How To Create Pixar "Soul" Character In Blender | Zerina 3D | Skillshare

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How To Create Pixar "Soul" Character In Blender

teacher avatar Zerina 3D, 3D Artist And Animator

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

Watch this class and thousands more

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

Lessons in This Class

11 Lessons (1h 14m)
    • 1. Introduction Class

      1:21
    • 2. Adding The Reference Images And Modeling The Body

      5:28
    • 3. Modeling The Legs And Hands

      11:41
    • 4. Modeling The Mouth And The Teeth

      8:38
    • 5. Modeling The Eyes And The Eye glasses

      10:17
    • 6. Modeling Eyebrows And The Hat

      6:23
    • 7. Applying The Materials

      7:07
    • 8. Modeling Piano And Backdrop

      6:46
    • 9. Posing The Character And Adding The Camera

      8:15
    • 10. Adding The Lights

      5:21
    • 11. Adjusting Final Render Settings

      2:29
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About This Class

Hello guys and welcome to a new Blender course! My name is Zerina and in this course, we are going to be modeling Jo Grinder from the famous Pixar movie "Soul".
We will start our character creation by importing the reference images that you can find here: Jo Grinder References. Then we will start modeling the character piece by piece using basic mashes and modifiers slowly following the references.
Once we modeled out the body we will start creating the face and lastly, we will model the eyebrows and the glasses.

When we finish modeling the character we then will be able to add materials to it. You can find the reference for the body texture here Body Texture

When we finish modeling and applying all materials we are going to start preparing our scene for rendering.

The first thing we will do is will add a backdrop then we will model out the piano tiles using basic modifiers and mesh as well.
Secondly, we will pose our character add the lights and camera.
I will show you how to adjust render settings and you will be ready for rendering.


This course is mainly for beginners but if you are an advanced 3d artist you can use it for inspiration or a quick project! Let's have fun and model some animals! Let's hop on to the videos!

Meet Your Teacher

Teacher Profile Image

Zerina 3D

3D Artist And Animator

Teacher

Hello there, my name is Zerina. I am a graphic designer and a 3D artist. 

Creativity has been a part of my life since I can remember; even as a child, I was interested in art and computers, so I followed my passion and now do what I love. ^_^

Also, I have a lot of teachers in my family, including my mother, so I've always tried to emulate their teaching methods. 

I joined Awesome Tuts to begin my teaching career. And I have more than 5 years of experience teaching computer software for design and computer graphics. 

I preferably work in Blender, and the type of work that I do is; animation, sculpting, and modeling low and high poly models. 

In my courses, you can expect a practical approach to teaching, which means that I will expla... See full profile

