Modeling Buzz Lightyear from "Toy Story" with Blender ! | Zerina 3D | Skillshare
Drawer
Search

Playback Speed


  • 0.5x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 2x

Modeling Buzz Lightyear from "Toy Story" with Blender !

teacher avatar Zerina 3D, 3D Artist And Animator

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction Class

      3:07

    • 2.

      Importing The Reference Images And Modeling The Head

      23:11

    • 3.

      Modeling The Face Features

      20:36

    • 4.

      Creating The Top Half Of The Body

      36:41

    • 5.

      Creating The Torso

      21:03

    • 6.

      Creating The Bottom Part Of The Body

      18:01

    • 7.

      Creating The Legs

      19:53

    • 8.

      Modeling The Feet

      11:16

    • 9.

      Modeling The Arms

      16:19

    • 10.

      Modeling The Hands

      17:16

    • 11.

      Modeling The Backpack

      26:36

    • 12.

      Modeling The Wings

      9:54

    • 13.

      Applaying The Materials

      21:00

    • 14.

      Applying The Stickers To The Body

      17:30

    • 15.

      Adjusting The Final Render Settings

      7:13

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

443

Students

3

Projects

About This Class

Hello guys, it's Zerina here. Welcome to a new Blender course.

I recently I rewatched the Toy Story series again, and I was impressed with the movie quality that Pixar and Disney did back then. They needed a big team to create only one character; they worked for weeks, even months.

So I made the course to show you that in the next three to four hours, you will be able to achieve what they did back then, and you will do it yourself, thanks to Blender! I will help you understand and learn the concept of 3d, tools for modeling, and to model one of your favorite characters from the Toy Story.
We will create the famous Buzz Lightyear. He is one of the main characters in this film. And he is the main character in the upcoming science fiction adventure film produced by Pixar animation studios and Walt Disney Pictures called Lightyear.


I will start modeling by inserting the REFERENCE that you can get for free from :HERE


Once I insert the photos, I will be able to begin modeling. Buzz Lightyear has many details, so I will divide the modeling into several parts.
In the first part, we will model the head, and the face to better view the other pieces. Modeling will not be complicated because I will use all the basics of modeling. In addition, I will use all the basic modifiers, and I will show you how to use them properly.


When I finish modeling the head, I will start with the circle or the base for the helmet, and we will also begin modeling the upper part of the torso, which is attached to the area with the helmet.
After I finish modeling the upper part of the torso, I will focus on the lower part that binds the arms and the part attached to the pelvis.


When we finish modeling the torso, we will continue modeling the bottom part of the body, which is the pelvis, thigh, and the whole leg.
I will also make details on the legs in the form of long vertical lines on both sides of the legs and one horizontal line on the thigh.


Using the same modeling principles, I will continue modeling the arms and hands, and also, we will add the same vertical lines on the arms as we did to the legs.


When I finish modeling the arms and hands, I will model the backpack and the wings to finalize the character.
Once I finish modeling, I will add the materials; I am going to be applying all basic materials, so this part is going to be easy.


After I applied the materials, the final step was to add the stickers to the character. Once the stickers are done, I will now be focusing on the final render settings, such as adjusting the camera, adding the light or HDRI in my case, playing with the color management, and changing our render engine to cycles.

So what are we waiting for, guys? First, 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

