved backdrop
for our animation. To start, we're going to hit Shift and A to bring
up the Add menu, and go to Mesh and choose plane. Over here, in our option box, we want to change the
size of this plane. We're going to set
it to 40 meters, so 40 meters, and
then hit Enter. We need to make the
plane 40 meters wide for this animation. We'll see why in a later lesson. After you have your plane made, and set to 40 meters,
we can go over here. We're going to double-click
on the word plane, and name this Background. Background, and then hit Enter. With our plane selected, we can hit M on our keyboard
for a move to collection, and we'll choose new collection. Then we're going to name
this Background as well. Background and then hit Okay. Over here on our list
we can see it has moved the background plane to
the background collection, and we also want to
click this little white folder here next to the background
collection to make sure any new objects we create
go right into here. Now let's select
our plane again, and we can zoom out so we
can see the whole thing. Then we can hit Tab
to enter edit mode, and then 2 to enter
our edge mode. Then we're going to be
extruding up this back wall. The wall we want to select, in this case the edge
we want to select is the side on the Y side here. It's this edge on the
backside of the bee. Our animation is going to
be taken from this view, so we need to extend this wall up so that it has
a full background. Make sure you're selecting
the edge on the Y side. Then with that selected we
can hit E to start extruding, and then we want to
hit Z to make sure it only extrudes it
upward in the Z-axis. We can just extrude this up
pretty tall it doesn't really matter as long as it's out of our camera view
eventually, it'll be fine. I'm going to extrude
mine up to here. If you want to follow along
it was roughly 28.5 meters, but basically anywhere up in this direction roughly
this tall is fine. Now, let's select this
little corner we made here at the bottom where
the wall was extruded up. We're going to select this edge, hit Control and B for bevel. Now let's begin
beveling this out. I'm going to bevel
mine to about here. We want to make sure it
doesn't go so far that it starts going up
underneath the bee. We need to make sure
we leave some room here for the grass blades that
we're going to be adding. In my case, once we've picked a general arbitrary
measurement here we can go through here and
start changing them exactly. Let's make this a nice 10. We're going to set
the width to 10. Then our segments we'll
set this to 10 as well. Ten for the width and
then 10 for the segments. Now we can hit Tab to
exit our edit mode, and then we're going to right-click and
choose Shade Smooth. Now we have a nice
smooth backdrop. Now let's move on to making
the grass for our scene. Because the focal point of
our animation is a bumblebee, we'll be making our grass
pretty large so that it gets context to the actual
size of our bumblebee. This will also further add to the cartoony look of our scene. Let's start by creating
another plane. We're going to hit Shift and A, go to Mesh and
then choose plane. Now, we won't need it to be
40 meters wide this time, so we're going to make
it a lot smaller. We're going to set this to 0.75, and then hit Enter. We have a 0.75 meter wide plane. Now go over to your
collection list. We're going to double-click
on the word plane and name this grass and then hit Enter. Now we can zoom in
here on our plane. We're going to start by
rotating this on the X-axis. First we'll hit R to start rotating and now X to
bind it to the X-axis, and then we'll type in 90, so 9, 0 and then hit Enter. Now, let's move it out in
front of our bee here. On this side, the
negative Y side. That way we're not modeling
it directly inside the bee. Right about here
is good. We'll be moving into a better location
later we just need to make sure it's not intersecting
with the bee for now. Let's zoom in. Then we're going to hit Tab
to enter our Edit Mode, then 2 to enter our Edge Mode, which you may or may
not already be in. It might be your default from
the last selection we did. We can hit Alt and Z to
enter our X-ray mode. Now we're going to hit A
to select all the edges. Sorry, I know this is a lot
of little steps in a row. You've now selected all
edges by hitting A. Then we're going to lift these
up so that the bottom side here is basically just
below this orange dot. We're going to move
all these edges up. Removing basically all the
geometry without moving the pivot point and we want it just below this
little orange dot. That way when we start
scaling and rotating this, the dot is in the
correct position which means it'll scale and
rotate from this dot, which is basically touching
the ground at this point. We'll move it about
here. It's just below. It doesn't need to be
perfect just make sure that the edge here is a little
bit below the orange dot. Now, let's select our top edge. I'm going to zoom
out a little bit, and then we're just going
to pull this up and make it about as twice
as tall as it was. It doesn't need to be perfect. Just roughly twice as
tall as it used to be. Maybe a little bit more.
Right about there. Now we're going
to hit E and then Z to extrude it in the Z-axis. We're going to make this roughly as tall as the bottom segment. Again, it doesn't
need to be perfect. Just visually about as tall. Then we're going to do
this one more time. E to extrude and then Z
to move it in the Z-axis, and then we'll move
it up to about here. Now it's about three times
taller than it was before. Now let's hit one to go
into our vertex mode, and we want to select the
top two vertices here. They may or not
already be selected, but if they're not just drag
select over the top two, and then we're going
to hit M for Merge. Then we're going to
choose at center. It's going to take both of
those vertex and merge them at one central point turning
it into one single vertex. It's just combining
these two into one giving us a nice point
for the grass blade. Now that we have a really simple base for our grass blade, let's start adding
some modifiers to make it look a little
bit more cartoony. We're going to start by
adding a solidify modifier. We're going to make
sure we're in our Modifier tab over here, the little blue wrench, choose Add Modifier, and then we're going
to choose solidify. Down here. Now we have solidify. Essentially what solidify is doing is it's going
to add thickness to an object that doesn't
currently have thickness. In this case, our single plane, as we increase the
thickness here, we're essentially
giving this really thin one-sided polygon thickness now making it into almost as if we had started with a box. The values we're going to be
using here for our thickness are 0.2. Hit Enter. Then we're going to leave
our offset and negative one. The offset basically
is just determining which side the
thickness comes on to. We're just going to leave
it at negative one so it goes towards the backside of it. With our solidify added, we can now add another modifier. We're going to be adding a
subdivision surface modifier. We can add this. This is going to
smooth out the model, but it's going to
take into account the thickness that we added. Now it made it into
this blobby shape. Let's increase the
levels here so it's a little bit
smoother than it is. We're going to set both
of these to three. You can see it's
much smoother now it's quite so fascinated. Now we can begin
the shaping process and making this look a
little bit more like a blade of grass and a little less almost like a
surf board right now. To start with, let's
make a cut down here at the bottom to make
sure that this doesn't get so round
at the bottom. Hover over the
bottom segment here, and then hit Control and
R to begin placing a cut. We will see this yellow line, and we can click
to start placing it and now we can
actually slide this down. This is a situation
where being able to slide this edge is
actually really useful. We can see as we slide it further down towards the bottom, it makes it more
and more square. That's because we're
giving it more and more geometry down here to determine
the shape of it. We're not allowing it to crush
this model quite as much. We're giving it a
little bit more support down here by giving
it more cuts. We're going to slide it
down right near the bottom. We don't want to go all the
way to the bottom because then you can see the
model gets a little odd. We're going to stop right before the bottom, right about here. Just a little bit off the
bottom so it's pretty square but still a little
bit rounded on the edges. This cut placed, we're
not going to select the bottom four
vertices down here. Select across the entire bottom. Then we're going
to scale this in just on the X-direction. We hit S and then X. We're just going to
scale this in so that we taper the bottom of this grass, giving it a little bit
more of a cartoony shape. We're going to scale
it into about here. In this case, a
little over half, so we'll say it's just 0.6 if you'd like an
actual number for this. 0.6 in the X scale. Now let's go to the top. We're going to drag slipped over this singular point here, and we can see that while the point is
all the way up here, the smoothing is actually crushing it all the
way down to here. Our grass has gotten a lot shorter than it started out as. Let's fix that by
just pulling this up, and we're just going to look at where it's smoothing it down to at this point we don't
really care where the point is, only where the end result is at. Let's pull this up
right about here. Now individually about the
same as these segments, maybe a little bit taller.
Right about there. Then if you think
your grass blade still seems a little bit short, we can just drag select over
top of a little bit more, and maybe we stretch these out a little bit further as well. I'm pretty happy
with that height for the grass blade at this point. Now let's curve
this grass blade so it's not just this
straight stick. We're just going to go roughly
to the side view here. Doesn't need to be actually
the side view in this case. We're going to drag
select over this very top vertices and
then we're going to click on this little red
square here and that'll allow us to move it at both in
the Y as well as the Z. Our goal here is to bend this grass blade and we can
see it bends pretty nicely because it's using
this smoothing and it's averaging all of
these vertices out. It's going to be naturally
smooth either way. We're going to just push and
pull these vertices here, moving them over to make this grass blades
slightly curved. Maybe we'll push this one
over just a tiny bit as well. If you want you can pull
this down a little bit so it curves a little harsher at the top than it
does at the bottom. That's really up to you.
Just add a little bit of curve to it so it's not
perfectly straight. Now if we spin around, I'd say this looks
pretty good for a singular cartoony grass
blade at this point. Now let's hit Tab to
exit our edit mode, and then Alt and Z to exit our
X-ray mode and then we can right-click and
choose Shade Smooth so that our grass
is nice and smooth. Now let's form the
single grass blade into a small grouping so that's
easy to fill our scene with. We're going to start
by applying all of the modifiers we put
on the grass blade. Each of these modifiers
here needs to be collapsed into the model
and we'll remember, we can either do it by clicking the little drop-down
and then choosing Apply. We want to do them from the top to the bottom
if we do it that way. You'd have to do
Apply and then Apply. If we don't do them
in that order, it will actually break the
rounding and smoothing that we have because it really matters in terms of the order
of the modifiers. If you apply one
before the other one, then it's going to make the last modifier view
the model differently. You want to apply
them from top-down. We'll also remember from a previous lesson
that if I want to Control Z to undo
that, we can also, instead of just doing it Apply and then going
from the top-down, which if we had 5, 6, 7 modifiers on here, that would be tedious. We can instead go up to Object, Convert, and then choose Mesh. That will also just
apply all of them top-down for us automatically. At this point, everything
is collapsed and now we can create a grouping with a
single grass blade here. Let's go into our top, you
just start doing that. We can either click
the little z button here, the little z bubble, or we can hit Tilda and
then choose our top view. Now we're going to be
cloning this around into a triangular shape here. We're going to hit Shift
and D to make a duplicate. We'll make one duplicate and
then we're just going to hit Shift and D right away
to make another one. Now we have both the
duplicates that we need and then we're going to use our move tool to just move this around. Now we can rotate it. We're going to form this into a star or maybe a
triangular shape. Some of this over here and
then also rotate this one. This don't need to be perfect snapped rotations or anything. It's actually better if
they're not exactly perfect. It'll make it look a little
bit more organic if they're not mathematically perfect here. Give them a little bit of
variation if you want. Now they're roughly into
a triangular shape here, a little triangle here, or maybe a star shape. Now let's rotate our
viewport again so we're back into the
perspective view. Then we're going
to select two of these grass blades and we're going to scale
one of them up a little bit and then one of
them down a little bit so we have a little bit of a
variation in height. Right now they're all
perfectly the same height. Let's scale this front one. We're going to select
this and then just hit S and start scaling it
down a little bit so it's a bit shorter
than the others. Then maybe we'll select
this left one here. We're going to scale this
one up just a little bit. Now we can see here that they're all three just slightly
different heights. It will give it a little
bit more variation. Now we can drag select
over these grass blades. We're going to select
all three of them. It doesn't matter
which one we select first or last in this case
because we're going to have to center our origin anyway so we're going to select all three of them just by drag, selecting and then hit
Control J to join them. Now they're a singular
mesh over here we can see, Grass 001, and then we're going to go
back into our top view. We're in top view again and then we're going to go
up here to where it says Options and then
choose Origins again. We're going to move this origin for the object right
towards the center. Again, this doesn't
need to be perfect. We just need it to be mostly
centered between these. That way when we rotate
this or scale this, it's scaling and rotating roughly from the center rather than all the way off
to the one side. I'm pretty happy with that, and it looks
relatively centered. We can go back up
here to Options and then uncheck Origins. Now I can rotate my
perspective view and everything looks
nice and centered. At this point, we're
ready to start duplicating this
grass grouping around our scene to make a little path for our bumblebee
to fly through. We're going to have
grass on the left side and the right side. The grass on this side will be in front of
the camera because our camera angle is going to be roughly from this
direction eventually. Any grass we put
here, we want to make sure it's a little bit thinner. There's not quite as
much grass on this side. Then we can have a
little bit taller and a little bit
more dense grass behind it because it won't
be obscuring the bumblebee. We'll be using
Shift and D to make duplicates of our grass and
cloning it around the space. However, we are going to want
to do this in our top view. The reason we want to do that is if we just start
hitting Shift and D from this view so just
some arbitrary angle here that we might
be looking at, if we hit Shift and D, we'll make a duplicate
but we'll notice as we move it further and further
to the left or the right, it's actually going down
underneath the plane. It's no longer at the exact
height that we wanted it at. We want these to be touching
the plane as they are now. The reason it's doing
that is when we just hit Shift and D from an
arbitrary view angle here, it's just moving it based
on the screen space. You can see that it
stays roughly the same size on the screen even though it's moving it
up and down in actual space. To avoid this, I'm going to delete these copies
that I just made. I'm going to select the
original one again. To avoid this, we can just go
into our top view up here, and now if I hit Shift and
D and make a duplicate, if I rotate my camera now, I can see that it stayed exactly where it
was because it was only looking in this
orthographic view, it's only cloning it on
the X and the Y and it was completely disregarding the
Z angle or the axis rather. It stayed nice and connected to the ground
as the other one was. I'm going to delete
the duplicate, go back into my top view. We're going to be using
the top view like I said to make two
different paths here. We need to make sure that we've plenty of room for our bumblebee to fly from left to right
going this direction. We don't want to have
any grass blades here because in this case, the bumblebee will
run into the grass. We need to make sure we leave
them plenty of room here on the top and the bottom so I wouldn't have it any
closer than maybe this, that might even be a