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Transcripts

1. Introduction Class: Hello guys, welcome to a new blender course. My name is it ina. And in this course we are going to be modeling job grinder from the famous big sars movie soul. We will start our character creation by importing the reference images that I provided for you. Then we will start modelling the character piece by piece using basic matches n modifiers, slowly following the references. Once we model our body, we will start creating the face. And lastly, we will model the eyebrows and the eyeglasses. When we finish modelling the curvature, we will then be able to add materials to it. When we finished modeling and applying the materials, we are going to start preparing our scene for rendering. The first thing we will do is we will add a backdrop. Then we will model out the piano tiles using basic modifiers and meshes as well. Secondly, we will pause our character, add the lights and the camera. At the end of the course, I will show you how to adjust the final render settings and you will be ready for rendering. This course is mainly for beginners. Mach, if you're an advanced 3D art, is it can be useful as an inspiration or as a quick practice. What are we waiting for? Let's hop on to the videos, guys. 2. Adding The Reference Images And Modeling The Body: Hello guys, welcome back to a new blender course. In this course we are going to be modeling Joe grinder character from fixed sars animated movie named soap. So as you can see here, we are going to be modeling our character in Blender version 2.93. But you can use whatever version you have. And if you don't have version 2.983, go ahead and download it. So the first thing that we are going to do is we are going to go to General. I'm going to turn my screen check keys. So here on the left inner corner you can see the shortcuts that I will be using to, to create this character. Now, I will press 1 on my, on my keyboard and then I will select everything using my left-click and deleted a beak that we deleted everything. You are going to now import the reference images. So I will press Shift a image reference, and then I will go here to the folder. I will add the font. So this will be the pond. Now, I will press three, I will add one more reference and it will be the side. So you can see front and side how it looks like. Now I will go here under the Object Data Properties and change the depth to the back for this one and for the other one as well. So you can see it now if I rotate it, how it looks like. Okay, so that, that is a fact. And now I will go here under filter and select this selectable, add this selectable and disable selecting for the two of these in the viewport. So right now we can start modeling. The first thing that we are going to model out is so I will go ahead and add a cube. Once I added a cube, I'm going to scale that down as the modifier. So I will add a subdivision surface modifier and increase the number of subdivisions to two. Now, I will simply go into the X-ray mode by pressing all see, going out and in and out of this mode. And now I'll extrude this one up and scale it down. I will move this one here and extruded one more time. So here. Now I will kill this out as well as this one. Now let's go to the side and see how like, okay. So now I will grab these in y-axis and move them a little bit. This one as well. So I'm going to try to add this. So I'm going to scale it in y and moving in y axis like so. I'm going to scale these in x-axis as well as especially this one. I will lock. So now we can start modelling the body. So I will go here and select these extruded once, twice. Okay? Now I will go with this one down here. Let's kill these up and add one more loop cut here. And I will scale it in x axis. So you can see that he's heck, it looks like up here. Okay, so I will add one more loop good here. And now to decide, we will add one loop cut here and grab it in y-axis. So we are going to align it with the reference image that we have here. Like so. And let's remove these two as well as in y axis like this. So I'm just grabbing it in y-axis and aligning did better with a reference image. Here as well. Awesome. Now I will scale these to a liquidly more inside. And this is going to be our base shape for the character. Okay? And now I can simply select this with the box select. And also guys, if you see this OS key, it means control. If you're working on a Windows. So this one, my computer just, just recognize it as key. So this is control, control. So I'm going to grab it and y-axis. And grab this one as well. In y-axis. We can, okay, I'm not going to move these. Let's just kill them and why to gravity and wide. I will. So we can go with this, like to add one loop got here. Let's mean this outwards. Awesome. So this is going to be the end off this video. And in the next video we are going to make songs. So I will see you there. Bye. 3. Modeling The Legs And Hands: Hey, what's up, guys, Welcome back to the second video of this course. So as you can see here in the previous video, we've made, we imported our reference images and we model out the base of the body. So right now we are going to model out the legs. So I'm going to go into the Edit mode. Let's add a loop cut. So here on the left inner corner, just led me turn on my screencast keys. So here you can see the shortcuts. Now, I will press Control R, add a loop cut right here in the middle, go to the side and you can see now that it looks a little bit squarish. So I'm going to press Alt, click, Shift, Alt click, and select these two and scale them in y axis, like so. So let's see. You can see automatically the change. Now I will go into the Edit mode, into the x-ray as well with the old C, select this side that we didn't, did, we didn't move and we are going to delete the vertices. Right now we are going to be left only with this. And let's go here, add modifier and add a mirror modifier. Now, we are going to put this mirror modifier on top of our subdivision and Allow clipping. So now when I move these vertices, they are going to be mirrored on the other side. As well as for the head. I will simply just move it a little bit more insight like this. Okay guys, now we are ready to create the, the legs. I will go here and select the bottom vertices or so or old for. In x-ray mode, I will insert a face using I grab them inside like so, and extrude them one more time. Once I extruded them, I'm going to scale them old way and