Level: Beginner

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction Class: Hey, what's up, guys? It's getting an a here and welcome back to another lender courts reasonably, I reward the Toystory series and I was impressed by the movie quality. Did they did they needed a big group of people to create just one character. They worked for weeks, even months. But now in the next three to four hours, you will be able to achieve what they did back then using Blender, I will help you understand the concepts of 3D tools for modeling and how to model what are your favorite characters? We will ink Buzz Lightyear. He's one of the main characters in the Toy Story, and he's the main character in the upcoming science fiction adventure film called Lightyear. Let me show you the big baby. I will start modeling by importing the reference images that we provided for you. Once I insert the photos, I will be able to begin modeling. Buzz Lightyear has many details, so I will divide the modelling into several parts. The first part we will model the head and the face to better view the auto pieces. Modelling will not be complicated because I will use all basics of modeling. In addition, I will use old basic modifiers and I will show you how to use them properly. In modeling the head, I will start with the circle or the baseboard, the helmet. And we will also begin modeling the upper part of the torso, which is attached to the area with the helmet. After I finished modern the upper part of the torso, I will focus on the lower bar did binds the arms and the part attach to the pelvis. When we finished modeling the torso, we will continue modeling the bottom part of the body, which is the pelvis, thigh, and the whole leg. I will also make details on the legs in the form of long vertical lines on both sides of the legs and one horizontal line on the thigh. Using the same modeling principles, I will continue modeling the arms and the hands. And also we will add the same vertical lines on the arms as we did to the length. When I finished modeling the arms and the hands, I will model the backpack and the wings to finalize the character. Once I finished modeling, I will add the materials. I am going to be applying old basic materials. So this part is going to be easy. After I applied the materials, the final step was to add the stickers to the character. Once the stickers are done, I will now be focusing on the final render settings, such as adjusting the camera, adding the light or a GRI, in my case, playing with the color management and changing our render engine two cycles. What are we waiting for? Let's hop onto the videos to the infinity and beyond. 2. Importing The Reference Images And Modeling The Head: What's up, guys? And welcome to the first video of this course. As you can see here we are in Blender splash screen version 3.1. So you can see that this is a little bit different than the Blender version 3. So yeah. So now we're going to go here to General, and here we can see our default cube, default light and default camera. We're going to select everything and delete with x. Also that is here in the left inner corner you can see the shortcuts that I will be using for this course. The first thing that we are going to do now is we are going to add our references. I'm going to press Shift a and as a background add. Let's add our references. So the first one, the front one. Let's see. Let's make it to go right in the middle. So you can see here between the eyebrows, between the eyebrows and the tip of the nose. Also, this one here. You can see now that it is symmetrized. And now I will go here to object data properties for the image and turn on perspective and add the depth to back, make sure that the depth is tobacco and we are on the side, we're just going to add front. So we're not going to be able to see it. Once we go back front, we are done with the first one, and now we're going to press three and add the second one. We are going to be adding the side one. Here it is. The front, the side and we're going to slightly move it to the front. Let's go like this. Front side For decide we are going to check this perspective also. So once we pad around the view, we can see it on the side also. We can set the side to both. And now once I pan around, you can see the slide view on the other side as well. Now we're going to press one and then press F9 on the keyboard. So this will automatically change the front orthographic view to backwards too graphic view. And we're going to add with shift in a, the last, the last reference that is back. Old son going to move it a little bit to the side. So gx here. Awesome. So front, front, side and back for the back, I'm going to check this perspective and we are going to disable the side to be bold, just set them to front. And here we have it. So here we have the whole character and now we're going to start modelling. The first thing that we are going to be modeling is the head. I'm going to zoom in. And before I do anything, I'm going to go here under Filter and check this selectable. So this arrow, and I'm going to date disabled selecting of the three MTS or the three images that we just added here on the, in the view port. You can see here that I cannot select them and that is going to be really helpful once we start modelling the character. Now, the first thing that we're going to do is we're going to add a cube. I'm going to add a cube and set it right here on the face. Now I'm going to go and add the modifier, and I'm going to first of all add a subdivision surface modifier and I'm going to increase the number of subdivisions to two. Now, I'm going to add one loop cut in the middle using the x-ray mode by pressing Alt Z or just pressing here right next to the viewport shaders here. Now I'm going to select the left side of the head and I'm going to delete it now onside deleted it. I'm going to be adding a mirror modifier. I'm going to pull the mirror modifier on top of the subdivision and Allow clipping. Now we can start modelling it. The first thing that we eat we are going to do. We are going to make sure that everything is flat. So the first thing I'm going to move this a little bit up. And now I'm going to select the whole cube and added right here where the chin is. Now that I added it there, I'm going to rotate it all the way here. And I'm going to extrude it. Now. I'm going to rotate it and move it a little bit more like so. Now I'm going to move the bottom vertices. Like so, move the bottom vertices. We're going to add it here. We're going to extrude this part 0 to flattened it, add one more loop cut with the Control R. Now I'm going to add one more loop cut here in the middle. Grab it, and align it perfectly with the reference images. I'm going to leave some space for the head head piece here. And I'm going to move these around all the way like this. Let's move the chin part. Like so. Now we're going to go in edit mode and grab a couple of these vertices and change the position. I'm going to grab them inside. Let's go first of all, with this one. Let's grab it inside and move it. You can see how it follows the reference image nicely. I'm going to also move this one inside as well. We're going to grab these out. Let me select them. These two. Like so. This one, we can also move inside. Right-click Shade Smooth and see where we were we're at. I'm going to now pull this down and we're going to try to give, to get a shape of the character. For now. I like it how it looks like. Let's see here we can bring it these two down a little bit more. And also I can move this part away as well. Let's move this part. And we are done with the first one. Now, we are going to get rid of this, this edge. So I'm going to disable it. And now I'm going to select the bottom and delete the faces on the bottom. Now once I did that, I will still add one more loop cut here. But I will now select it and grab it to go inside a little bit more. Now you can see the way it looks like this one. I will grab it away a little bit more. Awesome. Now this is the end of the chin, and this is the end of the chin on the character that we have for the reference image. Now we are going to apply the apply the mirror modifier and apply just to one subdivision from subdivision surface modifier. And now I'm going to add one more. And you can see here that we have a lot of vertices that we can work from. But