little bit too close. We want to leave them plenty of breathing room here because we're going to have
a little bit of side-to-side motion
for our bumblebee and it's also going to
be bobbing up and down. Another important
consideration is we're going to be making this a seamless looping
animation and this plane that we made is the bounds of this looping environment
that we're going to create. It's going to be this
same environment looping over and over
again seamlessly. Make sure that the seamlessness is as seamless as possible, so the loop looks as
good as possible, we need to make
sure that we have our grass go all the
way to the edge. We don't want it to go
over top of the edge, but we need to make
sure we fill it out the entire way from edge to edge. We need to go basically
from here to here, and then again
from here to here. That way when these
edges meet up, so if we imagine this
environment here being duplicated and
sit next to each other, so we had an exact copy of
this sitting next to itself, we don't want to
have this weird gap where they're about to touch, where there's just all
of a sudden no grass. We did that and we
stopped our grass here, there'd be this tiny little gap and then it would be
another gap here, essentially, and then we
would start grass again. It'd be really obvious where the seam is in this animation. Make sure when we're
placing our grass, we need to fill
this up entirely. I'll be speeding up this part of the video as I place my grass, but feel free to watch what I do and try to match the
placements roughly. You don't need to
copy me exactly. Just try to match the width of the path that I make
for the bumblebee, as well as the general amounts
of grass that I'm placing. You also want to scale the
grass up and down as you're placing them so it has a
little bit of randomness. You don't need to worry
about the rotation for now. We'll be using a
tool later to help randomize all the
rotation of the grass. Only worry about
the placement and the randomized scale that
you can do yourself. I'll see you in just a
moment when I finish placing all my grass using Shift
D to make the duplicates. I've placed all my grass
roughly where I want it, and I've tried to vary
the scale a little bit to make it a little
bit more interesting. I made sure I left a
wide enough path through the middle so our bumblebee doesn't hit any
grass as it flies. I also ran my grass from end to end so there aren't
any obvious gaps. However, I still have an issue with the scale that's really only visible when we rotate
our view back to perspective. Let's rotate our view now. We'll see here that this
grass on the front, while it is smaller, it does visually block this bumblebee by a
pretty large amount. If we zoom in our camera roughly to where the camera
angle is going to be, that's a pretty large overlap with our grass on top
of our bumblebee. Luckily, this is
relatively easy to fix. Let's zoom out a little bit, and then we're going to
go into a side view here. Now, we'll notice our camera's
in the grass right now, so we need to make sure
that we don't select that. We're just going to
go to a side view here where we can drag select over top of just the grass that's in
front of the bumblebee here. I'm pretty sure I
have it all selected. I spin around, doesn't
look like I select my camera and I just
have the grass selected. Now, normally,we would just hit "S" and start scaling this down. However, we will notice
if we just hit "S", and scale it, it all
scales towards the middle. It does make the grass smaller, but I don't really like how it's moving the grass
towards the center. I'm going to right-click
to undo that. We can go up here and change
that so that it's scaling from the center of each
grass blade individually. We're going to go up
to the center here, click this little drop-down, and we're going to change
the transform pivot point, which currently it's
on median point, which means it's
scaling it all to the middle of the
selected objects. We're going to switch that
to individual origins. We've changed it now, the
symbol has changed up here, and now if we start scaling it, we'll see that it
scales each grass individually down
towards its own center, rather than the center
of the selection. Let's scale this down a bit. We can rotate our camera
a little bit here. I think I need to go a
little bit smaller still. I want it to be basically about the same height
as the bumblebee. In this case here, I'm
looking where the wings stop. That looks okay to me. Now, we'll notice that
as we scaled this down, it actually made the
path wider on this side. We can move it a
little bit closer, we don't need to have
quite so much room. Then we'll see it's a
little bit more gappy here. If you find any areas that you have some really large gaps in, we can fix those just
by cloning them in, again, from the top view. Before we fill in any
of these gaps though, let's make sure we go
back and switch this from individual origins
back to median point. In most cases, median point
is what you want to use. We're going to switch
this back just so it's defaulted back to this, but now you know that
individual origins can help with a situation
like we just had. Let's switch it back
to median point. I'm going to go back
into my top view. If there's any areas
here where there's just a really large area
with no grass in it, I can just choose some of
these grass blades here, and then just add
some more copies. I'll just use Shift, D to
help fill in some of this. Maybe I'll move some
of these around, and just re-space them slightly. If there's any areas
that seem like they're [inaudible] or the grass is just going
straight in a line, we can also fix that as well. Remember, we still need to fill these all the
way out to the edge. You don't really
want it overlapping, but you need it to
be pretty close. I'm pretty happy with this. For the grass placement
on the bottom. In the top, we didn't
really adjust, so whatever we had before
is probably fine still. Now, lastly, let's randomize all the rotations for
our grass blades. First, we're going to need
to select all of the grass. Rather than do it in the view
port where it's really hard to not select things
that aren't grass, like the bumblebee or this light that's here or the camera, we're going to do it
from the list instead. Go over to your list. We're going to first
select the very top grass, so the very first one
in the list here, scroll all the way down. Might be a pretty
long list depending on how much grass you've added. Now we can hold Shift and select the very last one
and it will select every object in between
those two points. In this case, all of the grass. Now, we can go up here to
where it says objects, and then we'll go to transform, and we're going to choose
Randomize Transform. The first thing we'll
want to change is the randomize
rotation for the Z. Down here in the Z, we're
going to type in 180, so 1, 8, 0. We can see soon as we hit that, all of these grass blades
now have random rotations. We can change the amount
of randomness that it is, but if we set it to 180, that's the max value. It's going to give
us essentially the max amount of rotation. It's going to pick any
value in-between those. That works well for that. We can also rotate our view port here. We're not need to be in
the top view for this. We can also randomize the scale. Now, in this case,
I think I'm only going to randomize the Z-scale, which is just the up and down. Some of these will be stretched a little taller and
thinner and other ones will be a little bit
shorter and fatter. The Z in this case is actually this value
here in the middle. We're going to set this to
1.5 and then hit "Enter". We can see here soon as
we did that, our grass, some of it got taller and
some of it got shorter, but overall it's the same
width in the X and the Y. Now we have a fair bit of randomization to our grass,
so it looks a lot better. With that done, let's attach
all of this grass together into a single object so it's
easier to animate later. With all of our grass
still selected, we can just hit
"Control" and "J" at the same time to join them
together into one object. Now, we'll see that
our pivot point is all the way over
here in the corner. We have also done a fair
bit of scaling to this. We're going to center
everything out here and apply all these scales by
hitting "Control" and "A" to bring
up our apply menu. We're going to choose
Apply all transformations. When we do this, it'll
apply both the scale, as well as the rotation
and the location of it, which will center this origin out right below or bumblebee. Now it's all centered
out perfectly. It's one object and it
centered right in the origin. In the next lesson, we'll be
finishing our environment by placing small rocks along the
path. I'll see you there.
10. Modeling the Rocks: In this lesson,
we'll be finishing our environment by modeling and placing small rocks along
the path. Let's begin. We'll be using one of the
new objects added by the add on we enabled at
the beginning of this class to make our rocks. Funnily enough, it's
called Rock Generator. Let's hit "Shift and A." Go to "Mesh" and then
choose "Rock Generator." Again, this came from the extra mesh add one that we added way at the
beginning of this class. We added things like
the round cube, some of these other ones
down here, the single vert. But we're going to be
using Rock Generator. Essentially, this is
just using a bunch of random parameters as well as modifiers to create a number
of random rocks for us. We can determine the
number of rocks it's creating right here with
the number of rocks. We're going to set
ours here to 10, that way will create 10
random unique rocks. We'll notice here that it stacks all these rocks directly
on top of each other, which is fine it's just
a little bit annoying. The last thing we
want to change is go down here to where
it says default. We can change the type of
rock that it's generating. There's fake ocean rocks. We can make Ice,
sandstone asteroids. We're going to
choose a river rock. River Rock it tends to be
a little bit smoother, a little bit more blobby, and that'll work a
little bit better for this cartoon
animation we're creating. We'll choose River Rock. Again, we still have it set to 10 and we can see the shape of the rocks are a
little bit smoother and they're a little
bit smaller down here. As we go through the process
of placing these rocks, don't worry if your rocks
look different than mine. Your add one is likely creating rocks using a different
seed for randomization, so your rocks might look different than
the ones I'm using. Either way, as long
as you set it to 10 and you've set the
preset to river rock, they'll be very
similar so just do similar things with your rocks even though they look a
little bit different. Now before we start
placing these rocks, well notice over here it has a whole bunch of different
modifiers on it, which essentially gives
it this rocky shape. Now we want to apply all these
modifiers so they're not working with 10
modifiers per 10 rocks. Again, we can go
up here to Object, and then go down to Convert,
then choose "Mesh." Since we had all
10 rock selected, they all now have all of their modifiers
collapsed into them. Now let's begin the
process of placing each of these 10 rocks along
the sides of our path. You can keep these
rocks somewhat large as they won't impede the path
of the bumblebee really. A good place to put
them is at the base of the grass clumps and
in larger open areas. Feel free to adjust the scale of your rocks to make them
larger if you'd like, just make sure that they
stay out of the path. I'm going to speed up
this part of the video as I place my original 10 rocks along the edges of the path. I'll see you in just a moment. Now I have all of my larger
rocks placed along path. You can see I tuck
them in here in these natural gaps that were
formed between the grass. Such as here and here, then I also stuck some behind the grass and then some in
front of the grass like these. You might have noticed as
I was placing these that I was using something
to rotate them. We'll use this object
as an example. Normally when you just
hit R to rotate it, it's going to rotate it
based on your screen space. It just rotates it in a circle based on
whichever direction you're currently facing. However, if you double-tap R, now you can roll the object based on wherever
you move your mouse. It's not an easy way to flip
over a rock if you need to, to see maybe a better side, maybe one side smoother, one side it's a little
bit more rough. You can hit "R" twice and then roll the rock over so you see
the side that you'd like. It's a little bit easier
than getting the camera into the exact position you
want and then rotating it. Again, that's just a
little bit at a tip here. But otherwise, as
long as you have your rocks placed
similarly to mine, you can see some of
them are a little bit bigger as well I
kept some small. You should be fine for now. Now let's work on placing some small rocks actually
in the path itself. We can consider these rocks
essentially at this scale. These are tiny boulders in
comparison to the bumblebee. But now we want to
add some pebbles essentially along the path. We're going to have a whole
bunch of rocks here along the path that are really tiny, so even smaller
than this one here. I would say probably half
the size of this rock would be the size of the rock
we want on this path. Because again, we have to
remember that we don't want to impede the path of
this bumblebee. You can see there's very little space underneath
this bumblebee here. We need to make sure the
rocks probably aren't even as maybe half as tall
as this gap here. The first thing we want to do is select all of our rocks
again from the list. We can select the
first one here, hold "Shift" and then
select the last one. Now we can hit "Shift and D" to make duplicates of all of these. We're just going
to place them here. I know that they're going
underneath the surface here, but I'm going to have to
move them anyway so I'm just going to hit "Shift
and D" to make duplicates. I can click once to confirm that duplicate and now I'm going to hit "S" to scale these down, and I'm going to
scale them down. It doesn't matter that
they're all scaling to the center because we're going
to replace these anyway. I'm going to scale
these down really tiny. Probably about here. In this case, down to probably, we'll say 0.15 of
its original scale. They're roughly
about that large. Now I can zoom in here. I'm going to move them
all up so that they're poking back through
the surface again. Then before I start
placing these, I'm actually going
to flip all of these over on the other side. Right now they're showing the exact same side that's visible for
all the larger rocks. Instead, I'd like
to flip these over. I'm going to hit "R" then
"X" and now type in 180, so 180, and then hit "Enter". Now I have essentially
taken all of these and you don't have to
do this it's just a quick visualization here. I've essentially just flip
them from this side over, I'm going a little
fast to this side. Now that I've done
that, we can go through here and just start
placing these rocks. Now we don't need to make
any more duplicates. We'll call these pebbles. Ten pebbles is plenty
for this path here. We don't need to have
a ton of rocks here. I'm going to go up
into my top view. This will be a little bit
faster to place them that way. Now, I'm in my top
view, we can just start placing these around. I'm going to speed this
portion up again as well. But just try to follow along
with the rough placement and rotation in size
that I'm doing for my pebbles. I'll see
you in a second. I have all of my pebbles
placed now along my path. You'll notice that I kept
them pretty small and made sure to space them
out as random as I could. You probably noticed
me moving some around, a little bit to the left,
a little bit to the right. I just wanted to make sure
that the spacing of them was as generally equal. So it filled up the entire
length of this path. But also not so obvious
that it was just up, down, up, down, up, down. You also want to make sure
that you don't forget to put some near the
bumblebee itself. Because otherwise
they'll be this gap that's in the middle of your path if you don't put any close to the bumblebee
like this one is. Again, I made sure
that they ran from edge to edge as
close as I could. Now, these are
pretty spaced out, so I don't need to have them
touching at the edges here. I just need to make sure
that the gap between this edge and this edge
is roughly the same. The last thing we need
to do is attach all of these rocks together so that they're easier to animate later. We're going to be doing pretty much the exact
same process as we did for the grass so
we'll go over here, select the very first rock, go down to the very bottom, and select the last. I have all of these selected. Now we can hit "Control and J" to attach them all together. Then we're going to
hit "Control and A" at the same time
for the Apply menu, and we'll choose
"All Transforms." Now if we rotate our view, you can see they're all attached and our origin
is right in the center, just like the grass was. If we rotate down, we can just make sure that
the height of these rocks, none of them impede the
movement here of our bumblebee. At this point, we're
officially done with all of the modeling we will be
doing for this entire class. In the next lesson,
we'll be placing our sunlight and our
camera. I'll see you there.