grab them here. Now you can see that the reference image is not looking like this. So I'm going to grab these vertices and align them better with the reference image. And we are going to be creating something like this. So now I will vote to decide, select these two vertices and grab them a little bit more outwards. And it will create this, this bark. So I'm will also move the legs on the y-axis and scaled them literally with the y-axis. So you can see that they are a little bit thinner than it is here. So Q down, look a bit and move it. Okay, so let's see how, uh, how they look like. Now, I will also select this one and move it outwards. So I will create a little bit of a bump here. And also we are going to move this one and create a look a bit of a stomach, like so. Okay, Here we will have a problem, but alongside increases the subdivision, it will disappear. So guys, now there we are done with the legs. Let me just move this down a little bit more. And let's select all of these and grabbed him in x axis. Okay? So it can, it will be thinner. So guys, once we are done, we can start modelling the arms. So the first thing that I'm going to do is I'm going to select these four vertices here and insert the face. Once I inserted a face, I'm going to press right-click Loop tills circle. Once I did that, if you don't have this option, just go here under Edit preferences. And here under the add ons, tied down loop. Loop tools check this box and once you press, right-click in edit mode, while selected, selecting vertices, you are going to have a disk options. Options here. Okay? Once I did that, I'm going to grab this in x-axis and rotate. So this will be the base of the of the arms. And I'm going to scale these tubes in Y axis a little bit more. Let's simply move the scale them in y-axis. Okay? So this is a base. Now, once I have the base on, I will rotate a little bit more. And now I will press F7 and I will add a queue. Once I added a Q, I'm going to grab it in x-axis right here. Now we will make some hence. So I will go into the Edit mode using the tab. Then I will go into the X-ray mode by pressing Alt Z. And now I will extrude this part 3 times, like so, 2 times, sorry. So I will have three sections. So this will be first finger, second finger, third finger. Okay. I'm going to extrude it one more time. Like this. And this will be the sum. Like so. Now let's extrude ys. So I will have my first, second, third. Now in the middle of these, I'm going to add one more loop cut here and here and here. And once I'm done with that, I will simply extrude this part and scale it down. Now, once I'm done with this, I will add a subdivision surface modifier just to see how they look like. I will add one more loop cut in the middle of these, all the way down. Like so. And old Phil, I will add long loop cut here. And I will move this a little bit down. So I have a little bit short, short-term thumb. And this I will move down. So here we have the hand. Let's move this one and create a little bit better. Okay? Now I will press and look from the top. And now what I will do, I will select these two and grab them in x-axis. So I will create like this, select everything here and press X delete faces. So I will be left with this. Now I will select these four vertices up here and join them. Select these and press F. So I will create now the inside here. I will now select this cube like Right-click circle. Okay, Now I will rotate it and scale it. So this will be the hand scaled them in x-axis. And let's select these two and scale them out. So in the object model you can see how it looks like the sum little bit. So from the top it will look like this. So I will rotate a little bit and just look at my hand to see what I will do next. Okay, So this part here, I will move down as well as this part. So you can see with your hand. And we have a little bit of a bump here. So now it will look better. Okay? So once I'm done, I will grab it in zed axis, gravid in x-axis, and I will, I will bring it more closer to my my guy here. Now. I will move it a little bit more closer because his hands are pretty short. And now I will select the body, delete the face here. I will scale it down because at the top of his, from the shoulders to his elbow, it is like really, really small. So you will see in the second and what I'm talking about. So from here we can see how his hands are smaller. I just pressed as x 0 to flatten this and extruded now here and scale it up. Now I will move this one here and scale it up as well. Now I will select these two press Control J to join them. Let's s, s x 0 here as well. And now by selecting these two, I'm going to press right-click and goods. So they will connect. Now, you can see that this doesn't look so good. So I'm going to dissolve this edge and it will look something like this. So we need to, we need to change it to look a bit form. Now, I will select the top here of the hand and bring it up. As well as this one. I will bring it up, slightly down, like so. Now I will also select the bottom here of the thumb without these. So I will press C, and I will get rid of these by clicking on my middle mouse button. We down and this part here, I will move them up as well. You can see how it looks like from the top. I will now select the arm and the hand and likely move it to the front. This part, I will also have it like so. And let's see what else we can change this part. Here we have the hand. Let's move these two vertices up as well. So it will create a like a transition here. And from the inside, we will move this down and these forward and pull it this way. So you can see how it looks like right now. This will be the the hand. Let's move this one inside a look at risks as well. And here I will add these two up as well. Here it is. So I will hold so selected and grab his hands a little bit more closer to the body. Here. Here he is. So guys, in the next video, we are going to make his face. So I will see you there. Bye. 4. Modeling The Mouth And The Teeth: Hey, what's up, guys, Welcome back to the third video of this course. So as you can see here in the previous two videos, we model out the body, the hands, and the arms and legs as well. So right now we are going to model out the face. The first thing that we are going to do is we are going to apply the mirror modifier in object mode. Then we are going to turn down the levels of subdivision here to one, apply it. And here we have it. So we don't have the mirror on right now. Now, I'm