first of all, I'm going to delete the left side of the head and I'm going to add the mirror modifier. I'm going to pull the mirror modifier on top and Allow clipping just as the first part. Once we just added it. Now, I am going to move around these vertices and grab them and make sure that they are as much similar as it can be. I'm going to select the top, move it here, scale it in y-axis, molar a couple of vertices. And you can see here that this is actually quite nice. This one, because it goes right here where the eyes are. And it will be easy for me just to control Shift TB to bevel this part here and just extruded inside. But we're not going to do that right now. We're just going to try to make the face look similar as on the reference image. So you can see that here I just selected a couple of vertices to grab them in x-axis just to make the jaw look bigger and nicer. So I'm going to do that thing here as well. Let's see, I'm going to select this vertices and grab it outside. Now let's go and see how it looks like. Now, I'm going to select this edge here and the press G two times. This one. That it looks a little bit beveled bike. I'm going to add one more loop code here, just for me to have this part here better done. This part. I'm going to grab the eyebrow, the eyebrow PBO, and move it a little bit as well. Let's move the whole part down. Here. Now, let's see on the side how it looks like we have a problem anywhere. Here. I'm going to grab this part and grab it with J down. Just for it not to be so cute like a cube. We want it to be a little bit of rounded. For now, I think that that is it. And this part as well, I'm going to grab it on the side as well, a little bit more. So this is, this is the first look. I'm going to move this on top and let's see. Yeah, I'm going to move it a little bit more on top. As well as these two. Let's see how it looks from top. Awesome. We can always select these two and grab them a little bit down. Just for dead roundness that we, that we need here. Also this one here. Let's grab it and let's grab these two and make sure that it is a little bit rounder. Like so. Okay, so now guys, I'm going to move these two a little bit more. And now we can start with the head piece. So I'm going to select a couple of vertices and try to replicate it. So let's elect all of these vertices. And this one as well, Shift D to duplicate and separate with B. So now here I have it, I'm going to scale it up. Now, once I'm here, I am going to select everything and slightly grabbed it, scale it up and grab it around. We are going to make sure that it follows the reference image nicely. So that's why we need all of these vertices here. Before we do anything here, we are going to be adding a couple of modifiers so that it goes really well with the reference image here. Let's move these back. This one and this one. Let's see how it looks. Awesome. So what we're going to do is we are going to select this, This heck piece. And then we're going to use the shrink wrap modifier. I'm going to pull the frame grab modifier and top of the subdivision surface modifier. And would this target where this eyedropper tool I'm going to select the head. Once I did Dad, I'm going to change this and newer surface point to project. I'm going to scale it down. And also we can turn on the snap tool and use the face. So it is going to connect with the knee wrist face, on, which are on the object that we click. I'm going to select the face and this project onto self, it's going to be on and also protect individual elements. I'm going to grab this and you can see that it is automatically, automatically snapping to the head. I'm going to go to the side here. And as you can see here, we have mirror modifier on and that is going to be really helpful for this part as well. I'm going to grab this one outlet. I'm going to select these two rabid down. And we only want this part. So these vertices to be snapped onto the, onto the object itself beneath the head piece. Those are the parts that we need selected. Now I'm going to apply the shrink wrap modifier. But the first thing that we need to do is when heat applied the mirror modifier and then the shrink wrap modifier. Once I did that, it will look something like this. But for now we are going to grab this top without the snap tool, grab them down. As well as we are going to do the same thing here. Just to move them a little bit away. So I'm going to grab them in the y-axis for the front as well. I'm going to scale these two in y-axis. Now I'm going to add the solidify modifier. I will put the solidify modifier on top of the subdivision and slightly increase slightly increase the thickness. I think that this is it. And now once I'm done, I will select, I will select the whole piece. Let me delete the half. Before I delete the half, I'm going to apply the solidify modifier. And now I will go here, delete the left part of the head, and then add the mirror modifier. I will put the mirror modifier on top of the subdivision and Allow clipping. Now guys, we are going to modify it. I'm going to pull this head piece a little bit up to the side as well. Let's go to the side here, two times j and grab it outside. You can see how it looks even on the reference image. These two points we need to grab in x-axis as well. The date don't go inside of the object. Let's rotate. Let's grab these two vertices, the side and slightly move them inside. Okay guys, so now I'm going to hide the head and hide this part. You can see here that it is a little bit wider. Here are where the beneath the eyes. So I'm going to unhide it. And now I'm going to slightly move these two vertices of the head to decide. Now we can see that we have inside part of the head piece. I'm going to select this part and grab it in x-axis outside as well. The top part, I'm going to slightly move it to the side. Let's see. Let's move this down a little bit. Only these we are going to leave it as it is right now. So let's widen it a little bit. It follows the reference image nicely. Now we're going to focus on the on the facial, facial part. So those are the eyebrows, the eyes, nose, and mouth. So the first thing that we are going to do is we are going to apply the mirror modifier and we are going to make sure that the subdivision is one and then apply it with Control a or just go here and under this arrow and apply it. Now I'm going to add one more subdivision surface modifier. And let's see how it looks like. You can see that it is a little bit smaller than it actually was because we applied the subdivision surface modifier. So I just scaled the head a little bit more like this. Now, we don't have any problems. Now you can see here where the lips are. I'm going to select these these loops. And let's hide the head fees for now because we don't need it right down. So you can see the lips that goes from here to here. So we are going to select only these three vertices and press. Now we have it here. I'm going to move these vertices here and move these other word vertices on this side. These are the lips of our character. And now I'm going to select everything and extrude inside. Once I extruded inside, I'm going to scale it up and extrude it inside a little bit more. Now, I am going to be adding a loop cut right in the middle. Here, the lips and move it to the front. These are the lips of our character. I'm going to press one. And let's see, we can also go inside. Let's kill this actually down a bit. Let's go in edit mode. Let's hide the head. And you can see that this is the ending of the, of the lip. I'm going to unhide with Alt H. And you can see here where the ending is. So this is, this is this part we don't need. I'm going to once again hide the piece and I'm going to make sure that you, we cannot select it as well. Now I'm going to select the head and let's let the ending part. And I'm going to grab it in x-axis. Once I did that, I'm going to also these vertices. Let's grab them a little bit more. This part is done. Now I'm going to delete the left part of the head and add the mirror modifier to it. Let's pull the mirror modifier on top and Allow clipping. Here. Now, let's grab the mouth. Awesome. And now what I'm going to do is I'm going to scale these two together. So did they go inside? Like so. Okay. Let's see how it looks like. We can also add one more look at here, but for now we're not going to do that. I'm going to rotate this part here and grab it a little bit up so as if he is smiling. Let's now hide this cube. Let's see, this is the ending. This is our character. We're going to make sure that it goes. It is the same. I'm going to hide, hide the head. Hide it. Hide. Let's hide this cube as well. Make sure that you have the mouse here on height. It is practically the same. I think that I need to move it a little bit more to the left side. Just a little bit. Here we have it. Guys. We are done with the mouth. Now guys, in the next video we are going to create the nose and the eyes. So I will see you there. 