11. Placing Our Sun and Camera: In this lesson, we'll be placing our sunlight and our
camera in our scene. Let's begin. Let's start by
getting our camera in place. You should still
have a camera in your scene from when we
first made the file. However, if you deleted it, that's no problem, we
can make another one. Again, if you still
have your camera in your scene from
when we started, it should be roughly here, then you won't need
to follow this step. But if you've accidentally
deleted your camera, we can hit Shift and A and then go down here
to where it says camera and then it'll create a brand new camera
and it places it directly underneath
your bumblebee. That's how you would make a
new one if you needed to. I'm going to delete this camera since I already
have mine in here. Now let's select our camera. Then we can go down here to
the object data properties, which is this little green
button here that looks like a little camera and then
we can see the settings. By default, there are
two types for our camera here that we're going to
have the option to use. We can either use a perspective or we can use an
orthographic camera. Now let's explain a
little bit of between the differences of
the perspective and the orthographic camera. For this class, we're
actually going to be using a perspective type
camera for this render. However, we'll be giving
it settings to make it almost look like it's
an orthographic camera. The main difference
between a perspective and an orthographic camera is
how it handles focal length. The perspective camera, which
is the most common type of camera as well as the
closest thing to real life, has a typical focal length of
roughly 18-150 millimeters. The lower the number,
the more obvious the distance between objects is. As the focal length gets higher, the image gets
flatter, so to speak. It's harder to
tell how far apart two objects are in distance. An orthographic camera takes in all the visual information
from the camera and displays it with an infinitely
large focal length, which essentially means that every single object you see in the camera appears as though it was the same distance
from the camera, making the visual very
flat and stylized. Now, in our case,
I actually prefer the look of the orthographic
camera for our animation. However, there are
some things you can't do with an
orthographic camera, specifically depth of field. Without a true focal length, you can't do depth of field effectively with an
orthographic camera. We'll be changing
settings within our perspective camera
to almost mimic the look of an
orthographic camera while still keeping it
perspective type, allowing us to use
depth of field. Let's start by
creating a view port devoted to our camera view. We're going to go up here to the top left of our viewport. Just up in this top
rounded corner area, we can see that if
we hover over it, our mouse changes into
a little plus sign. Once it's turned into
a little plus sign, we just click and
hold and then we can start dragging it over
to the right side. You can see we can drag
out a brand new viewport. Now, on this viewport
we can devote this to seeing what
the camera sees. To do this, we can just click this little tiny camera
icon and that will pop this view directly into what this camera
is actually seeing. Now if I go over here to the right side and
I move this camera, you can see it actually
changes the view on the left. We're also able to resize this window so we can make
it a little bit smaller. Then we can also on this side, we can pan around and
we can also zoom in. Let's zoom in so we can see a little bit more of our camera. This orange line here is the
bounding box of our camera. This is actually what
would be in frame. Anything outside of this and this darker shaded area
is not actually in view. We're also going to
switch this left side of our camera view into the
render viewport mode. To do this, we're going to go up here to this top bar and then we're going to click in
our middle mouse button and that will allow
us to pan this bar. The reason we need to do this
is because this bar used to run all the way from the left side all the
way to the right side. But now that we have
two smaller viewports, we can't see the entire bar, so we have to pan across
it, scroll it across. Again, click in
your middle mouse button on this top bar. Then we can pan it over. Then here are our
viewport modes. We're going to be
switching to rendered, which is the furthest right one. Now that we've clicked this, it switched our viewport
here to the rendered mode, which is giving us
an approximation of what the actual final
render would look like. It's not quite the exact
same, but it's really close. It helps us get a better an idea of what our render
will look like. The lighting we're
seeing here is being produced by this
light right here. Again, if I move this, we can see what it looks
like from our camera view. If for some reason you've
deleted your light by accident, much like the camera, we can hit Shift and A and then instead of going up to
mesh or anything like that, we're going to go down to Light and then you can make it brand new point light and
then move that. This point right here is just the same thing as what
was already in the scene, although it is a
little bit dimmer. If you have deleted
your light and you're noticing now that
your camera viewport, the left side is really
dim because either you didn't have a light or now you just added
a brand new one, but it's really dark. You can just change
the power on this to 1,000 and then hit Enter. Now you have the
exact same brightness as the default light
that used to be there. Now, if you already
have your light, don't worry about
creating a second one. We won't need this. This is just for
people that might have deleted theirs by accident. Now let's get into
the process of actually placing this camera. You'll notice our
camera doesn't have a very good view
of our bumblebee, but that's not a problem. We can move it to get
a better camera angle. To make this process
a bit simpler, I'll be walking you through
the exact values you need to type in to get your
camera placed correctly. However, feel free to experiment after this lesson to find
a look you might prefer. We should have our
camera selected. We should be in our Object
Data Properties tab here, which is this little,
tiny green camera. Now we're going to start adjusting some of
these settings. First let's set the focal
length really high. This is how we're
going to make it look more like an
orthographic camera. First, type in 300 for the focal length
and then hit Enter. Now, you'll notice here
our camera gets really long and then it looks really
zoomed in essentially. Not because of this type of focal length
that we're using. The higher the number, the more zoomed in your
image is going to be, and the flatter your
image is going to look, which is actually
what we're going for. Now hit N on your side menu here to bring up the side menu. We've had it on the
right viewport. Wherever you hit N, it'll
pop up the side menu there, so we'll be doing it
on the right side. Now we're going to type
in specific values for all of these settings here. This will place your camera exactly where you need it to be. Starting from the top, we're going to go
from the x location. We'll type in negative
24 and then hit Enter. Then for the y, negative
31.5, hit Enter. For the z, 16.5 and
then hit Enter. Now we can adjust
the rotation so that it's actually
looking at the bumblebee. For the x rotation, we'll type in 70, we'll
leave the y at zero. Then we're going to
set our z rotation to negative 37 and then hit Enter. You'll see that this was
actually the main one that was the issue here and
that's because our camera was placed
in the correct spot. It was actually facing
out in space over here. Now that we've rotated it
towards the bumblebee, we can now see the bumblebee is nicely centered in the frame. We can see a little
bit of grass in the background and a rock, as well as some grass peaking up through
the bottom as well. You might notice that parts of your scene seem to
be clipped off. That's because of something
called viewport clipping. On our side menu here, we're going to go
to our view tab, and then we're going to
change these clip values. Your clip value here might be a little bit
larger than mine. Same thing with the
n value as well. We're just, for the clip start, just going to set
it to 0.01 meters. Then for the clip end, which is most likely
causing your issues, you're probably not seeing the backside of
your render here. We're going to type in 1,000 and then hit "Enter",
with those changed. Now everything in your
viewport should look like mine with our camera in place. Let's start working on our sun. We're going to select
the light that was either left in the scene or the one that you just
created if you had accidentally deleted
in the past, and we'll make sure
that we're still in the object data properties, which now looks
like a little green light bulb because it's changed for the light settings rather than the camera settings. We're going to switch
this to the sun type. Every single light
that you create can just be turned into
any of the other types, so by default, it started
out as a point light. But if we click sun,
now it's a sunlight, or we can change it into a
spotlight or an area light. For this time, we're
going to be using sun. Now we need to change our
strength because it's using the 1,000 that was
already typed in before, we're going to set this down
to 6 and then hit "Enter." Now right now the cameras
seems really blown out and really bright with
our sunset to six, but I wouldn't worry
about it once we get to the texturing phase
in further lessons, they won't look so bright
and we'll be setting the colors and everything
will look nice and balanced. Now that we're using
the sun type light, a few things I want
you to understand. A sunlight is directional, so all the light comes from a specific determine direction, and we can see that
direction here with this orange
line on our light. However, it isn't like a
typical spotlight because it doesn't matter how close
it is to your object. We'll notice that if I move
this light closer to my B, or further away, it doesn't change the brightness
of the scene. This is meant to mimic the
real-life distance of the sun. There's not really any
way for you in real life to move the sun closer
or further away, it's essentially,
for our purposes, it's essentially infinitely
far away and it's just casting light at a
certain brightness value, so the only way for us
to make our sun brighter or dimmer would just be to
change the strength value, moving it closer or further from the
subject does nothing. It's now on our
right-view port here. Let's just move our sun over here towards this front corner so it stays out of the way. Again, it doesn't
really matter how high or how close
it is just move it up out of the way that it's not interfering and overlapping
with our bumblebee. Now again, on our side menu, which again is
brought up with n, We can go to item and then we're going to
adjust the rotation. Let's set the x
rotation to zero, the y rotation to negative 35. Then the z rotation to 30. This will give us a
nice light direction where we still see some shadows, and it has a mid-day, maybe 2:00 or 03:00
sunlight value. Now the last thing
we need to do is set up our depth of
field on our camera. Again, this is the
reason why we used a perspective camera rather
than an orthographic, we're tricking the viewer
into thinking it's an orthographic camera while
using perspective settings, so we'll go back over to our
list and select our camera. Then make sure that
we're still in the object data properties, this little green camera. Now we can check
on depth of field. We'll see right away
our camera got really blurry because we haven't really changed any
of these settings. However, before we
change the settings, we do want to change
something over here. We're going to go back to the
regular gray shaded view, so we're just going
to click this and we'll see all that
blurriness goes away. But we're going to go up here
to this little drop-down and then go down to
the bottom and enable depth of field and turn that on. Working in this view is a lot easier to tell
when things are in or out-of-focus when we're working in this rendered view, it's all really
bright right now. It's going to be hard to tell when things are in or out of focus because everything's
blown out at the moment. We're going to be doing
this in the shaded view, just this nice gray view, which is really easy to see. But in order to see
the depth of field, you just have to make sure
that you open up this drop-down and then
enable depth of field. Now let's go over here
into our settings. We can twirl open the
"Depth of Field" settings, and there's basically two things we're going to be adjusting the focus distance as
well as the F-stop value. F-stop basically just determines how blurry is this going to be, so the lower this number, the blurrier it'll be, the higher the number, the
less blurry it will be. The focus distance
determines what is blurry and what isn't blurry based
on this F-stop value. We'll have to find
an exact measurement for the focal point
of our objects. In our case, we're going
to be using this front i. Let's start by adjusting
the F-stop value. We're going to set it
really low because we want to stylize looked
for this render. We'll set it to 0.20, 0.2 for our F-stop value, which right now it
looks insanely blurry. It's almost completely
invisible at this point, that's because we
haven't adjusted the focal distance yet. We're going to start by
setting this focal distance to 40.85 and then hit "Enter." It seems like a really
specific value and it is, and that's because we're using such a small focal distance, we need to have a
very particular area that we're focusing on. Now on this left side
here, if I zoom in, we'll notice that these
little tiny highlights on our eyes are nice and sharp. We can still see
sharp edges on them, and then as it gets
further and further away, even just parts of this I like this I here is already
starting to get blurry. That's because we're using
such a shallow depth of field, won't use a really small number. There's a very small sliver of area of your render that's
actually going to be in focus. If this number was bigger and we wouldn't have to be quite so I described in
the focal distance. But because we're using a
very small number to get this really dramatic
depth of field on the background and
in the foreground, we need to be very
specific with this number. Now this number that
we typed in, again, 40.85 for the focal distance, that should be the
perfect number, assuming you're using the
exact same camera's position and angle as me. If you decided to go with
a different camera angle, you'll need to adjust
the focal distance value until it looks correct for you. If yours is still a little
bit blurry here, again, use these little highlights on the eye as your focal distance. If we zoom in here
and we want to be pretty close so we
can tell whether it's in view or not or whether
it's in focus rather. You can click and hold on
this number here, and again, this only matters if you've
used a different camera. If yours still looks
good like mine does. Don't change this number, but if it's
out-of-focus for you, click and hold on
this number down here and that'll let you use
it as if it was a slider. Now if you hold "Shift"
while you move that slider, it'll move it even
slower so you can really fine-tune it and get it exactly
where you need it to be. If it's really out-of-focus, you'll have to move
it pretty fast first, then let go of the slider, then click on it again, and then hold "Shift"
to really fine-tune it. But I'm going to set mine
back to what it was because I think it looks good
before, so 40.85, with our depth of field setup, we can now zoom back out so
we can see the whole camera, and then we can set it
back to our rendered view, and now we can see
the rendered view. It has this nice depth
of field back here, and it's lit again. It's a little blown
out, but that won't be an issue for very long. In the next lesson, we'll
be texturing our scene with cartoon-style materials to add a bit of color.