going to select these two vertices here. So let me just select them. This one, this one, and this one. So these three. Now I'm going to press V to a, separate them from each other, three here. And now I will select these two and scale them in x-axis and bring them up. Okay? Once I did that, I will now go here and see if everything is okay. Okay, so here we have a problem, so I'm just going to bring it outwards, and here it is. So right now, I will only select the inside of the miles and extruded in y-axis and scale it a little bit down. Once I did Dad, you can see that this model now is really low poly, so I'm going to go here and add a subdivision surface modifier and increase the number of subdivisions to say. Now, you can see that here I will just simply extruded outwards and the inside I will clearly outputs as well. Okay, Here we have the mouth. Now, I will select the front part of the face and gravity in y-axis. So now I will align the inside of the mouth with the reference image here. What communities as well outside. And let's move that bottom lip. Insight. Here we have it. So now, once I did this, I will select the inside of the mouth one more time. Now, I will extrude it and Y axis all the way inside and fill it in. Once I have that, let's see if I, okay, I will add long loop cut and decenter. It will look like this. And now I will be able to move these vertices and align them better with the reference image. Like so. Let's kill it and move these in y-axis. Okay, let's see from the side how it looks like. Awesome. And let's just move this one in y-axis to see just how it looks like. Yes. Okay. So we're not going to change anything else with the mouth area. Turned out to be really nice. So what's, the next thing that we are going to do is we're going to model his teeth. The first thing that we are going to do is model out the t to width of the cylinder. So we are going to add a cylinder, change this to 16. Okay, so let me just turn all my screencast keys. Okay, So once we added this cylinder and once we added the 16th vertices, I'm going to scale it down, scaling inside the mouth. And let's see, I'm going to align it perfectly with a deeds and rotate them a little bit only here. And now I'm going to scale it down so that each one of these rings represent the middle of the piece. So I'm going to scale it to look a bit more. And now I will be able to scale these in x-axis, like so. And you can see that it is not still in the middle. So let's change that now. Now it's pretty much there. Okay, so here it is. Now what I'm going to do is I'm going to select the middle here. And she used the proportional editing for it and grab it down. But let's move this with our, with our middle mouse, like so. So we will create like rounded shape for the teeth. Let's see. The end is right here. Okay. Once they are done with that, I will add a loop cut here in the middle of these points where the middle is. Now, I will go from the top and delete these two faces. Faces. Now I will select all the faces extrude in scale inside, right? We just move that inside. And now let's see how it looks like. Okay, let's see from the side how it looks like. So we'll press F3. And now I will grab the key at front. And we are going to rotate a little bit only. So here are. Now I will go into the Edit mode and add. The loop cuts in the middle of each tooth. And now once we are done with that, I'm going to select every middle of in the middle of these little creases. I will select only these and press Control B. So we're going to bevel the middle and legs add one loop cut in the middle of each with the middle mouse. So I'm just going to pull up. And here we have it. So I will select now the middle of each, each one. So this one, this one. And also I'm going to use Control and Alt and Shift, and Shift, Alt and Shift. And now let's look at this one and change the pivot point from media point to individual origins and just scale it inside. Once we are done with that, we will go here on modifiers and add a subdivision surface modifier, increase the number of subdivisions to two to three. Add a loop cut right here in the middle, right-click Shade Smooth. And so here we have teeth. We can bring them a little bit down. Let's move them literally worn down. Here we have the top piece. Let's see from the front, we can rotate them a little bit more and pull them inside. Like so. And we are done with the top teeth or the bottom D. We are going to simply add a cylinder skill the downs CALEA inset axes like this, gravity down press three, rotated a little bit, alignment with the top key, like so, bring them down, going to the Edit mode, delete these faces, extrude in scale inside these paces at a division. So we're going to do everything that we did afford the top instead of these lines here. So that will be all for the bottom team. I think that I will move them a little bit more inside as well. Like so. Okay guys. So we are done with the teeth. Now we are ready to model out the eyes. So we are going to do that in another video. So I will see you there guys. Bye. 5. Modeling The Eyes And The Eye glasses: Hey guys, welcome back to the fourth video of this course. So now we are going to model out the eyes. The first thing that we are going to do is we are going to go into the Edit mode, select this, this face here, and insert the face like this. Once we did that, I will select the vertices, select, select these two vertices and grab them in x-axis. So they are going to be right here. Now once I did that, I will select this phase that we inserted, and I'm going to grab it in y-axis and we will create the part II. So now, once I did that, I will go into D X-ray mode, delete the vertices from the array a from the left side, and I will add a mirror modifier. Once I added it, I will put it on top of this subdivision and Allow clipping. So you can see the shortcuts here. Once I did that, I see the small problem here. So I will grab it in x-axis and it will join together. Now here we have something that looks like this. Okay? For the eyes, we are going to be adding a sphere. And for this sphere we have these properties here. And I will change this segment is to 16 and the rings to eight. Once I did that, I will click Enter and now I will have the sphere here. So I will select it, scale it down, grab it up. And in the X-ray mode, I will see the size of the eyeball. So it is going to be like this. I'm going to grab it and put it outwards. So it is going to be right here. And