3. Modeling The Face Features: Hey guys, and welcome back to the second video of this course. And now we're going to create the nose and the eyes for our character. The first thing that we're going to do is we're going to select the head piece, this one, and we are going to hide it in the viewport by clicking on this I. Now we are going to select the character. The first thing that we are going to do is we are going to move these two vertices down. Indeed. X-ray mode, you can see what I am moving. Assembly to move these three vertices in x-axis to go inside. And let's move this one as well a little bit tonally. Now I'm going to select this whole part and I'm going to extrude it outside outwards. Now that I selected them, you can see that I accidentally selected these and I'm going to deselect them by pressing C and by with the middle click, I'm going to de-select them. Now, I'm going to rotate and extrude this part. Now using the grab, I'm going to move around these vertices, move them inside, like so. And now I'm simply going to move this one outside a little bit more. Now, I'm going to grab this vertices to the x-axis as well as DES. So we are going to make a thinner nose for our character, but I'm going to only move the vertices that I've extruded like this. It will look something like this and add one more loop gut. Now I can select these two vertices and grab it outside. So let's see, this is the ending of the nose, this bird here. So I am going to move these in y-axis. Let me see. I'm going to move it inside to make it point here. Let's go into edit mode and see in extra mode to decide and see if it follows the reference image correctly. So what I'm going to do is I'm going to select these two vertices and grab them, most likely in x-axis as well as these. Just to make the nose look thinner. I'm going to move this one out, this one as well. And move them in x-axis. Now that I got that done, now I am going to move this one up a little bit and grab these points to the x-axis. So good. So far, so good. Let's move this one out a little bit. So this is going to be the nose. We are going to modify it later on, but you can see if I now hide my character, you can see the ending is here. Alt age, the ending is here. The nose is similar. Now I'm going to hide the head piece. And now for the eyes, I am going to select these two. And let's grab these two, these fixed vertices. And I'm going to delete the feaces. Now that I deleted the faces, I'm going to select the inside with the Alt and click here where on the edge. And I'm going to press right-click Loop tools circle. If you don't have this option, this add-on just go here on your preferences. Edit preferences under Preferences type down loop. If you don't have it, just click it here and you will have it in your blender as well. So I'm going to rotate this part and scale it up. Now I'm going to move it here. Now I'm going to move these pieces. So it follows the reference image better. It can see this is the ending point of the eyes. I'm going to move it a little bit more. See this part here needs to be moved. This part, this part here I need to move up inside. So I will select all of these vertices of where the noses and grabbed him in x-axis. Once I did that, I was likely move this one up. As well as this one. And I will have something that looks like this. You can see actually where is the ending of the eye. Now, I'm going to select the inner, the inside and extruded in y-axis. So the inside, I'm going to scale it down and fill it in. It will look something like this. And I will add one more loop cut in the middle. You can see that it follows a reference image correctly. Only this part needs to be modified. I'm going to modify it a little bit more and grab it inside. Like so. And now what I'm going to do is I'm going to add a UV sphere. Here on the left, generic gardener right beneath the screen kit these here I have add UV sphere. I'm going to click on this arrow for the segments. I would like to have 16 segments and the rings, I would like to have eight. So I just added lower number of vertices. So it should be low poly, I will rotate it in x-axis by 90 degrees so that I have this pointing us. So it was like this. I'm going to rotate in x by 90 degrees and you will have this center point right here where you, where you need it. I'm going to scale it, grab it in x-axis, align it perfectly with the eye. Here we, here we have it. So trust the process. And we are going to move a couple of vertices here. So I'm going to define the brow bone a little bit more. I'm going to move these vertices, not the I, but I were grown on the side. You will, you will see that it follows the line correctly. I think that I will need to move this one a little bit inside more. Now it follows, it follows a reference image perfectly. Now, let's modify this one. Let's bring it a little bit outside as well. These two weekend just bring it inside the loop. On the reference image, you see that the nose is a little bit thinner and we need to move these vertices of the bit inside the eye. I'm going to rotate this board and grab it slightly. Y-axis to the x-axis. I'm going to now skew the eye a little bit more, grab it in y-axis, and that is it. So once I'm done with this, I am going to select the, I go in edit mode, select the top half of this fear Shift D duplicated as separated, which P? Now wildlife separated it. Now I have a two objects here. I'm going to rotate the eyelid in zed axis by 90 degrees. Before I do that, I'm going to press right-click set origin to the center of the mass. Now, if I rotated in z by 90 degrees, it is going to rotate over this pivot point. That is the center, center point that we did. We need. Now I'm going to rotate the eyelid, grab it here and grab it a little bit. Let's rotate it in that axis a little bit more and see where the connection is. So it is right here. I'm going to grab it in y-axis a little bit more. Let's rescale it clearly outside. Now I'm going to shade, smooth it and add a subdivision surface modifier on it. Once I added a subdivision modifier, I'm going to smooth down the, the eye itself. It will look like this. Now once I have the top eyelid, I will do the bottom eyelid as well. But first of all, I will go and move this inside a little bit more. I have more, more freedom here to move it. Also here, these vertices here, I think that I will grab them slightly inside. You can see that I have now the thinner, thinner nose. Now, I will select the top eyelid and I will press Shift D to duplicate and grab it with D, with g. And said, Now I will rotate it in x-axis by 180 degrees. So it will actually go, set a goal just the opposite direction than it actually was. Now I'm going to rotate, grab it, rotate a little bit four and let's see, I will have it here. Let's see it on the front. I will make it a little bit smaller. Let's rotate it a little bit more, even more. Let's rotate it even more in the x-axis. Grab it here. So here we have the eyelids. I'm going to select those two eyelids and joined them together. Now once I got them there, I will add a solidify modifier on top of the subdivision and I will slightly increase the thickness of the eyelids. So also what I can do is I can slightly grab the bottom eyelid away. Here. Here we have it. Now, once I'm done with that, I will apply the solidify modifier at a mirror modifier. And this is, this happens when you don't apply the location rotation and scale. So we want to apply location rotation and scale as well for the I, add the mirror modifier, put it on top. And here we have the eyes and the nose. Now we're going to focus on the cheeks. And we are going to select this part off the other cheek. This part of his cheek. Now I'm going to press three and I will press O