I'll see you there.
12. Texturing the Bumblebee's Body: In this lesson,
we'll be texturing our bumblebee's body with cartoon style materials to add a bit of color. Let's begin. Let's start by making sure that our left viewport is set to
the rendered mode like this. Up at the top bar, you can use your middle mouse button to pin this all the
way to the right so that you can see
the viewport modes, and then make sure you have the rightmost view port
mode selected, which is the rendered mode. Now we can begin adding
textures to our scene. Let's switch to the shading
workspace here at the top. We can do that by just
clicking on the word ''Shading'' here
at the top center, and that'll switch us through
the shading workspace. Now let's remove the
leftmost viewports here. We won't need
either of these and they're just taking up space. Let's go up to the
top left corner, right here of this larger
view port on the top. We're going to wait until
our mouse turns into a plus sign by hovering
over the corner. Once it's a plus sign, we can click and then drag
it to the left, it'll turn into an arrow, and then we can let it go and it will delete that view
port on the left. Let's do the same process
here down the bottom, so hover over this little corner here until it turns
into a plus sign, click and hold, and
then drag to the left until it turns into an
arrow, and then let go. Now backup on the top view port, we can go over here and click on this little tiny camera icon, and that'll switch us
into our camera view. Then we're going to switch back into our rendered view as well. Right now we're in the
material preview view, but we're going to
get a better preview of what our actual render looks like if we use
the full rendered view. We're going to click
this little right button here so that we can see all
of our actual lighting, and then let's zoom out
a little bit on this using our mouse wheel so we
can see the full camera. With all of that
setup out of the way, we can move on to
our first texture. Let's start with the yellow
for our bumblebee's body. First, select the bumblebee
in this viewport at the top, so we want to select the
body that includes the eyes, the legs, the mouth,
everything like that. Now down here on
the bottom center, we're going to click
the ''New'' button, and that'll create
a new material. Where it says material 001, we're just going
to click on this and then rename this yellow, so we know what this
material is in the future. Over here on the right side, we're going to go to the
material properties tab, which is this little red circle with the checker pattern on it, so we can click this. This will just give us
a simplified view of all the textures that we have applied currently
to our bumblebee. Right now it's just this default
material renamed yellow. Down here in the
bottom viewport, we're going to be
using these nodes to create the look
for our texture. Because this is the
very first time you're seeing the node
system within Blender, let me give you a
very brief rundown. First, I'm just going
to make this window a little bit larger so
that you can see it. You don't have to
make yours larger, this is just so
it's a little bit easier for you to see
during the explanation. Again, we can zoom in and out on this with
our mouse wheel, and then we can click in
our middle mouse button, click in the mouse
wheel, and then that'll allow us to pan around. Within the shader
editor down here, each of these squares
is called a node. So right now we have two nodes, this one and this one. Nodes pass their attributes from the left side to the right side. Each node has colored dots
on it called sockets. You can pass the properties of a node on the left to a node on the right by connecting its
sockets together with wires, so this node right
now is passing all of its properties via this wire
to this node on the right. To add more complex effects, you simply add the appropriate
node and then connect it together with the nodes in
the system using wires. We're going to keep
most of our textures very simple and stylized
for this project, so we won't be using
too many nodes. Now let's begin editing
our yellow material. As I'm sure you remember
from the thumbnail and then introduction
video for this class, we're going to be making cartoon style materials for this render. That means we'll be going
through a process that is pretty different
from typical renders. Rather than letting the
properties of material, such as reflectivity and glossiness dictate the
look of the material, we'll be using a node
that allows us to flatten all of the shading and colors into simple blocks of color. This will help us mimic the
look and feel of the sharp shading breaks you see
in some cartoon styles. I'm going to start by
resizing this window again, so it's a little bit
larger on the top. Now the first thing we're
going to do is change the base color on this
principled BSDF node, by clicking on this, so we're going to click on
this little white square here at the very top
called base color, and then we're going to change
the value of this to 0.5. All we need to do is click on
this and then type in 0.5, which essentially
means that it is currently half black
and half white, so it's a perfect 50% gray. You might have been
expecting us to make this a yellow color, but for this process, only the brightness of
this color matters to us. The color will come from a
different node later on. This 50% gray will provide a nice neutral base
for us to work from. Now let's add our
first brand new node. To do this, let's zoom
out a little bit, and then we're going
to hit ''Shift'' and ''A'' just like
we were before, and this will bring
up an add menu. We're going to type up
here in the search bar, so we can first
just click on this, and then we're going
to type in shader, and this will show every option here that has the
word shader in it. In this case, we
want shader to RGB. We will click this, it will create a brand new node, and before we click
to place this, we actually want to hover
over top of this wire. As we hover over top of it, you can see it
highlights it in white. Now when we click
to place this node, it will actually
automatically link it for us, so it'll start out by linking up the correct wires
for the outputs. The shader to RGB node by
itself won't do too much, but it's actually the
key to the cartoon look. Very simply it takes all of the complex data the
principled be SDF node is generating to the left and flattens it all down
into simple color data. This is how we'll achieve
that simple blocky shading that we're looking for. Now we need to add
another node right away to start
adjusting, the color. We'll hit ''Shift'' and ''A'' again to bring up the add menu, and then in the search bar, we're going to type in color, and then we'll see color ramp. We'll choose color
ramp, and then again, we're going to highlight over
top of one of these wires, in this case, we're going
to highlight to the right. We'll drop this down
between these two outputs, and that will automatically
link it for us. This color ramp
node is how we'll adjust the color
of our material, as well as determine how much of the shadow is present
on the model. Before we begin changing
the colors, however, we need to change what type
of gradient we're using. On this top rate drop down, we can see right now
it's set to linear. We want to click this and
then switch it to constant. Soon as we switch
it to constant, you'll see it turns all black, and that's because we haven't
moved these sliders yet. If we move this slider
further to the left, you'll notice on our model
now we're actually getting that cartoony comic book look. The further to the
left we move it, the more and more white
is present on our model, so we're actually
getting less and less of this black shadow color. This constant gradient mode is also how we're going to
get those nice hard, sharp differences between
the colors on our model. Now let's begin actually
changing the colors here. So first, select this slider, and then down here
where it says POS, which stands for position, we're going to set this to 0.5. So essentially we're setting it exactly right in the middle. With that slider set, we can now change
the color down here. So we're going to click
on this little white box, and then we can type
in the exact values we want for the color. Before I tell you
the exact value is we're going to
use for this yellow, I want you to know
that you can just click and drag these
little dots on here, and then just free form, pick the color and those sliders at the bottom will update. If you didn't want
to follow along and make it exactly yellow, or if you wanted
to use this trick in a different project
or a future class, know that you can just
click on these little dots up here and be a little less
rigid with your colors. You don't need to
know the exact number for every color you want, you can just click this
to change the hue, as well as the saturation by moving it closer to
the center and you can also change the value
over here by clicking and dragging this dot to make the
color darker or brighter. In this case though, I'd like to just type in a specific color. For our hue, we can
just click into this value and we're
going to type in 0.11, hit ''Enter'', and then for
all three of these sliders, we're just going to turn
them all the way up to one, so 100% for all of these. We can see now that that gave us a nice warm yellow color
for our bumblebee. Now, down here on
the color ramp with the sliders still selected, so we can see here
it's highlighted the little white triangle above the slider is highlighted, which means we have it
currently selected, we're going to click the
little plus sign here, and that'll add another slider here to the middle
between these two. So it's always going to add
your slider to the left. We click the plus sign,
it'll just add one to the left between
the last two. Now with this new
slider selected, we're going to set
the position for this 2.12 and then
hit ''Enter'', and now we can begin
changing this color as well. We're going to click on this
little black box down here, and now for the color, we're going to
again type in 0.11. Because we want the
same color, yellow, we're going to set
the saturation all the way up to 100%, and then for the value, we're going to set this to 0.5. It's the exact same color
as the last yellow, but we can see it's
just a bit darker now. That's a nice transition between these colors without
making it too smooth. Now let's select the
last slider here, which is currently set to black. We can leave this
position at zero because we want it to
be the very last color, which is our shadow color. We can click on this
black box down here , and now for our hue, we're not going to type
in 0.11 this time, we're going to type in 0.085, which will give us a
slightly warmer color. We'll set our saturation to 100% and then our value we're
going to make it pretty dark by setting it to 0.115
and then hit ''Enter''. We've made our shadows
a little bit more red. It's still just as saturated, but it's even darker
than the last color. We can see over
here on our model that we have this nice
bright yellow color that slowly transitions down into a slightly maybe more brown
color for the shadow. With that last color set, we've officially completed
our first cartoon material. Let's go through the process now of applying a similar material to the rest of our
scene one at a time. The first thing we need to
do is with our bee still selected we're going to hit
"Tab" to enter edit mode, then we'll hit "three"
tensor, our face mode, then "Alt" and "Z", to enter our x-ray mode. We're going to be determining
the areas where we'd like the black for
the bumblebee. We're going to be
making black stripes as well as the black head. Let's start by switching
into our front view, see get a nice even
look at our model. We can do this just by clicking the little negative y bubble or hitting "Tilda" and
then choosing "Front". Let's zoom in on the bee, so we can see the
entirety of the body. We don't really care if the
legs are cut off right now. Let's start by clicking
off of the model. We don't want to have anything
selected to begin with. Hover over the middle of
the body and then hit "L" on your keyboard to
select all linked faces. In this case it's
selected every piece of the body but it didn't
select things like the teeth or the
stinger or the eyes because they're actually
separate pieces of this model. It's only selected faces
that are actually attached. What we're going to do is deselect the areas we
want to stay yellow. In this case we're
going to pick out the areas that we
want to keep yellow, and then anything that
remains selected we're going to be applying
a black material too. Let's start by picking
out a stripe here that's basically about as wide as the distance between these legs. We're going to hold down Control and then we're going to
drag select over the model, roughly the width
of this stripe that we want to remain yellow. We've done that. It's
de-selected all of of these. You can see that this has turned black and these remain orange, which means they're selected. I can zoom in here and
see that it's selected all the way through
the model and just make sure when
you drag-select, you drag-select from
the very top of the model all the way down to the very
bottom of the model. Now let's do a similar
process here on the back. Again, we want to
zoom out just enough that we can see the
top and the bottom. Now hold down Control and
then we're going to click- and-drag all the way out
here because it doesn't really matter where we
start on the outside. I'm going to click and
drag all the way out here, move our mouse
down and now we're determining where the rest of
the yellow is going to be. In my case, I think right about here a little bit ahead of this back leg is where the rest of the
yellow is going to be. In this case, these
two orange areas in our head and then the single stripe here