I can see one little tiny problems. I will grab this whole part to the front. Like so. Okay. So now I will select the eyeball and adult rotated in x-axis by 90 degrees. So I will have this front barge to be my pupil. Now, I will select the tops off the eyelid, Shift D duplicated and collect. Then I will press P on my keyboard and I will separated by selection to create the the eyelid. Now, I will rotate it in zed axis by minus 90 degrees and scaling a little bit up. So this will be the high-end BI ball. Now what I will do is I will go edit prone to object mode, select the eyelid and rotated a little bit up here so you can see where the eyelid is right here. So I'm going to rotate it to that point. Here it is. And now I will go ahead and add a solidify modifier and I will turn up the thickness of it to 0.04. Okay. And I think that I will grab it with more outside the hole. Awesome. Now, once I did that, I will now add a subdivision surface modifier to it. So let's add the first of all to the eye, to the eyelid and increase the thickness of the eyelid as well to 0.700. Think that that will be enough. Now I will add a subdivision surface modifier to the eyeball as well. And it will look like this. Now, I will rotate the eye, eyelid like so. Let's see from this side is going to look like this. Now, once I'm done with that, I will now select the eye ball at a mirror are employed to mirror modifier on top. But you can see that now I have this problem. So what it means we need to apply a location, rotation and scale by pressing Control 8 all transforms and here it is. Now for this one, I need to apply the solidify modifier and then I will be able to add the mirror modifier to it on top. And the same thing, Control a. And here we have the eyes. Now let's hide them and see how they look like. Oh, okay, let's hide them one more time in x-ray mode and see how they look like. Awesome. So one thing that I will do here is I will pull this a little bit up fire. And I think that, that will be enough. So let's move this inside as well. And let's see now. Awesome. So also I will select D, the eyes and try to add the pupil right here in the middle. So I will press R, R and move. This eyeball likes show. So this will be the pupils of my eyes. Awesome guys. So from the side, it looks nice. And let's change this part as well. So I'm just going to grab the hat and y axis, like so, as well as the top here of the hat. Okay, once I did that, I will select this bard of the head as well using the proportional editing. And I will slightly move it to the y-axis. So it will follow the reference image as well as these. I will move them back. So that is it with the eyes. Now we are going to be able to add the eyeglasses. So I will go with Shift a to add a cube. Pull it right here where the, where the eyeglasses are. I'll then go add a subdivision surface modifier and increase the number of subdivisions to three. Now because I don't need the body to be showing, I will just hide it here. So you can also rename here body. Body. Okay, so I will hide it. And yeah, so now I will be able to see clearer where I, what I'm doing without the proportional editing, I'm going to start creating this part here, so I will extrude it one more time and extruded in one more time. Now, I will select these three vertices and extrude them downwards. Let's add one loop cut here in the middle. Okay? Now I will be able to these vertices like so. Let's grab this x axis. Now, I will select these two and extrude them downwards, wrap them in x-axis, extrude them one more time. Rotate and extrude, rotate. Here, extrude one more time. So basically what I'm doing is I'm extruding, scaling it. So that is basically it. I'm going to rotate this one, align it and extruded here. One more time. Rotate, extrude. Scale. And once it's here, I'm going to move this up here, delete the X-ray mode. I'm going to delete the faces, select these two and British them together. I will have something that looks like this. I will add one loop that here in dissenter. Move this up. You can see how it looks. And now, once I'm done, I easily with more. Awesome. Now what I will do, I will add a mirror modifier, apply location, rotation and scale, pull this up and allow clipping. So now I will join these together, like so. And for the side here, I will select the eyeglasses. So with grab them in y-axis, scale them in y-axis. So date will be thinner. I just to rotate them. And now I will select with the face, select this face here, and I will extrude it all the way to here. Let's add one loop cut and one look at here. And we have modeled out. We have model out the eyeglasses. So let's pull this down. Like so. Okay guys. So let's move these vertices as well here so that we will create more smooth transition and we are done. Let's unhide the body and see how it looks like. Awesome. And four here, here, I'm just going to pull it up a little bit. And this I'm going to pull down so that he looks more awake. Now, guys, in the next video, we are going to model out the hat of our character. I will see you there, guys. Bye. 6. Modeling Eyebrows And The Hat: So if you guys, I'll come back to the fifth video of this course. So we are, in the previous video, we made the eyeglasses animals. So we made the eyes. Now we are going to model out the eyebrows and the head. So the first thing that we are going to do is we are going to monologue the eyebrows. So I'm going to be adding a plane. Let me just turn on my screen test keys here on the left inner corner. I'm going to scale it down, rotate in x-axis by 90 degrees and put him, put it right here where the eyebrows, and put it on top here as well. Now, I will be adding a shrink wrap modifier on today. The characterised with this eyedropper tool, I will just select the character. Then I will change this on surface to outside surface like this. Then I will add a subdivision surface modifier and I'm going to increase the number of subdivisions to two. Now once I'm done, I will go into the Edit mode, align perfectly here. And you can see this light, light gray color here. So I will now just extrude this here, extruded one more time and scaling boldly down and put it down. So I'm going to try to replicate it. Here. I'm going to lit. Now, I will select this and bring it closer to the body here. Now you can see how it looks like. And I will just grab it down. Here it is. And yeah, I like it. Just, I wanted to be a little bit more Selima identity is right now. So when T, Okay, I