on my keyboard. Or I can just go here and turn off proportional editing. Now, I will grab this whole part and you can see that the whole part is moving. So we want to change that by pressing G and then scrolling down or up your middle colic, middle mouse button. I will move it to the side, you can see it all. So I will move this part as well because it is it is actually the cheek. I'm going to grab this part. Like so. Awesome. And you can see how it follows the reference image really nicely. And once I'm done, I'm going to press double G to move this one back. And now once I'm done, I'm going to turn off proportional editing by clicking here or just pressing O on my keyboard. Now I'm going to select these two vertices and grab them in, grab them in y-axis to move them inside just to create this part here, disillusion. Here. I'm going to grab this one out as well. And let's make it a little bit slimmer. So I'm going to move a couple of vertices just for them to look more natural. Like so we can see how, how this looks like. I'm going to move this one out. Let's grab this one in x-axis and grab it inside. Nice. So I am going to go here. Let's unhide the head piece. It will look something like this. And let's add the mad cap just to see how it looks like. Awesome. I'm going to now go back to studio. And here under Materials, I'm going to add a new material that I'm going to now hide the surface, hide the settings in here under the viewport display. I'm going to select the head and I'm going to change the I'm going to change the color. So I can see clearer how my how my character will look like with color on. I'm now going to add a second, not here, but onto the head piece. I'm going to select the head piece. And I'm going to add a new material that is going to be violet, like so. And let's add the iris onto our character just to see it clearer how it will look like. Let me just scale this down. I will select the middle and I will click Control plus this OS key means control. So don't, don't let that bug you. I'm going to add it here and I will assign it. Now. I will go back actually, and I will get two materials with two pluses. And now for the second one I will add a new material that is going to be black one. Let me just see where it is. Okay. This one, I will make it black and I will assign it the iris here. I will have the white material for the eye. And I will select this one and controlled plus without this, without the middle, I will add a new material that is going to be blue. I will assign it. So this is going to be the head without the eyebrows. It actually looks a little bit, a little bit scary, but it will look awesome. Just trust the process of modeling. So this part here, I will need to grab it a little bit on top and you can actually see how it looks like. And also this part here, I will grab it more on the x-axis just to fulfill that part there. Okay, Let's see for the, for the chin part, I think that I will grab these couple of vertices from here. And I will press O to add my proportional editing and slightly grab them in x-axis just to widen the chin on the x-axis. Now, the next step are the eyebrows. I'm going to use the cube for the eyebrow. So I will shift a, I will grab them up here. Grabbed the Rab, the cube, scale it down and in the X-ray mode, I will lead, leave the cube here. Now, I will add a subdivision surface modifier to it, and now I will continue on modelling. I'm going to scale it out without the proportional editing. I will scale it up, rotate, Extrude, rotate, execute. So basically those are the steps that I'm going to use for the eyebrows and we heard done. So I'm going to now use the proportional editing just to move the eyebrows to decide here. And for the bottom, for this part, I'm going to grab them outside. Without the proportional editing. I will now go inside here and scale this beginning of the eyebrow. Let's rescale this part. Now. I will select the eyebrow shade smooth. On the side. It will go a little bit away. So I'm going to select this part and grab it on the y-axis. Let's grab this part as well on the y-axis, and let's scale it in y. Scaling y-axis just to make it a little bit thicker. Why? Wallah? Now I'm going to apply the location, rotation and scale and add the mirror modifier. Once I added a mirror modifier, I will add a new material that is going to be brown. It will look something like this. We will modify it later on, but for now, I really like how it turned out to be. But this part, we will change a little bit. So I'm going to grab the top here. We can add one more loop cut here. Now it's much better. Much better. Okay guys. So here we have, here we have the head and now we will do the piece that he has on the side of the head. So for his ears, we will add another cube, add a subdivision surface modifier to it, scale it in y-axis, it in x-axis. Grab it here where the ears are. Let us go in edit mode. In x-ray mode, Let's hide the rest. Grab it here just to see where it is. And the awesome, I'm going to grab it a little bit more inside. Like so. Grab it inside. Now, Shade Smooth did, and I will add the same purple that I did. I had put on the head piece. Shift a control, a old transforms, and add the mirror modifier. Now, I will unhide the whole part. Here we have it. Here we have the Bud Light head and we are going to modify it and later on add some additional changes to his head width texture painting. But for now it looks really nice, guys. In the next video, we are going to continue on with the modelling. Bye. 4. Creating The Top Half Of The Body: Hey guys and welcome back to the third video of this course. As you can see here, we are done with the head. Now we're going to focus on this top half of his body. The first thing that we are going to do is we are going to add a circle onto that circle here on the properties of the circle, we are going to change the vertices count to 16. Now we are going to scale it down and lead on top. Now that we did that, we are going to rotate it in x-axis scaly down. And we're going to focus on the reference image. So as you can see here, we put it right there in the center. I'm going to bring it a little bit to the y-axis. And voila, now I'm going to pull it down. And in edit mode I'm going to press S to extrude and scale inside. And now extrude in zed axis. Now that I have that there, I'm going to add a subdivision surface modifier to it and increase the number of subdivisions in viewport so we can see how it changes, changes. Now we are going to select this, this loop here extrude in zed axis. Now we're going to extrude and scale by pressing E S and now extrude up so that we get like this shape. Now we're going to extrude and scale all the way and bring it down. So this is the inner part of our Buzz Light. And now one thing that we want to do is we want to focus on these edges to make them sharper. I'm just going to add a couple of loop cuts to define the sharpness here, here, also. Here as well. On the insight. Awesome guys. So now we are going to focus on this part of buzz Lights, Bud Light, body. But first of all, let's kill this in y-axis extruded in z so that we have the view of how it looks like. So I'm going to re-scale it a little bit more. And this is what we got. This part needs to be green. I'm just going to add a green color to it. Let's add this green and I will rename it, read. This is just for the viewport. If I, for example, wanted to go in material preview, I will not have any, any materials on the character. So this is the viewport display here. Now I'm going to go to the shader editor is the viewport cheating. And I'm going to hide this part. Now that I that I got debt, I'm now going to add this helmet. So the first thing that we are going to do the same thing. So we are going to add a circle, scale it down, rotate in x-axis so that it aligns perfectly with the reference image. I'm going to re-scale it in x-axis. You can see here I'm going to move it a little bit more down, like so and grab it right here on the light. Awesome. Now I'm going to re-scale it and see where it ends. So this is the ending part. Here. I'm going to extrude in z axis, so I'm going to extrude down like that. Now I'm going to select the top vertices and extrude in scale. And we are going to do the same thing that we did for the inner part of buzz lights body. So we are going to extrude in scale than