are going to be black. We can go over here to
the list of materials we have and we can add a brand
new material to this object. We're going to click this little plus button
here on the right. This will add a brand new
material slot an we can click the New button to apply a new material
to that slot. Let's start by renaming this. We're going to call this
black and then hit "Enter". Then we're going to
click the Assign button, but make sure you have this
black material selected. I know right now it's white, but that's because we
haven't changed anything yet but just make sure you have the material named black
selected and then hit "Assign". What Assign is doing,
is it's applying this specific material just
to the assigned faces. We can click off of
the model over here in the corner and then
we'll de-select this model here and then we can hit "Alt" and "Z" to
exit our x-ray mode. We can see the texture
a little bit better. Rather than go through the
hassle of doing all of those same steps we did on the yellow of creating
the new nodes, changing the positions on the slider and then
changing the color, we're actually going to copy some of that hard
work we've done already and just apply it directly into this new material. First, let's click on
the yellow material here over on the right side. This will show us
the yellow material that we made previously. We can click and drag to highlight over
these three nodes, so everything but the one
called Material Output. We'll highlight over
all three of these. We can hit "Control and C"
at the same time, so copy. We're going to copy
these with control and C and we can go back
to our black material. Click on this over here
on the right side, and then we can hit "Control and V" to paste these new nodes. We'll notice that it pastes them directly on top of
the other ones, but that's okay because
they're still selected. We can just click on any
one of them and move it over here and that will
move that out of the way. At this point we have two
principled be BSDF nodes, but this one is set to the
50% gray that we wanted. We're actually just going
to delete this one so select it and then hit
'Delete" to remove it. All we need to do is
drag this color socket. This little yellow dot here
on the end of the color ramp, we're going to
click and drag that over to the word Surface on this socket here and that will reconnect
the material for us. All we need to do is just change these colors to the block that we want and all the other work that
we needed to do is done. Let's zoom in down here on the color ramps so we can
start changing the color. We'll start by selecting
the very first node which is the highlight color, the brightest part
of the material. We can tell we have it
selected because one, the color down here matches
the color we want to change. As well as this
little tiny triangle above this is
highlighted in white. We can click on this color and then we can
begin adjusting it. Let's change our hue
to.05, hit "Enter". We'll set our saturation to 0.3. We're leaving a little
bit of saturation here, but overall it's
mostly desaturated. Set the value to 0.1
and then hit "Enter". We can see right away that
this material is starting out much darker than
the yellow was. Our highest value on
this is only 0.1. Let's adjust the middle color. We'll select the middle slider by clicking up near
the top of it, click on this color down here. We'll change the
hue to 0.05 again. We'll set the saturation
to 0.6 this time. We're actually making it
slightly more saturated, but we're going to make
it overall a bit darker. We'll type in 0.03 and then hit "Enter"
to set the new value. Lastly let's change
the last color here. Click on this slider
to highlight it and click on the color
bar at the bottom. We'll set it to
0.05 for the hue, 0.5 for the saturation. Then our value, we're
going to set really low 2.01 and then hit "Enter". At this point it's
almost entirely black, but it's still just a
little bit saturated. You can see rather than
a pure black color, we're really going
more with a dark, dark brown, almost like a
chocolate colored brown. Let's apply his
black material to the legs and stinger of our bee. First, we're going to go up
here into our top view port. We're just going to
hover over the stinger and then hit "L"
to select linked. Remember we're still
in edit mode if you hit "Enter" or tab to
exit your edit mode make sure you go back into edit
mode and then select faces hitting three on your keyboard to go b
into the face mode. We've now hovered over
top of our stinger. We can go over to the black material and
make sure it's still selected on the right side
and then hit "Assign". Our stinger is the same
exact black color. Let's apply the same material
to our legs as well. To see your legs, we
are going to have to rotate our view port at the top. I'm just going to rotate
around my viewport to go back into our
perspective mode. I'm going to click
off the model to de-select the stinger and then I'm going to hover over
each one of these legs and just hit "L" for linked. I'll hover over this
one, hit "L", hit "L". I'm just hovering
over each one of them and hitting "L" to select
all the linked faces. I have all six legs
highlighted in selected. Make sure I still have
the black material selected and then hit "Assign". All of our legs are black as well With that material
assigned to the legs, we can click off the
model to de-select them. Let's go through a very
similar process of adding white on the rear end
of the bumblebee. We're just going to rotate
around in our viewport here. We don't need to be in
our front view for this. We can zoom in a little
bit on the back-end. Then we're going to choose
the very first phase here that we want to start for
the white on the back-end. Bumblebees typically have
black, yellow, black, a little bit more yellow, and then the
rear-end of them and their butt is a white color. It'll be white and
fuzzy on the back-end. Let's mimic that on ours. I'm going to start mine. If we zoom in on our model here, we actually can see
where this model used to be a rounded cube. You'll see this face right
here where it has all three of these lines
coming to a point. We're going to select a
little bit past that. It doesn't matter exactly
where you select. Just know that the
first line that we select here is going to be the start of the white
and then everything to the right side is going
to be white as well. Let's just try to make sure that this last yellow stripe isn't too much smaller
than the previous, so we're going to
start about here. In this case about
four or five rows in. I'm going to start by
holding down "Alt" and then I'm going
to click on the line between these two phases. Right on this black line here. I'm going to click. We can see that that's selected all the way around the model. That's selected, that whole
loop going all the way around We're
actually going to do a trick to select the rest
of these faces over here, because it's not
particularly easy to select these due to the fact
that this is curved here. We wouldn't be
able to just click and drag and select
through these. We would end up getting
a little bits and parts of other rows, but not the entire row here. To start, we're actually
going to hit "H" to hide this row of selected faces. We'll hit "H" and
that will hide it. It looks like it's deleted it, but they're just
hidden for right now. We can hover over
the back end here, the part on the right
side of this hidden face. We're going to have over
that and hit L to select it. That will select all
of these linked faces, but it will take into account the little gap that we made. We want to select the
rest of the body. Now we can hit Alt and H at the same time to unhide that first selected
row of faces that we made. Now we've successfully
selected all of this backside here without
having to do a drag selection. Now we can go over here
to the right side. We're going to add a
brand new material slot by clicking this little
plus button here. We'll click the New button to add a material into that slot. Then we'll name this white. Make sure I spell it correctly. There we go, hit white, or hit Enter for white. Now we're going to
click Assign with this new white
material selected. I will assign it just to the selected faces,
just like before. Now we can click off the model
to dis-select these faces. Now let's begin editing
this white material. Down here on the bottom,
we're going to do the exact same process
as we did for the black. Now we don't need to copy these yellow nodes again because they're still
in our clipboard. We can just start
up by clicking on this principled BSDF node that is in our white material and delete it because we
know we won't need it. Now we can hit Control and V to paste in these
yellow nodes. Then again, just reconnect
them by connecting the color socket to the
surface socket here. Now let's zoom in down
here on the color. We'll select the first one, click on the color bar. We'll set our hue all
the way down to 0. Our saturation also
all the way down to 0. Then leave our value
and Alpha set to 1. This will make our highlight
completely pure white. Now let's select the middle
slider. We'll click on here. Click on the color bar. Set the hue down to 0, saturation down to 0. Then our value,
we're going to set to 0.65 and then hit Enter. Now the last color, you click on the last slider. Click on the color bar. Again, hue to 0, saturation is 0 and
then set the value to 0.32 and then hit Enter. Now that the colors are set up. Let's apply this white material to a few more pieces
of the model. In our top view port here, we're going to rotate around, click off of our middle to make sure we don't have
anything selected. Then we can hover over
the teeth and then hit the L key to highlight the
top and then the bottom. Now we're going to go
over to the side with the white material selected
and then click Assign. Now again, click off your model to make sure you have
nothing selected. I'm going to zoom
in to the eyes. We're going to hover
over these three little highlights that we
added on both sides. Not the actual eyeball itself, just the little
highlights on them. I'm going to hover over
each of these highlights and hit L to select them. Rotate around to the other side. Again, just hit L.
Select each side. Now, assign this white material. Now let's apply a material
to the actual eyeball. Start by de-selecting
everything, by clicking off the model, hover over the each eyeball, which are currently yellow. We're going to hit L
to select each one. Now we have just the I selected. We're going to go
to the right side, click the Plus button
to add a new slot, new data, new material. We'll rename it here. We're going to call this
eyes and then hit Enter. Now the same as before, we're going to again delete this node here and
we won't need it. We can hit Control
and V to paste this. Move it over here, and then reconnect the color socket
to the surface socket, and now we can begin
adjusting these colors. Let's zoom in here. Well, just the brightest color
here on the right side. Select the slider. Click the color bar. Then we're going to set our
hue all the way down to zero or saturation
also down to zero. Then our value to 0.16
and then hit Enter. Now let's change the middle. Select the middle slider,
click the color bar, hue to zero, saturation is zero. Then the value to 0.02,
and then hit Enter. Then one last time, we'll
select the last slider. Select the color bar. Hue to zero. Saturation is zero. Then the value 0.05. Then the value we're going
to set really low to 0.005. Almost entirely black,
just a shy bit off of it. Now if you're more
astute than I was, you might have realized that
I have forgotten to apply this material with
our eyes selected. We're just going to hit Assign, making sure that we still had
just the eyeball selected. Now we can click off the model to see what it
actually looks like. Good job if you've caught that and have already applied them. Now before we call
this material done, we're actually going
to adjust some of the slider positions
so that it looks a little bit more shiny as if it's actually
the eye material. We're going to select
the rightmost slider. We're going to set
the position to 0.63 and then hit Enter. We're making the highlight
a little bit smaller. Then we're going to
select this middle one to the middle slider. We're going to set
this all the way up to 0.5 and then hit Enter. It's now we're
getting a lot more of this shadow color present, a little bit of
the middle color, and then a bunch of the
highlight color as well. All we have left the texture now is just the wings
of our bumblebee. We'll need to hit Tab to exit our edit mode because
the wings are actually a separate object. Now we can select on
the wings themselves. We can click the new button here to add a brand
new material. Then again, we're
going to rename it. We can name it here
in the middle. We're just going to call this
wings and then hit Enter. Now we can zoom out, click on this leftmost
node and delete it, and then hit Control and V to
paste in the yellow nodes. Then reconnect the colors
socket to surface. Now let's begin
changing the colors. Can select the rightmost
slider, click the color bar, set the hue to 0.5, the saturation to 0.3, then leave the value set to
one as well as the Alpha. Now we can do the middle slider. Select the middle slider, click the color bar, hue to 0.5, saturation to 0.5, and then the value to 0.35
and then hit Enter. Then lastly, the shadow color. Select the last slider,
click the color bar, set the hue to 0.5,
saturation to 0.5. Then the value pretty dark. We're going to set it to
0.05 and then hit Enter. Now we can click off and we can see the color
for our wings. Now in our top view port here, we can click on this
little camera icon so that we can see our bumblebee
from the actual camera view. That's it. At this point, our bumblebees fully texture. In the next lesson,
we'll be finishing up the texturing of our
environment. I'll see you there.