lead the way it looks on this side. And let's add one loop cut here and dissenter, okay, once we are done with that, Dan, the object mode, I'm going to apply the shrink wrap modifier, like so. And what else I'm going to do? I'm going to pull this will admit zone, then I will add a, then I will add a solidify modifier, put it on top of the subdivision, go outside the X-ray mode and change this up. So we're going to add thickness to the eyebrow. Let's move it. Let's increase the thickness. Like this. Awesome. I'm going to select everything and bring it a little bit inside. And one sits inside. I'll bring this out and it will create a perfect eyebrow. So let's move it to look a bit more outwards. Right-click Shade Smooth as well. Florida eyeglasses. We are going to summarize a little bit more like this. Well, let's bring it down a bit. Okay. So once I'm done with that, I am going to add the solidify modifier just in a second. Yeah. So now I'm going to apply it and then I'm going to mirror every ship control, a old transformed. And here we have it. So here we have the eyebrows, like this. And now we are ready to create the hat. So I'm just going to shade, smooth the eyes. And willow, Here we have it. Now let's hop on and do the little hat. I'm going to be adding a circle, bring it up. But first of all, change this to 16. So I will have only 16 vertices. Rabbit down a line, it rotate and grab it here. Now, once I'm done, I will extrude and in edit mode, extrude up, add a subdivision surface modifier to it. To the whole thing. We need to fill this end so that now we can see it. Now I will add extrude and scale inside. Then I will extrude outwards. Like so Extrude one more time and fill it in. Add, this loop cuts here and I will scale it a little bit more. Like so, add one loop cut here, one Luke got to end on the bottom. One here. Let's see how it looks like. Now, I'm going to select the top here and scale it in words with the proportional editing on. So I'm going to scale it became y axis, like so. And also we are going to scale this one in x axis. Okay, let's kill this part a little bit more. Here we haven't right-click Shade Smooth, increase the number of subdivisions to three if you want it to be a little bit. Third, then it is right now. So I'm going to scale this outwards only this bottom vertices. Now everything seems to be fine. Let's see, from this side, I need to rotate it a little bit more and grab it down. Like see, everything gets done. So guys, and the next video we are going to apply some materials to it. And also here we can select this one and add him a bigger smile. So guys, that is all for the modeling part. And in the next video, let's make some materials. 7. Applying The Materials: He was a BI's. We'll come back to the video of this course. So in this video we are going to apply the materials for our character. The first thing that I will do is I will make sure that I can select my references. Then I will grab them on the side and I will see how they look like here. And then I will transfer this. So we will go to material preview. And because this material is a little bit too advanced for beginners to make, I will attach a screenshot of the, of the material and there you can find it. But I will go here under File append, and I will take it from one of my, one of my files and I will append it. So good now, I will be able to add it here. So this is going to be material for the character. And if I go up here and change this to shader editor, I will leave the screenshot of these properties so that you can, so that you can copy it from there. Okay. So that is it for this material. I will move it down and then I will add the same material to the head. You can see how it looks like. Now it is a look a bit different because we have, we don't have the HDRI, only have material preview. So when we add the light, it will be just like this. So we are done a width, the body material. Now let's go to the glasses, eyeglasses, I will add the same material and onto here, I will duplicate it onto these two like sheet of paper. Or I will simply go here and click here. So that is the same, the same like for DES. Then I will go here and change this color ramp colors to white and white. Let's change these. And I will make them a little bit darker here where it goes to the, to the darkest color. So I will add it to be black. Okay, so now that we have our glasses, we are going to go here under our flop and just lower it down. Because they are like transparent. Awesome. Now for the eyebrows and the eyelids, we are going to use the same material. So we are going to join these two. So Control J. Then we are going to go to New. And let's add a purple for building material is going to be this one, or let's make it even, the even brighter, sunny. It is going to brighten up once we add the HDRI. Now we are going to select the eyes, go here and add a new material added to be white all the way. Then I will go here under the plus, I will click the plus, add the new material. Click on this vertex, then press and let me just turn on the screencast. So then I will press loved me, just lower it down. This guy. Then I will select the vertices, press Control plus 2 times, only two times one. And I can see that if I add one more so to have a bigger pupil. So what I want to do, I want to press Control R, add a loop cut right here in the middle of these two. And then I will go two times k alongside did deck. I will simply move this to black and assign. Here it is. We are going to select the body. You can see that he's smiling. So I will move down the bottom, the bottom teams with more so day. The day can be shown like so. Now I will select the body. Then I will go inside of the body and select the inside. Once I did that, I will go on materials. I will. First of all, let's remove it and I will show you how to add it. So I will add plus, then I will add Mu and go here, add a black material and assign it. Here it is. You can see it. So we can change the shape of the lips as well. So like so. We can make it smaller. Or if you wanted to have elected to a bigger smile. We can also do that by moving these and moving these like these oncolytic more inside here. And let's see. Awesome. That is quite nice. And now for the, for the teeth, I will add a new material which will be the brightest, the brightest white. Here we're days guys. So guys, we are ready to delete our reference images. So I will just press X. And here we are left with this little cute guy. So one thing also that I am going to change about this character is this hand. So I want to just make it a little, little, little bit thicker here. So I will just scale it. And yeah, here as well. Only looking at the MLI. So that is basically all what I'm going to do. And now guys, we are going to prepare it for our final render and we are going to model out the scene. So guys, I will see you in the next video. 