extrude in zed axis like this. Let me just hide this part. Now. I'm going to extrude and scale one more time. Extrude, indexes and extrude and scale and move it down all the way. Now that we got that there were going to shade smooth it by pressing right-click. And then let's add a subdivision surface modifier to it. As we did for the inner, inner part. Like this. Let's define the sharp edges by adding a couple of loop cuts. I'm going to re-scale this part. I'm going to just kill it more inside this. Now I'm going to add one loop. Could hear. This is the inner part. Now we're going to focus on this part of the helmet here. This is only the top part. Let's select this circle, re-scale it in x-axis. So we are going to make it a little bit more wider. And on the y-axis, it will still look the same if we watch from the X-ray mode, you can see that it follows the reference image perfectly. Let's see here. Awesome. Now we're going to focus on the helmet. So this part here, white one is the helmet and we're going to now hide this part. We're going to focus on the other one. Elect unhide it for once more. And let's change the change the weekend, make this part wider. I'm going to just re-scale it inside and just make it wider for this part here four, which is 40 helmet that we are going to focus on. You can see it here, how it looks like. Now we're going to add a cube. Let's scale it down. Grab it where this part of the helmet is. I'm going to scale it down and I'm going to add a subdivision surface modifier to it. I'm going to grab it down. Now in x-ray mode, I am going to extrude and scale all the way. Let's grab this one in x-axis and extruded one more time. Once we got this, we are going to move these vertices here and add another loop cut. You see how it looks like. I'm going to press right-click Shade Smooth in object mode to make it smoother. And now we're going to extrude this part, scale it extruded it one more time. And we are done. You can see how it looks like. I'm going to make this part a little bit. Buoy. The wider. Let's add one more loop cut here. Let's rescale that loop cut so that, that is, a debt isn't really thin. Like so. Now when I unhide these two parts, it looks something like this. And once I got this part here, Dan, I'm going to press Control a in object mode, old transforms. And then I will be able to add the mirror modifier to it, and it will be mirrored on the other side. Once I got that there, we are going to hide it one once again. So let's hide this part as well, because we don't need it right at this moment. And let's rescale this part. I think that it will look better. Let's grab this part in x-axis MLI. Now I'm going to hide it and we're going to create this helmet part. So I'm going to add a circle, grab it up, scale it. Now I'm going to press 32, go to the right orthographic view. And now I'm going to delete the front, the front vertices. I will be left only with these vertices here. Now I'm going to rotate that part, grab it up here, and extrude it down. Or in zed axis. Now I will re-scale it in y-axis and x-axis and bring it down in zed axis. Once I got that there, I'm going to add a subdivision surface modifier to it. And also we can add a solidify modifier to it or just extrude and scale inside. Right-click Shade Smooth. Now if I unhide all of these parts, it will look like this, but we need to select these two, these four vertices and scale them in, in taxes so that they go inside and they don't make any changes to the rest. Let them go inside and grab them a little bit more to the, to the y-axis. On the side, it looks like this and we're going to add one more loop. Got one more loop, good. Let's select the bottom vertices and re-scale them a little bit inwards. Okay? Now for this part, I will look from the top and I will grab the whole part in y-axis so that I don't have the problems here. And I will re-scale the bottom and I will bring it up like so. Now that I got debt there, I am going to rescue this part so that it goes inside. Let's rescale it. Let's add one more loop cut here. Once I got the loop called the Darr, I'm going to now be able to scale this up or down and grab it in y-axis. Awesome. Don't have any problem there, but here we can re-scale this point so that we don't have any problems here. Let's select both of them. Let's select actually everything and grab it in y-axis. Now if I look from the top, I will not have the problems here which I had previously. Also, we can move the head, but for now, I will, I think that I will leave it as it is. Yeah, I will leave it as it is and then we're just going to move the head. Let's rescale this point as well. In x-ray mode, scale it inside. For this top, this is not going to be shown later on, but we wanted it to be perfect. So we can just grab it in y-axis and we'll read a little bit inside as well as for this part here. So we can simply select it and grab it in x-axis so that it isn't shown here as much as we need. Like this. We are going to focus on the details later on, but for now this looks nice. I'm also going to grab these two, these two ends and move them up as well as the whole part here. Grab it. Now, it's nicely done. So I'm going to select also these two, these four vertices and grab them in x-axis. So this point goes inside of this. Let's grab it inside. And so it will look something like this. Now we are going to focus on this part here. We are going to select these objects that we, that we previously modeled and we're going to hide them. As you can see here. And now we're going to focus on this part. I'm going to add, once again, circle, grab it here, scale it, rotate it. Let's rescale a little bit more. Allah, Here it is. I'm just going to re-scale it in x-axis. Now, I will extrude it down two types. When I got here, I am going to focus on this part here that I have. So I'm going to get rid of this vertices here. This, these two I'm going to separate, so I will press V to cut it. Here I have two of these. Now I'm going to select the left part, delete the vertices, and add the mirror modifier to it. I will allow clipping. So when I move the center point, it cannot be moved. Now, I will be able to move these and seize up and reshape this point. Here. I will grab this point and it should go here, somewhere here. Awesome. Now I will focus on these two. So I will grab this point down, slightly, move those vertices down as I go. Now for the center, now I will select everything and re-scale it in y-axis gravity and y and rotate it. Now that I've got a GET, got that there, I will add a subdivision surface modifier. It will add one loop gut additional look at here or one here just to straighten these edges. And also I will get one here. Also we can get one here as well, so you can see how it follows the reference image perfectly. I will grab a couple of these vertices and just align them better by moving the vertices. Now once I got that there, I will now change this part. So I will select these two loops, these two vertices, and I will delete them. Then I will grab these two and bring them closer to the top. Once I got that there, I'm going to move these vertices up as well and slightly move these. So we are just going to follow the reference image as we go. Now I'm going to bring these down all the way like this. Now we are going to move these vertices that we just moved in y-axis. We are going to move them in, in x-axis. Going to leave them here. Let's grab them and move them down. Like so nothing changed on the side, just on the front. Now that we've got this here, we are going to move this on top. You can see how it looks like, but we are now going to move it or looking down and rotate it. Now that we've got that There, we are now going to focus on this part. Here. Do we have? So what I need to do is I will need to add a solidify modifier before we start anything. I will add a solidify modifier. Let's increase the thickness so that it goes inside. This should be good. Now, I will select these two, these two vertices. Let's see from the side, I will select these two vertices and I will extrude apart. Then I will re-scale it. Rotate, rotate, scale. And that is the two, the two things that I will do here. I will extrude and rotate these points. Let's press three and let's grab it. And y-axis. For now I will hide the head and the head piece so that I can see clear the reference image here that I