13. Texturing the Environment: In this lesson, we'll be finishing the
texturing of our environment. Let's begin. To start with, make sure you're in
the shading workspace, just like last lesson. To do that, just click on the word Shading
here at the top. Make sure your top
viewport is set to the rendered viewport mode using this little
far-right dot here. Then also click the
little camera button here to make sure that you're
reviewing your camera view. Let's start with the
background plain texture. Start with selecting your wings, drag selecting over top of all three of these
furthest left nodes. Then hitting
"Control" and "C" to copy them just like we were
doing in the last lesson. Now select the
background plane by basically just clicking
anywhere here on the floor. Now we can click the new button
to create a new material. We're going to select the principled BSDF node and delete it just
like we were before. We can hit "Control"
and V and then link the color socket to the surface socket here
on the material output. Then lastly, let's not forget
to rename the material. We're going to call this
background and then hit "Enter." This material will be just a little bit different
than the rest, as we'll only need two colors, the lit areas and
the shadow areas. We're going to go down
here to the color ramp we're going to select the furthest light slider and we're going to
hit the little minus button here to delete it. Select this middle slider here, at least the old middle slider and we're going
to set the position here to 0.18 and
then hit "Enter." Now we can change the colors. This is ultimately your choice, but I'll be using
a blue-green color for this demonstration. It matches the other colors
in our scene and gives the impression of maybe
a little bit more grass. We can zoom in here, select the furthest
right slider, click on the color bar and
I'll set the hue to 0.4, the saturation to 0.75, the value to 0.55,
and then hit "Enter." Now this is the color that the light in our scene is going to create for
the background. We can change the
shadow color as well. I'm going to select
this slider here, click on the color bar, set the hue to 0.4, saturation to 0.65, and then our value to 0.25,
and then hit "Enter." Just two more materials left now so let's move
on to the grass. Select any one of these
grass blades it doesn't matter which one so I'm
just going to select here. Now I can click the new button
to make a new material. I'm going to start out right
away by renaming this grass. It denser now we can zoom out, delete the left most node, hit "Control" and V to paste in those old wing nodes
that we had before. Re-link the color to the surface and now we can
change the colors as well. This material will also be a little bit different
than the rest, will remain given colors
split a little bit more even for the
rest of the grass. Let's select the
right most slider. We're going to set the
position here to 0.6, and then we're going to
select the middle slider here and set this to 0.3. That way we have a
little bit more of an even distribution
of these colors. Now we can begin
affecting the colors, will select the furthest
right, click the color bar, set the hue to 0.3, the saturation to 0.9, then the value to
0.65 and hit "Enter." Now we'll go to
the middle slider, select the color bar, hue to 0.3, saturation to 0.9, and then the value to 0.25. Just a little bit darker
and now the last color, we'll select the last slider, select the color bar
0.3 for the hue, 0.9 for the saturation, and then value 0.15
in the editor. We can see you in the
background our grass has some nice shading and a few different color
shades of green. Then lastly, we just have
the rocks left in our scene. Let's select any one of these rocks they're pretty easy to pick out now because
they're pretty much the only thing
left in the scene. We can click "New", rename the material, Rocks, hit "Enter". We'll zoom out, delete
this principle, BSDF node Control V, and then re-link the
color to the surface. For the rocks, these sliders
are fine where they're at, so we're just going
to change the colors. Select the right most
slider, click the color bar, hue to 0.12, saturation to 0.6, and
then value to 0.9. Now we'll do the middle
color, click the color bar, 0.12 for the hue, saturation 0.6, and then the value we're
going to sit down to 0.5, so it's a little bit darker. Now the last color, click on the last
slider color bar, and then 0.12 for the hue, 0.6 for the saturation, and then the value down to
0.25 and then hit "Enter." We can click off of this, zoom out and now we
can see over here on our top view port
that our rocks have this nice sandy color. That's it our entire
scene is fully textured. In the next lesson, we'll
begin the fun process of animating our little
bumblebee. I'll see you there.
14. Animating the Wings: In this lesson,
we'll be starting our animation by making the
wings flap up and down. Let's begin. To start, let's make sure that we're
in the layout workspace. This is the workspace
that you're seeing here. This is where we did much of our camera placement as
well as our modeling. To get back to the
layout workspace, simply go up here
to the word layout and then click on this tab. We also need to determine
the length of our animation. In this case, we're
going to be making a six second loop at 30 FPS. That means that we're going
to need 180 frames total. We come down here to the bottom
right where it says 250, on the end and we're
going to set this to 180, that way our animation starts at Frame 1 and then ends at 180. The first thing that we
need to do is parent the wings to the body
of our bumblebee. This will ensure that
when we eventually animate the body moving around, the wings will remain
attached to the bumblebee. To do this, we're going
to start by selecting the wings and then
we're going to hold Shift and then select
the body of the bumblebee. You want to make sure
that you select the body last and the wings first. Now hit Control and P at the same time to bring
up the Parent menu. We want to choose
Object keep transform. Now if we select
just the body of our bumblebee and
we move it around, we can see that the wings
are attached to it as well. So anything we do
to the body we'll bring the wings along with it. I'm going to Control
Z those movements. Now if we try the same
thing with the wings by selecting them and
then moving those, we'll notice that the wings move independently of the body. That's because the wings are the child object and the
body is the parent object. Which means that wherever
the parent goes, the child will follow. However, you can move
just the child by itself. That's important for
animating our wings. We want to make sure
we can freely animate the wings without actually
animating the body with them. Now we can begin placing
key-frames for our wings. The first thing we need to do, we're going to go down here to the bottom where
our timeline is, and we're just going to click and drag on this border between these two viewports here and move it up so we can see a little bit more of the timeline. Now that we can see
more of the timeline, I'm going to hover over
top of that and then hit the Home key and that will re-center
this timeline so that it centers it out. I can see it right
in the middle. You can find the Home key
on your keyboard above the arrow keys towards
the right side. It's near where delete
and page up, page down. You'll see home there as well. So that's the key you can hit
to re-center this timeline. Now on our right viewport, we're going to hit the N key
to bring up our side menu. We're going to be
changing some of the rotation here
for these wings. Now we won't be
keyframing this rotation. This is just getting
the wings in a better starting place
than they are now. Under our rotation, we're
going to change our Y rotation to -9, then hit Enter. Then we're going to
change the Z rotation to 15 then hit Enter. Notice now if we
zoom in on our bee, our wings are just
tilted a little bit. It looks a little
bit more natural having the wings go back in space this way and not
having them perfectly flat. You can hit N again to
hide the side menu. We won't need it for right now. Now turn on the bottom timeline, we're going to move
our play head here, this little blue line icon. We're going to move
it up to Frame 1. Now over on the right side, we're going to go to
the object properties. That's this little
orange square here with the brackets around
it. Let's click this. The object properties
shows similar information to what the side
menu was showing us. There are just a little bit
more options down here, but overall it's pretty
much the same thing. I'm going to hide
the side menu again, and now we can begin
actually placing keyframes. So again, make sure
you're on Frame 1. Then we're going to
go over here to where it says X rotation. Then this value, we're going
to type in 20 degrees. So just 2,0, we can see
it's rotated our wings up. Now we actually need to
place this keyframe. Because all we've
done at this point, it's just changed the
default position. To place the keyframe. We can go over here to
this little tiny dot, next to it, and we're
going to click that. We can see here it's
turned the number yellow, it's changed this dot
into a diamond shape. If we look down
here at the bottom, we now see that there is a little yellow keyframe
placed on Frame 1. Now let's move this play
head, this blue icon, up to Frame 4 and then we're
going to change this number. Here we can see that
the number is now green and it has a diamond here, but it's not filled in
like it was before. So green is just
letting you know that this value has been key framed in the past but
currently it is not key-framed. That's what this little open diamond is
telling you as well. What we're going to do
is change this value. We're going to set it to 100, so 1, 0, 0. Hit Enter. Now we can see
again a different color. So in this case instead
of yellow like it was before, it's orange. So it's letting you know that
you've changed the value, but you have yet to
place a keyframe. Just warning you that, hey, I understand that
you've changed the number, but if you move the play head, or you do anything else
without placing a keyframe, I'm going to forget
what this number was because it already has
a previous keyframe. To fix that, we're
just going to click this little tiny diamond
icon next to it. Now we can see it's
back to being yellow. If we look down here
on the timeline, there's now another
little yellow keyframe. So it's a really
quick explainer of what exactly a keyframe is. If you're unfamiliar,
a keyframe is just essentially a value
noted on a timeline. Then you animate between them. If I go to Frame 1 over here, it says 20 and then if my
next keyframe is set to 100, in this case on Frame 4, over those four frames, so this distance of
time between these, it's going to animate
between those two values. So you can see if
I move one frame, it's now at around 40. If I move up to
Frame 3, it's at 79. Basically right as
it hits framed for, it's now at 100, which is
what we told it to be. This is really a really
simple basis of animation. You're basically just
placing keyframes at different values on the timeline and then giving them different, either rotations, or placements of a myriad of
other different parameters. It's just animating
between those values based on where you place those
keyframes on the timeline. We're almost done
placing keyframes. Now let's move up to
Frame 7 over here. We can see again,
number is green, letting us know that
it has been key framed in the past,
just not right now. We're going to type in 20 again, which was our first
value that we typed in. It turns it orange, letting us know that
we've changed the number, but we haven't
placed the keyframe. Then we can click
this little diamond here to actually
place the keyframe. Now down here, if we drag back-and-forth across
these three keyframes, we can see that we have
a nice, really simple flat animation for our wings. However, we'll also notice
that we only keyframed a really small portion of
time on this timeline, so basically the animation
only happens where these three little
keyframe dots are and as soon as we get past that, the wings just
remains stationary, it would be pretty
tedious if we had to do this over and
over again along the timeline until we fill up the entire wing-flapping
animation. Luckily, blenders
already thought of that and made a
tool that helps us easily repeat portions of our animation across
the entire timeline. To get to this tool, we're
going to need to switch to the animation workspace up
at the top of the interface. So if we go up here to where it says animation
here at the top, when we click on that, it now switches to a
different workspace. Let's quickly make some
adjustments to this workspace. First we're going to
move this over on the right side and then
we're going to click the little camera button here
so we can see our camera. Now on the left we're actually
going to change this. We don't have to have
two cameras here. We're going to switch
this to something called the graph editor, which is where we can
actually get to this tool that's going to allow us
to repeat this animation. So to get to that, we're
going to go up here to the top left and
we're going to click on this little icon here with the grid and then the ball
sitting on top of it. Then we're going to go over here underneath the animation column. We're going to
choose Graph Editor. Now that we have our
graph editor up, we're again going to
hit the Home key, which will remember is
above our arrow keys and near the Delete and the page
up and page down button. So will hover over
this left side, hit Home, and then that'll re-center it so we can
actually see the animation. This red line that
we're seeing represents the keyframes that we've
placed on our animation. The high point is our
keyframe at 100 degrees. We can see that
correlates here to 100. Then the low point is the keyframes we
placed at 20 degrees. Now that we can see our
keyframes over here, let's just click off
the line and then select a single keyframe
here at the top. You can do that just
by clicking on one of these little tiny
dots on this line. Now we're going to
go over here to this little side window. This is brought up by hitting N, just like any other side window. If I hit N again to
bring it back up, we're going to go over
here to the Modifiers tab. Then we're going to choose
the cycles modifier. So be sure not to confuse the cycles modifier that we just applied to the
Cycles Render Engine that you might have
heard about in Blender, it's unfortunate that they
have the exact same name. However, they are completely
different things, 90% of the time if you
hear somebody referred to cycles when talking
about Blender, they're actually talking
about the render engine, not this modifier
we just applied. On the left side here,
and you'll notice after we applied this cycles modifier, if we zoom out using
our mouse wheel, this red line now continues
over and over again, essentially for infinity
in both directions. So what this
modifier is done is, it has cycled this animation
over and over again. So now if we go
down here and hit our play button at
the bottom sensor, we can see that our wings just continuously flap
over and over again. All it's doing is repeating these first three keyframes
we placed over and over. The cycles modifier is
a great way to repeat simple mechanical
animations such as wings flapping
on a bumblebee. In the next lesson,
we'll be animating the body movements for our
bumblebee. I'll see you there.