8. Modeling Piano And Backdrop: Hey, what's up, guys, welcome to the seventh video of this course. So right now we are going to model out the scene for our character. The first thing that we are going to do is we are going to add the backdrop for the character. So we will add a plane, scale it up, move it down so that it is touching the legs just to look a bit so you can see it. Now we will go from the top. Let me just so here on the left inner corner you can see the shortcuts that I will be using. And now I will go to Edit mode. Select these two vertices, only, extrude them in a set axis up all the way like this. Now, I will select only this, these two vertices, and for us controlled BY, I will bevel it. And using my middle click mouse button on my mouse, I will scroll, scroll off, and I will create more loops. You can see how it looks like. Now, I Will Shade Smooth, and here it is. Now let's see. For the color. For the color, I will use this bluish color. So you can type down to hex number is a 00807. And here it is. So you can see how it looks like. For this one in a render mode, you can see that eight is a liquid goods dark, but once we add the light, it will be April look differently. Now, we will go ahead and model out to piano floor to the background of our character. Now, I will use a Q. I will scale it down, scale it's in y axis like this. Rabbit in y correspond to move which all the way down like so, gravity in x-axis. And now I'll go inside and add a loop cut right here, select these four vertices and extrude that James y-axis. So you can see how it looks like. Now, I will need to move this forward a little bit further. You see here. Now I will, by selecting this, this key here, I will, and I had to press a and press Control B to bubble it. Like so. Okay, once it's done, I'm going to go here under the modifiers and add array modifier. Let's plane. Let's change the offset a little bit. And also the count. We are going to add a couple of them. So if I press one, you can see it here. I think that I will go with this number. So the 12th, well, so we will change a little bit the offset. So let's add it here. So Marisol will go with one hundred and five hundred. Let's go back and see what else we can do. How low can we go? Okay, Let's call it more. This is one and this is 11100. Okay. I need them to be a little bit closer to each other. So let's call this one. So let's go with 20, Exploring 020, even less, 1.1010. And this will be enough. So once we add debt, we are going to go into the Edit mode, shift D, duplicate this up. So grab them in. She's dead axis. Then I will press P separate by selection. And onto this one, I'm going to delete the array modifier, scaled this down, press seven, and are just these keys as the black keys. So I will have two of these here. And let's just change the color of them. So Control J to join them together. And I will add a black color. Then I will duplicate these, a leaved them here. In edit mode, I will press L and duplicate one with this one, because now we have three T's here. Then again to shift D duplicate and 13 more Shift D to duplicate x axis. Like so. I think that I will use these two. So if I press one here to see how it actually looks like. Okay? Now for the back here, I will add a cube in x-axis, like So, rather so lithification x-axis. And now from the top I will grab it in y-axis. So it joins here. I will leave it down. And then for this one, I will also add the black material that I have on Tuesdays. Awesome. Now I will select, selected shift D, duplicate it. Grabbing that, that in y-axis, then I will scale it is a zed. Bring it down, and let's scale it in y. Like so. Here it is. So guys, in the next video I will show you how to pose the character and how to jazz is a camera and the light. So I will see you there. 9. Posing The Character And Adding The Camera: Hey, what's up? Hey guys, welcome back to the eighth video of this course. So in the previous video, I showed you how to create this backdrop and also how to create the piano. Now, we are going to pose our character. We are going to pose our characters so that if he is standing right next to it with the hands, puts it down. So I'm going to select the character to go into the edit mode. Now, I will, in x-ray mode, I will select these xs, the dissolve edges. I will do that for these two as well. Now I will select the hand, bring it in x-axis, like so. Then I will grab it down and rotate it like this, and grabbing down. Once I did that, I think that this is too much. So right now. It is right on the spot. How I would like to, it's to be let's rotate this bar here and create a little bit of a shoulder there. Let's move these and also the whole part. So I'm just going to disable this and grab these two. Let's change this and dissolve this edge. Then I will simply select this row here where the armpit is. And just I'm going to widen they tell us about it. So this is how the hands are going to look right on the body. Now, we can change the hands a little bit more. So day it was jumping ahead a little bit better. Excepted key. So we're now going to select these only the hand. I'm going to grab the drop them in y and x-axis. But proportional editing, like so. And we are going to change these. So I'm going to press X C and disabled East. Once I did that, I'm going to press without the proportional editing gx and return this on its position. And return this as well. Okay? Now I will select the thumb, use the proportional editing and slightly move it inside. Like so. And now I will select the tip of the of each finger, as you can see here, and grab them inside. Or we can simply rotate. And here is it how he looks like? Now I will go to the side and go into the Edit mode onto the AR model. I will press Control plus so that I can select these from the bottom. Like so. I'm just going to press Alt Shift and get rid of these vertices here, which I don't want to be selected. Once I did that, I will press three, grab them, wrap the head in y direction. Grab them in y. And we'll look. Here it is. So here is he, here are the