have. Also what we can do is we can try to change the object data properties of the MTS or the references by going like this. So I put it on the default, the depth to default. So I cannot see it really, really clear. So I'm going to turn the opacity a little bit down. Now is going to be fine. Let me just select the empty and I will turn off the opacity. So now I can see clear. Now I'm going to grab this point here, and I am going to grab these vertices outside a little bit more like so, let's grab this point on top. This on bottom. Now, I will extrude it down. Once I got that there, you can see how it looks like. I'm going to grab this on top, rub this on the bottom. We are going to change the thickness of it later on. Let's grab it here. Extruded down, extruded one more time and extruded all the way here. Once we got to here, I'm going to select these vertices and we're going to connect it just as we connected it here. So I'm going to select these two vertices, grab it up, select these two center. So we're going to merge them. And merge this one Ed Center as well. It will look like this for now. So it isn't really perfect. But we're going to focus on it right now. You can see how it is. Rotate it. I'm going to grab these two vertices and grab them a little bit in the y-axis and move them so that it looks a little bit thicker. From the front, it will look like this. Now, let's go to modifiers and a little bit increase the thickness of this part. I'm going to grab this one in x-axis as well. Let's see, on the side, I will now move it a little bit on the top four from the back. Let's grab it in y-axis. I will select all of these and grab it in y-axis so that it follows the reference image even more. Now I will grab these two in y-axis. This one as well. But also we will need to move it in x-axis as well. Now we will define the half circle a little bit more. So I will try to move it as much as possible to create the same, the same object as I did for the reference image. I will move this couple of these vertices. Let's move this one inside, and let's move this one. Move this one inside as well. Let's see the half circle. Now it looks much better. Now, once we got guarded here, we are going to select it and we're going to apply the solidify modifier so that we can show that we can change it a little bit more. I'm going to grab these vertices and slightly move down to the x-axis to fulfill this part here. That we don't have a gap between these two. You can see now how it looks like. And once we got this here, I'm going to first of all applied the mirror modifier. Then I'm going to apply the solidify modifier. You can see here that we have a problem, so we're going to delete the left part of the body. You can see now that we don't have this part here. So I'm going to once again do it separately. I will need to make this empty CO to the back. I will go to Object Data Properties and I will set the depth to back. So then I can see the inside part here. So I will be able to delete the vertices that are left that we can focus on the, on the rest, on the thickness and everything. So now I am going to add a mirror modifier, put it on top, then I'm going to move this on the side. You can see how it looks like and I'm going to rotate it in zed axis so that it goes inside. Now, once I did that, I'm going to allow clipping. I'm going to move a couple of vertices so I can create the same part as I have here on the reference image. So I will select the front part here and I will slightly grab it down on the side. It will look something like this. And for example, I will select this part and grab it all the way here. You cannot see it. Now that we applied the solidify modifier, we are going to be able to add a couple of loop cuts here to just slightly define the edges of the top. So what I will do, the first thing, I will grab these vertices here and I will change the position of them so you can see how they look like. Now, I will grab the top here, the top part of here, and I will slightly move it on top, as well as these two. So we need to grab them y-axis. Now once we did that, I will add one loop good here and while loop cut on the bottom. And you can see how how the edges are. Now I will go here as well and I will do the same thing. I will add to. Loop, guts will lie. So this will be the top. And also what I will do is I will select the whole part here and go to Face language field. Once it is filled, I will go here and change the span and the offset. So I will go with a three. Let's go and I will go with a three and I will just turn the offset a little bit. Let's see. Yeah, so we will leave it as it is right now. Or we can simply move back. Let's go with the 21. With this one. Awesome guys. Once we got this here, we can add one more loop gut in the center. Now what I will do is I will select these vertices, is likely grabbed them outside and inside. Like so. Here we have the front and the top. We can add one more loop, cadherin, the center, and on the side just to define those sharp edges. But I will need to move these in x-axis so that they go inside. The day cannot be shown at front. Once we are done with this guys, I will slightly move these four vertices from here, the x-axis, just to flatten them a little bit. You can see how it looked like. Old flow, I can add additional loop could hear, and I will select these emergencies and grab them in x-axis. Also, I can rotate them in z so that this is flat. Like so. Well, so guys, I will now unhide the whole, the whole part that we, that we hide in previous video. So ALT H here it is. What I will do right now is I will slightly scale this part, or which. It's simply scaled this part inside. Like so. I can rescale it a little bit more. Let's now select these, re-scale them and grab them on the side. I will grab it in y-axis. If I hide this part, you can see that it goes inside of this one as well. So Alt H unhide it. Awesome. Now for the top part here, I will slightly, I will go here and extruded all the way down to here. This part, you can see it'll fill now I will be able to select the front parts, rotate them, and grab them in y-axis. Even if I go here, you can see that it needs to be right here. Also, these two needs to go a little bit further than they are here. I've added a loop cut, and now I will try to replicate that reference image. Okay, let's see from the side how it looks like. I will select these two, these, these two vertices grab them in x-axis. Like so. Now I will grab the helmets. Go on top view by pressing Seven and grabbing them in y-axis. Let's see now from the side if we have a problem with the helmet itself, no, we don't. And everything seems to be fine. So once we are done with this, I will, I think that I will just pull this on top. I will select these loop cuts on the edges and grab it. Look, book more. I'll grab them here. Let's grab them down. It looks like more. So this is the point where the violet, violet parts art. So I'm going to add a cube rabid up here on the x-axis, add a subdivision surface modifier to it. And also we can add a mirror modifier to it as well. I'm going to apply the location, rotation and scale. And once I'm done here, I'm going to scale it up. I'm going to follow the reference image even here. I'm going to add a loop cut here and here. Now, once I'm done, I'm going to grab it in y-axis, go in x-ray mode. Now I'm going to scale these a little bit inside. Shade smooth. I'm going to apply the location, rotation and scale. And Lola, now, once I'm here, I am going to rotate the top here and grab it down. Let's see how it looks like. I will grab it in x-axis so that it goes inside of here. And actually this is the connector point of it. So we actually needed this one here. Let's grab the way you can see that we have a slightly, a slight problem here. What I will do is I will grab this point up to here so that we don't have the same problem here as well. Now, I think that I will most likely these vertices down and re-scale these two. Slightly awesome. And I will scale back this part and grab it in x-axis so that this goes inside of this point here. We are done with the top part guys. And let's make, let's create the buttons for it, for the top because they are not, so they are really, really easy to make. So I added a cube, added a subdivision surface modifier grabbing onto here. And also what I did is I added