15. Animating the Body: In this lesson,
we'll be animating the body movements
of our Bumblebee. Let's begin. First, make sure that you're in
the animation workspace that we used last lesson. If you're not in there
yet, you can go up to this top tab where it says animation and just
click that button. Now let's begin animating the
body movements up and down. We're going to go down here
to the bottom where it says Dope Sheet and we're going
to move this all the way over to frame
zero in this case. The Dope Sheet is
essentially the same thing as the timeline we
animated the wings on. It just has a little
bit more detail shown about our animation. Now over on the right side, make sure you select the body of your Bumblebee and then go to the Object Properties
tab like we were in before, this little orange square
with the brackets around it. Double-check that you're
still on frame zero. Now we can place
our first keyframe. We're going to be animating
the Z value at first. Let's place a keyframe here at two meters for the Z value, and we can do that
just by clicking this little tiny dot next to Z and we're animating
the location as well. Now let's go down to the
Dope Sheet and we're going to move this
up to frame 30. Here we are frame 30. Now we can go over
to the Z value. We're going to type in 1.6, hit Enter and then place another keyframe by
clicking this little diamond. Then one last keyframe, we're going to go up to frame 60 and then change the Z
value to two meters, hit Enter, and then click
this little keyframe value. Just like the wings,
we're going to be adding the cycles modifier
to this movement, so we're going to
repeat it by hand. Go over here to your
graph editor and then hit your home key so that it
re-centers your view. Now click off and then select just a single
keyframe here, we can just select
this bottom one. We can go over here
to our Modifiers tab and then click the drop-down for add modifier and
then choose cycles. Some will notice
just like last time, it's repeated this animation
over and over again, infinitely in both directions. Now if we hit the Play button, we can see that this wing or this body movement we added
now goes up and down forever. Now let's add a little bit of a horizontal movement
side-to-side. We're going to go back
to frame zero again. We'll go over to
our location again, and we're going to be adjusting
the Y location this time. Let's set this to begin with
to -0.25 and hit Enter, and now let's place
our first keyframe. Now we can go down
to frame 30 again. We're going to go back
to the Y location, and we're going to set
this to positive 0.25, and now place our keyframe. Then one last time go
down here to frame 60 and we're going to set it
back to negative 0.25. Hit Enter, and then
place our keyframe. Now again, let's apply
this cycles modifier. Let's go back over here
to our graph editor. Hit the Home key
to center it out. This time we're going
to be adjusting this little green
line at the bottom. Let's de-select. We'll select just a single
point on this line here. Make sure you're in
your Modifiers tab. Add Modifier, Cycles. Again, just like last time, if we hit Play, we can see that that motion now repeats
over and over again. Now let's add a little
bit more complexity to this body movement
instead of just moving it up and down
and left and right, so we're actually going to be
changing the rotation now. Again, we're going to go
over here to frame 0. Now we're going to be
animating the Y rotation. Let's start by setting the
neck or Y to negative 2, hit Enter, and then place your keyframe by clicking this
little tiny dot down here. Now go to frame 30. We're going to set
this to positive 2, so we just hit 2 hit
Enter, place our keyframe. Then one last time, go to 60. Change the Y rotation
to negative 2, hit Enter, and then
place our keyframe. Just like the last few
motions here we're going to be changing or adding
the cycles modifier. We can hit Home to re-center
this over here on the left. Now this line we need
to select here is actually this really
steep one here. We'll select just one point on this vertices on this line here, go to the Modifiers tab, and then choose Add
Modifier, Cycles. If we go down here and play, we can see now that it rotates back and forth as it's moving. The motion is getting a
little bit more complex now. Let's add one last set
of keyframes here. I'm going to go back to
zero on our Dope Sheet. Now we're going to be
animating the X rotation, so we'll go over here to
the right rotation X. We're going to start
this one out at two, so positive 2, hit Enter, place a keyframe
by clicking the little dot, turning it into a diamond. We'll go over to frame 30. We'll set this to negative 2. We basically just reversed
to these values here. Whenever this one is two, this one will be
set to negative 2. Don't forget to
place your keyframe by clicking this little diamond. Then go to frame 60. Make sure you're actually
on 60. There we go. Then set the X rotation
back to positive 2, hit Enter and then
place your keyframe. Just like always, we're
going to go over here. I'm going to click
off the de-select. We actually want to select this really steep red
line we're seeing here. Select just any one
point on this red line. Go to Modifiers, Add
Modifier, and then Cycles. Now let's hit our
play button here and see what our
animation looks like. We can see here the
body pops around, rotates left and right, up and down, pops around
moves left and right. However, you will notice
that the animation looks a little bit
robotic right now. It's because all
of these keyframes we placed, while it was easy, we placed them all directly
on top of each other, so there's no offset at
all in this movement. Every movement happens at exact intervals
along this timeline, either at 0, 30, or 60. It's actually relatively
easy to offset these and make this animation look a little bit more organic. I'm going to pause the
animation down here. We're going to start by going
down here to the Dope Sheet and we're going to twirl
open object transforms. We twirl this open now, we can see all of the
four different types of movement both the rotations as well as both the
location movements. We can see all of their
actual keyframes now. Now we can see all the
keyframes down here, let's begin the process of
offsetting their movements. Let's start with the Y location. We're going to horizontally
drag over top of just this row here that has
the Y location keyframes. We'll drag over just these. You can see here
just these ones on the bottom are yellow
and don't worry about the ones at the
top being yellow, that's because this
set down here is part of every one of
these other sets. Now that we have our
Y location selected, we're going to move our
play head here to Frame 8. Then we're going to
click and drag on one of these three yellow dots, we're just going
to drag this up to eight so that it lines
up with this blue line. Now let's do the same thing
here to the Y rotation. We're going to
horizontally drag over top of the Y rotation. This time we're only
going to move them 4, so I'm going to move my
playhead back to four. I'm going to drag this over, moving it over to frame 4. Then lastly, we're going
to move the X rotation. I might actually need to make
this a little bit taller here so that this little
option box doesn't hide it. You might need to do the same. To do that, you
can just click on this little border
between these, and we can move it up to
make it a bit taller. Now I'm going to select over
top of just the X rotations. I have all three of
these and these we're going to move up to
frame 8 as well. I'm going to move my
playhead to eight and then just drag
this over to frame 8. Now let's give our animation a play to see how it's improved. We can go down here and hit
the Play button and we'll see that the animation now is very similar to
what it was before, but it's a lot less
robotic and that was just by the simple offsetting
of these movements. That way everything
doesn't happen all at the exact same time
along the timeline. The movement now is
a lot more fluid, a little bit more organic, little more floaty and I think overall it's
just an improvement. What you see on screen
now is an example between your original
unshifted keyframes and then the after where we actually shifted the keyframes around and offset the animation. You can see how robotic
the original one was versus how relatively smooth and floaty the second one is. By this point, I'm sure
you've noticed that the Bumblebee is
flying in place. We'll be faking the
forward motion of our bumblebee by animating
the background instead. In the next lesson, we'll be
animating the background, so it looks like
our bumblebee is flying forward.
I'll see you there.
16. Animating the Background: In this lesson, we'll be
animating the background so that our bumblebee looks like it's flying forward. Let's begin. Start by making sure that you're in your animation workspace, just like the last two lessons. If you're not there, you
can go up here to the top, click on the word Animation, and then you'll be
in this workspace. Now on the left side where
our graph editor is, we can hit N to
hide the side menu, we will need the cycles
modifier for this. We can also drag this over to make our graph
editor a little bit smaller, and the side here a
little bit larger. We're actually going
have to do a little bit of work over here on the right. Now over on our right side, let's select the grass object. We can zoom out and then
we're also going to rotate so we can see our
entire view port here. With our grass selected, we can go over here
to our Modifier tab, this little blue wrench icon. We're going to click
"Add Modifier", and we're going to choose
the array modifier. It's up here at the very
top of the second list. Essentially this array
modifier just duplicates an object a certain amount
of times based on the count, and then a certain amount
of distance between each of these objects based on
some of these values here. We're going to be using
this array modifier to make basically what I would consider to be a runway for
our bumblebee to fly through. We need to make
sure that it's long enough that as it
goes to the end, the animation path can loop
back and then still be a seamless loop
between the ends of the beginning of the animation and the end of the animation. Let's start by adjusting some of these parameters over here. We can leave our
count set to two, so make sure you have
two set for your count, that'll make two
different objects, and then we're going
to change the type of offset that it's using. I'm going to uncheck
Relative Offset. I can collapse that by clicking
this little tiny arrow, I'm going to turn
on Constant Offset, and then I can click
the little arrow to twirl that open so
I can see these, and then for our distance, we're going to be typing
in -40, hit "Enter". Now we can see here
that it's duplicated one copy directly in front of our bumblebee and
that's because we did a -40. If we just did +40, it would go behind
our bumblebee, which is actually the opposite
direction of what we want. Make sure you have -40 typed
in for the X distance. The reason that I knew 40 was
the measurement we needed, or be at -40, is because we
specifically made this plane earlier on 40 wide. That's why we specifically
made that 40. That way this calculation
here would be very obvious and easy for us. Now let's select
one of our rocks. Anyone, it doesn't matter within our scene because they're
already all attached. We're going to do this
exact same process. Go to your Modifier tab
with your rock selected, go to Add Modifier, Array, make sure your
account is set to two, uncheck Relative
Offset, collapse that, turn on Constant Offset, twirl that open and
then set your distance to -40, and then hit "Enter". With these modifiers added, we now essentially have a
runway made for our bumblebee. However, instead of moving our bumblebee through
the environment, we're going to trick
the viewer by moving the environment
past the bumblebee. This is an easy way to replicate the movement of the
bumblebee without the hassle of actually
animating it through space and tracking a
camera to its movements. With these two
modifiers applied, we can now go back
to our camera view by clicking this little
camera icon right here. We can zoom in a
little bit so we can see the whole camera frame. Now let's start by
animating the grass. We're just going
to select any one of these grass blades here. We'll go to the object
properties over here, this little orange box with
the brackets around it. Now let's place our
first keyframe. Make sure your playhead
is set down to Frame 0 at the bottom
or you dope sheet, go over to our location
for the X value, and then we're just going to
click to place a keyframe. We're going to keep
framing right where it's at, at zero. Now take your playhead and move it all the way
to the very end. We're going to take
it right to 180, the very end of our animation, and we're going to
set this to frame our 240 meters for the X value, 40, hit "Enter", and then don't forget
to place the keyframe. Now let's do the same exact
process here for the rocks. We're going to select
any one of these rocks. Go to Frame 0, you might have gotten
a little bit of a preview of the animation there, and then for the X value, we're going to set it to zero, which it already was I
didn't need to type that. We can click this
little tiny dot here to place our first
keyframe on Frame 0, go to Frame 180, and then we're going
to type in 40 meters, hit "Enter", and then
click the Keyframe button. Now let's hit our
Play button here to preview our animation. We click this "Play"
button and might get to see the
animation in motion. We can see here
that our animation looks like it's moving forward, however, it has this weird stop and start here at the end. The animation goes really
fast and then it slows down almost like
our bumblebee is pausing and flying in place, and that speeds back
up again really quickly and it slows down again. This ruins the looping animation illusion
that we're going for. Luckily, this is really easy to fix within the graph editor. Let's start by pausing the animation and we're going to go over here
to our graph editor, and then we can hit
the Home button to re-frame this so
that we can see it. Let's start by drag selecting over both of these
keyframes here. Right now we have our rock selected but this is going to look pretty
much the same for both. Start by having your
rock selected and then just drag select over both of
the keyframes on this line, the start and the end. We'll notice that this
line has an S-shape to it. It starts out with
a shallow slope at the bottom and quickly gets a little bit
more steep here before flattening out
again at the top. This is due to the type
of keyframe we placed. By default, Blender places Bezier keyframes which have a nice ease-in and
ease-out to each motion. Normally this is a good thing when you're animating something and you want it to
have a little bit of weight to it behind
the movement. Unfortunately, when you're
making a seamless loop, those slowdowns make
the beginning and the end of the animation
really noticeable. To fix this, we need to make these Bezier keyframes
into linear keyframes. Linear keyframes have
consistent acceleration between Point A and Point B with no slowdowns to
ease the animation. With both of your
keyframes selected, hit V on your keyboard and that'll bring up your
set keyframe handle type. The one that we need, we don't
see the word linear here, but we do see vector, and we can see here that it's a nice straight line
with no curvature to it. We're going to choose vector. Now when we choose vector, we can see that
these lines here, it's perfectly straight
from top to bottom, there's no more S curve to it. That'll get rid of
the slowdown at the beginning and at the end. Now before we preview
the animation, let's do this again to the grass because it's going
to be disorienting having one object move linearly and then the other
one move with a Bezier. Now let's select our grass. Make sure we have both
keyframes selected, so we're just going to
drag select over both, hit V to bring up the
handle type menu. We're going to again
choose vector. Now we can hit the Play
button here at the bottom, and we'll see that there
is no more slow down and speed up at the beginning and
the end of the animation. It's a perfectly seamless
consistent movement. We can't even really tell where the animation begins or ends unless you watch this bar at the bottom and that's the point. We wanted to make an
animation that you can't tell when it
begins or ends. With that last change made, we're finally finished
with the animation. In the next lesson,
we'll be rendering out our final animation.
I'll see you then.