hands. Okay guys. So let's see how this will look like in yet. Now, I will select the hands one more time and select this, this Verde see here in a little bit closer to that. The body as well as these data on the connection, connecting point. Let's see if we have a anywhere in the problem that we have not. So guys, the next step is the camera. So I'm going to press one, add a camera, press three, grab rabid in y-axis. Then I will press 0 on my keyboard. And now we are going to play around with a camera for properties. So here on the right corner we have perspective. Here we can change to or to graphic. Now, I will use shift and period key. So the period key is a key right above the Tab key on your keyboard. So I'm going to try to move it so that I can add the character in the image better. Let's try it gives see if I go down. It is. So what I'm going to do is I'm going to zoom out. I'm going to zoom in right now. Like so. Now we can play around with these. So I'm going to leave him life. So I tried to make it in the middle, like this, in the middle plus pres 0. And let's see how it looks like in, yeah. So I'm going to zoom out a little bit more using here. So okay, I will add it like so. And then we are going to change and add the depth of field. I'm going to check this box. And would this eyedropper tool I'm going to select the eye. Wants it dear, I'm going to change the f-stops to my liking. So let's increase it. Let slower. Make sure to save your file, please, because blender sometimes can crash. So let's see. We are is going to increase the focal length. You get more so that we can find the best guess we want. I will increase it a little bit more. I think that I will add it at 7 something EI, well, so we are going to change the focus length elegantly. So then it's going to be perfect. I'm going to leave it as 10 the spot. And Yochai's. So we just added the depth of field and the camera. So guys, in the next video, we are going to add some lights. So I will see you there. Bye. 10. Adding The Lights: Hey, what's up, guys, Welcome back to the ninth video of this course. So as you can see here, we prepared our bows, our piano, and the background. So the next step is the light. I will go here to render setting to render mode. And I will see how my scene will react in render mode. Then I will go here, Shift a and add a light. I will then grab the area light on top of the character. Press seven and CALEA. Like so. Now what I want to do is I increase the number here, so I will change the laws, the power to 1 thousand. And also I will change the color to yellow, yellowish. Lay this. Let's move this competently bit more. Okay. Now I will add one more light from the side. So I will add the hair, we alight, grab it here, rabid up here, and rotate. Then this one is going to be slightly big like this. And also we are going to deliver far it like this. The power is going to be 300 added, the color is going to be, you're ready. Let's see it. Let's press 0. I'm going to change the camera, the camera so that it equals inside. And also we are going to add this bark. So I'm going to grab it in y-axis so that it appears longer. So then I will go here. Let's see how this reacts. I will move this, this light a little bit closer to the character and I will rotated, so it follows right on top of the keyboard here, the piano. Then I will grab is a little bit more here. So this is the sidelight. Awesome. And we will use for this 13 lights. So this is the side, the top, and one more. So I'm going to add another light. And I'm going to grab it as z axis, grab it in x-axis or rotated. Then I will press seven, and this light is going to be from here. Okay? And I'm going to grab it up a little bit higher. And this one is going to be wise and 500 watts. Well as a rabbit here and see how it looks like without the overlays, and see how it looks like. Okay, I'm going to select the the piano and we're going to make it a little bit smaller. Like so and rabid dog. Let's see now how it looks like. 0 without the overlays. Yeah. And also I'm going to bring it closer to a character grabbing the y-axis lightness. So now guys, we are going to see, and we're going to move this light a little bit closer to the character. So this is you just, if you want to experiment with these lights, you can go ahead and experiment and see for your liking as you wish, you can add it and adjust it. Let's rotate this one without the Orleans. Awesome. So guys also one thing that I wanted to tell you is that this call of this material that we have for our character can only be rendered in ED. So you can only get this effect in E. And we will talk more about that when we want, once we go to Render Settings. So guys, that is good for the lights. And let's hop on to the next video where we are going to address the our final render settings. I will see you there. Bye. 11. Adjusting Final Render Settings: What's up, guys, Welcome back to the 3'-end and final video of this course. So we are done with the lights. Now let's hop on to our final render settings. We will go here to our render settings and we will use the render engine is EV for this one. Then we will add the ambient occlusion. You can see this shadows. Then we are going to turn on Blum and see, you could see here our character now has a little bit of a glow. Then here on the depth of field, you can play around with these on the screen space reflections. We are going to go down and we are going to turn on refraction and turn off the have fray rest trace. Then I'm going to hide it there. We are going to also add the card with. We are going to change the color management to very high contrast and see how it looks like. Okay, you can also play around with this one. So I will use the high contrast for mine. And yeah guys, so under the shadows we are going to turn on high, high bit depth and also solved shadows. And this is how the end result will look like a. Let's rotate this a little bit more and see if I can yet. So I'm going to add this so that this line and this line are exactly the same. And you can see how it looks like. So that is 0. Laura, their Render Settings then illegible here on D Output Properties. Select the file where your rendered image will be exported. So I'm going to select the file where I want it to be shown. I will render out my image as a PNG. So the file format would be PNG then gap, that is old for disbarred goals. So guys, and yes. So I hope you'll like it and I will see you in the next course. Bye.