17. Rendering Our Final Animation: In this lesson, we'll be
rendering our final animation. Let's begin. Let's
start by switching to our rendering work-space
here at the top. We can do that just by
clicking on the word "Rendering" here
at the top center. Now, down at the bottom
on your timeline, make sure you're set to Frame 0 and then we're going
to render a test frame. There's two ways we can do this, we can either go up here and hit "Render" and then
choose render image, or you can just hit
"F12" on your keyboard. We're going to
choose render image, and then we'll see
here basically in a matter of 0.95 seconds, in my case, yours might vary, but it should be very short. We have our render. Our render is looking pretty
cool at this point and we can even see
the motion blur we enabled it in
the first lessons. The wings are getting
an obvious motion blur because they're moving so fast. We can also see it here on the background for the grass
and the rocks as well. There are a couple
of things we can add to this render
before we render out the full animation to make it a little bit
more interesting, Let's head over to
the compositing tab to start working on that. We're going to click
"Compositing" up here next to the rendering tab and that'll switch us to our
compositing workspace. First on our top viewport here we can hit "N" to
hide the side menu, and now we're going to drag
out a brand new viewport. We're going to do
that by going up here to the very top left corner, waiting until our mouse
turns into a plus sign, and we're just going to
click and drag over. We're going to drag it out
to roughly the middle. Now on this right side here, we're going to go up
to this drop-down, and then we're going to
choose image editor. After we've chosen
an image editor, now we're going to
go up here to this drop-down next to the word new, and then we're going
to choose viewer node. Now, down here at the bottom, we can make this
dope sheet a good bit smaller and we
won't need this, so we'll just drag it down to it's a small
bar at the bottom. On our left viewport, we're
going to go up here to where it says use nodes, and we're going to check
that one and now we can again see a familiar
node system. Now, this isn't the
material editor we were working in earlier, this is the compositor, but it's still using the
same exact node system with sockets, wires, and nodes. Now let's add our
first node over here. We're going to hit
"Shift" and A, and in the search bar
we're going to type in view and we're going
to make a viewer node. We'll choose viewer, our screen is going to go black
here for a second, but don't worry
about that for now. Now we can click and drag from the image socket on the
render layers node. I'm going to click and
drag that over here to the image socket on
the viewer node. Now we can actually
see our render. We're actually seeing it twice and that's because by default, most people might work
with the backdrop setting, which allows us to see our
render underneath the nodes. I find that pretty distracting. We're going to
turn off backdrop. And then that's why we made
this additional viewport over here with the image editor
viewing the viewer node. It's showing the
exact same thing that the backdrop would
have been showing, it's just in a different
window and it's a little bit easier to
zoom in and out on. Now let's add our next new
node over here on the left. We can hit "Shift" and A, go to our search bar and
we're going to type in glare, so G-L-A-R, and then
we can see here glare. We have this made. Now
we're going to drop this in-between the viewer and
the image node over here. Just click that to place it. Then before we do
anything over here, just click and drag this socket to the composite node above it, that way we have the render being routed through the glare and then into both of
these sockets over here. Now let's adjust the
glare properties. We're going to
zoom in down here, and there's a whole bunch of
different types of glare, but the one we're
going to use right now is probably the most simple and probably also the
most common is fog glow. We'll choose fog glow. We can leave this set to medium. We are going to
lower the threshold. The threshold is essentially the value at which the glare
will start being applied. Right now it's set to one,
which is the default. But as you lower this value, more and more things
will start getting glow, so we can start seeing
it here on the wings. We're going to lower this
all the way down to 0.6. Overall, the glow that we're applying to the render
is really subtle. But it is just a hint of glow around things
like the wings, maybe in the brightest
parts of the yellow around the
white for the eyes. It's just a really
subtle effect. If you're not seeing enough
glow on your render, feel free to lower the threshold down just by one
click at a time. We don't want to go so far that the entire image starts
getting glow over top of it. In my case here, maybe we'll
stop at say, 0.6 or 0.5. I'll set mine to 0.5. We can also adjust the size of this glow down here
with the size slider. By default, this
actually stops at six and it goes up to nine. It's a weird slider. I'm going to lower
mine down to seven. Now with a little
bit of glow added, let's add one more
effect to increase the distortion around
the edges of our frame. If you've taken any of
my classes previously, you might know what
I'm about to add, it's called the lens
distortion node. It's going to add a
rounding distortion around the edges of our frame, as well as this rainbowy fringe. Now this is purely optional if you don't like
the look of it. I would first set it up and
then if you don't like it, we can just delete it and you can just use just
the glare node. I think it adds a little
bit of interest to these small one-off
projects that we create. On the left side here,
we're going to zoom out. I'm going to drag select over these two furthest
right nodes and move them over so that there's room for the lens
distortion node. Now I can hit "Shift"
and A, go to search, then type in lens, so L-E-N-S and then
lens distortion. Now again, just drag on top of either one of these lines,
it doesn't really matter, I'm going to drag
it on the bottom one and then click and drag from this socket to
the socket as well. That way it's running
through both of them and outputting into both. Now we'll notice nothing
has changed and that's because we haven't adjusted
any of these settings. Let's zoom in down here. The only setting we're going to adjust is
this dispersion. We're going to type in
0.2 and then hit "Enter". Now we'll notice over
here on the right side, the render actually zooms
in just a little bit, and that's because it's
distorting it towards us. But we're also noticing
a little tiny bit of rainbowing around the edges. We can see here we're getting
a little bit of a blue hue, very slim amount of
a pinky red color. We're seeing it a
little bit here. It's a really subtle
effect overall, but it has just a little bit of, I keep saying interest, but I think it just makes the renders look
cool personally. Again, if you don't like this, by all means you can lower it, so you could set it to 0.1. and that'll make the effect
a little less strong, or if you think it
looks really cool and you want to go a
little heavier on it, you can do like 0.3 or 0.5, just to remember that as
you increase this one, the distortion is going up. It's also zooming in
further on your render. It's giving this almost like a central motion blur,
rainbow distortion effect. It's a complicated effect, but overall, I think
it looks pretty nice. For our animation. I'm just
going to set mine back down to 0.2 and then
we can leave it there. If you decided you didn't
like the look of this, you can just delete this
and then run this image back into both of the top and the bottom nodes over
here on the right side. With these effects added, let's go back to our rendering
tab, up here at the top. Now let's just go to a different
part of the animation. In this case, let's go to 80 and do one more test render to see what it looks
like at that point. We'll go to render,
and then render image, or you can just hit "F12". Now we can see it a different
point in our render here, it's actually right
where the grass starts overlapping in my case. That's good we get
to see roughly how much of the
grass is going to be overlapping the bee,
I think that looks fine. I think everything looks great. Now we can actually move on to rendering the full animation. To do this, we're
going to go over here to our output tab. We'll go to this tab
here and it looks like the little printer
printing out a photo, and now we can adjust
our output settings. Let's start by changing
the file format. Right now it's set
to an image format, so we're going to change it
to a video format instead. We're going to
choose FFmpeg Video. We'll choose this one.
Now we can throw down encoding and we'll see
more settings down here. We're going to switch
the container from Metroska to MPEG-4 which is one that you've
probably heard of. We're going to leave the
video codec set to H.264. Then the output quality, we're going to switch
from medium quality to perceptually lossless, which is going to give
us the highest quality without making the
file really large. We can leave the encoding
here set to good. Lastly, let's go up here to this little folder
icon and this will be determining where we actually save this animation
out once it's done. Go ahead and click
this little white folder and now choose the location you'd like to
save out this video file. In my case, I'm just going
to save it where I saved the actual blender file as well. We can go down here and
we can give it a name. I'm going to call mine
bumblebee_animation_01. This is basically the exact
same name as what I named the blender file and it's
for the same reasons. I know what it is, what
kind of file it is, and also I'm giving
it a version number. If I wanted to say about
a second version of this, maybe from a different
camera angle or a different lighting or a
different object in it, I can just give it
a different number. The only difference
to this name, and as I'm going to add an additional underscore
at the end of this, the reason being is this
is going to give us the frame numbers here listed at the end
of our animation. It'll tell us that
it started at frame one and ended at frame 180. If I don't add an
underscore here to give it a space
between these, it's going to attack that number directly onto the O1
at the end of it. I don't really want that.
It looks a little messy. I'm going to add an additional underscore
here at the bottom. With that setup, now I can hit "Accept" and now it's
ready to render. Now when you're ready, we
can go up here to render, and then we're going to
choose render animation. This should be a
relatively fast process because we're using
the EB render engine, hopefully no more than
a few minutes for you. If it seems like
blender isn't applying the compositing effects to each frame, you
don't have to worry. Your final render will
still look correct. I'm going to hit the Render
Animation button here, and then I'll see you in a few moments when my
animation is finished. The render is done
and it looks great. This video file is
ready to be shared with all your friends and
family on social media. In the next lesson, I'll
show you how to easily convert this video file into an animated GIF by using a free online converter.
I'll see you there.
18. Creating an Animated GIF: In this lesson, I'll show you how to create
an animated GIF file using a free online converter. Let's begin. The reason an animated GIF version
of your video file is so useful is it's much
easier to post your class project as a
GIF rather than a video. Skillshare doesn't
allow you to upload a video directly to
the platform yet. However, we can upload animated GIFS with
no issue at all. The first thing we
need to do is go to the free video
converter website. We'll be using a website called ezgif.com/maker to
make our GIF today. It's a really simple
and free way to convert our animation
into an animated GIF. We'll start by
clicking this choose files button here at the top. Now navigate to
wherever you saved out your animation from
the last lesson. In my case, it's right here. I'm just going to select
my video file here. Then I can choose Open. Now we're ready to click
this little blue button down here that says upload
and make a GIF. We can click this. Now we're led here to this option screen. This is where we can determine the options and the
output for the GIF file. We're going to
change our size from original all way
down to 500 by AUTO, which means it's going
to choose 500 for the largest dimension and then it'll set the other dimension
to whatever it would be scaled down proportionally. In our case, it's
just going to be 500 by 500 because
it's a square. Let's choose 500 by AUTO. We're going to set
our frame rate to 25, which means we'll have a
little bit less frame rate here, but that's okay. An animated GIF is usually a little less quality
than a video would be. Then lastly, we're going
to choose convert to GIF. Now we can scroll down this page here and we'll see this
little cat here dancing, that's just their loading
bar, which is nice. Then we can wait for
our GIF to pop-up. Here we go. We can see that we have an animated
GIF playing now. We also see the
size of this GIF, which is really important. Right here we can see it's
about 14 and 1/2 megabytes. We need to make sure
that our GIF is under eight megabyte so that we can actually upload
it to Skillshare. Skillshare won't allow you
to upload any image file, including GIFS, that are
larger than eight megabytes. Luckily, this site also has a really easy optimize feature. We can use that now.
Let's go down here to this little cogwheel with the broom next to it
that says optimize. We can click that, that will lead us to
the optimize page. Now we can scroll down, and then we can adjust
the compression level. To start with, let's just use the original 35
compression level. We can see here
that it says 30 is a very light compression
and 200 is very heavy. Let's click optimize GIF. We'll see down here same thing, little dancing cat, and then it'll pop out the
optimized GIF once it's ready. Our optimized GIF
is ready and now we can scroll down
and see the size. In my case, 35 was
enough to take it from almost 15 megabyte down
below eight megabytes. In this case 7.93, and that's pretty
close to eight. I'm just going to optimize
it just a little bit more. I'm going to set
this up to 40 from my compression level and
then hit optimized GIF. Now everyone's GIF
might be a little bit different based on
the amount of colors. If you added more grass or if
he chose a different color, it's going to change
the file size. You're going to
have to play with your compression level here. I won't be able to give
you an exact number that works exactly for your GIF, especially if you're
optimizing an image that is, say, your class project, that is completely different
than this bumblebee. Your goal should be to use the lowest compression
level possible. I would just slowly inch it up, maybe 10-15 at a time until
you've managed to get your image file size down
here below eight megabytes. Now that our GIF is
successfully optimized, we can just right-click
on this image here and then choose save image as. Now you can navigate to wherever you'd like to save
this GIF file. In my case, the same place I saved my animation as
well as my blender file and I'm going to
rename this bumblebee_GIF. Then I can do _01 if I want
at the end just so it has a version number and then I can hit Save, and we're done. Now you can upload
this animated GIF as though it were a regular
image file in Skillshare. When you go to upload
your class project, choose the image upload
rather than the video upload and then you can
choose your GIF file as if it was a regular image, but it will still show
the animated GIF instead. In the next and final lesson, we'll be discussing
our class project. I'll see you there.
19. Our Class Project!: You made it to the
end of the class. Congratulations. Now
that you've learned how to make a cartoon bumblebee
animation with me, I'd like you to create
a new one of your very own and share
it with the class. To make your animation unique, you can try things like
changing the color of your bumblebee to make it look like a different insect, changing the shape or adding new parts to make
your insect unique, or modeling new background
elements like flowers, sticks, or leaves, or another small
bug like an ant. If you would rather not
create another insect, try your hand at creating another flying animal
like a bird or a bat. For my class project, I made this cartoon fly based on the Pixar movie, A Bug's Life. I created it utilizing many of the same techniques we
learned during this class. After you've finished your
unique cartoon animation, post the render to the
project gallery to share it with me and all
of the other students. I'll personally
review each project posted to the gallery, and let you know what I
love about your project, as well as anything that could use a little bit of adjustment. I can't wait to see what
you all come up with. Thank you all so much
for taking my class. I really appreciate it. If you enjoyed this class and want to know when I
release a new one, click the follow button
here on Skillshare. Please consider leaving an
honest review on the class, so you can let
other students know if it's worth their
valuable time. If you liked this class, check out my teacher profile. You might find another class
of mine that interests you, such as my low-poly fantasy
sword modeling tutorial. Thanks again, and I hope to see you in
another class soon.