one loop cut. Now I press seven, rotated that cube and position it where the button is. This is weird. The bottom It button is right-click shades. And we have a button, also four D's. I will hide these two so that I will be able to make it, to model it. Now, I will add a circle scaling down, grab it, rotated in x-axis by 90 degrees. Now once I added it, I'm going to scale it down, grab it here, scale it all the way. And now what I will do is I will select the top part. I will grab it up here, and also I will select the bottom part and I will grab it here. Then I will re-scale these tubes. Now, I have a button. I will grab it outside and you can see here that we can actually move the button from here a little bit more to the side. Now everything is fine and I will unhide the whole part. Once I did that, I will select the button. I will selected extruded in y-axis scale. It extrude scale grabbed in y-axis so that we create a button. You can see how it looks like. I will extrude in y-axis, then scale. And once it's scaled, I will add a grid fill to it. Once I did that, you can see how it looks like. Right-click Shade Smooth, and add a subdivision surface modifier. If you have the same problem here, we can just select the whole part, these vertices and just press double G on the keyboard. Also here I will re-scale it. We can see how it looks like. Also, we can press double G here and grab it more in y-axis. You can see how it looks like. Let's select the middle. Let's let's actually dissolve this ad because I think that we don't need it. Selected first X and dissolve edges. Now it looks much, much better. And what I will do next is I will select these vertices and reskill them in x-axis. Double G to move them a little bit more to the y. We can modify it later on, but for now, it is fine. I'm going to position it where it is actually, so I cannot see it quite well. I'm going to hide this inner part, hide it. And now it is showing bit more. I'm going to grab it here, rotate it. Now I will press seven rotated and grab it all the way inside. Now I have a little rotated even more so that it follows the reference image better. So that it follows, that it goes inside of the object off the model. Like this. And now I will just duplicate it a couple of types. One to select the blue one. Move it inside, select the yellow one and move it inside. We have created buzz lights top part. Also let go in edit mode. And let's try to go with the reference image even more. I'm going to move a couple of vertices so that it looks a little bit smoother. The side, it looks like this. And it follows the reference image. We really, really nicely guys, I will unhide this part. We'll look here, we have it in the next video, guys, we are going to make this top and we're going to start creating the bottom of the torso. So this stomach area and also the bottom area. So I will see you in the next video, guys, Bye. 5. Creating The Torso : Now guys, let's create this on the bottom. So what we are going to do now is we can actually add a material, preview the weekend. See how our model turned out. Right now. For d hat piece here I will change this name to purple, like this. And now I will select the buttons on the side. So purple, this is going to be a white, also white. This material is going to be this one. White. Let's select this top. Set. The white color also for these white 40 helmet. Nice. For this one we will make a red button. This one is red. I will just rename them so that I can see here on the list which they are. Because we, if I, for example, wanted to go and change the change the color of it and material preview, I will have it have that color here, but this is the viewport. So therefore I don't have it. This one is now here and this one is green and this one is this blue. So I will unhide everything. For the green part, I will add the green material that I have here. Now, I will go here and click on these two. So I will duplicate, add a new material and I will make it darker. Not that dark. Bright her. This one, well, we blew like this. Here we have a little bit of a preview of how it's going to be or how it's going to look. I'm going to select the bottom and press Control plus. So Control plus this OS key once again means control. I'm going to add the purple. I'm going to assign it. You can see how it actually is. And we're going to move the head. We can do it right now. But lead, just make sure that we cannot select the empty. I'm going to grab the head here. Or we can simply select the inside. Only the inside and grab it a little bit more to decide. Here. I'm going to read, I'm going to relocate the head where it was previously. Let's go up here. And we can change, we can move these vertices on the y-axis. You can see that it is not going to be shown. Let's go in x-ray mode, grab them in Y. And now I'm going to be able to select these and grab them in y-axis. Now you can see the inside of the head and I'm going to select the bottom and fill it in. Now you cannot see it. Let's see non dead one. But this one, I'm going to fill it in. And as I move around, you can see the inside. Okay guys, we are done with the top here. And now let's create this part here. I'm going to add a cube, scale it down, grab it up here, and add a subdivision surface modifier. Once I added a subdivision surface modifier, I'm going to add a loop cut in the middle so that I am going to be able to delete the vertices on the left side and add a mirror modifier. I will pull them in mirror modifier on top of the subdivision and Allow clipping so that I cannot be able to move the vertices from the center. Okay, now that I got that there, I'm going to select, I'm going to move this up scale. Let's grab this outside here. Now, what I'm going to do is I'm going to re-scale it. I'm going to add a loop cut here. I'm going to re-scale it in y-axis, this one from here. Now, I am going to select the middle and re-scale it as well. Once I got that there, I'm going to re-scale this one inside. Outside ones. Let's grab it inside. I'm going to extrude this point and grab it. Here. Let's rescale the two points in x-axis. In y-axis. We want them to be a little bit more wider than they are right now. And I'm going to select these two vertices and grabbed him down old. So I'm going to pull these two up. And now we have a base body. I'm willing to rescue these two so that I will have something that looks like this. Now, once I got the bottom done, I'm going to delete the phases from the bottom and out. I am going to be able to modify it. So what I will do is I will add a, I will move this on top, rescale it an extruded on the bottom. So I will extrude in zed axis. Let's see here, if we have double vertices, I'm just going to press one. We don't. Now I'm going to go to the front and I'm going to align the vertices with the reference image. You can see here that we need to scale these two insight in order for this to work. So I'm going to grab these vertices from the side to go inside. Like so. Now I'm going to grab this one in x-axis and grab this one as well. Now that we have this, I'm going to grab this one to go inside as well. And once again, let's move this one. I'm going to grab this to go to the outside. And I was likely move these vertices in y-axis so that they go inside. Once I got this one here, I'm going to select these two vertices and move them to the top. Not all the way, but right here where this purple piece is, that those should be our shoulders. I'm going to re-scaled this. You can see them right here. Now, once I am here, I'm going to move these to the bottom here. And I'm going to select them and extrude them downwards. Now, I'm going to be able to move these vertices the line and better. Let's add one loop cut here, so that we can create this same object as we have the reference image. Once we are there, Let's see on the side how it looks like. Okay, So I will slightly move these in y-axis, not have the same problem as I did before. Now, I will grab these two as well. Awesome. I will select the bottom vertices and re-scale them in y-axis and pull them down. Let's rescale them once more. Grab them on the side, scale them in Y and grab them up. I will now move these vertices so that they follow the reference image as well. Now, these, once I'm done, I will select the bottom, extrude and scale inside and extrude up. Once I'm here, I'm going to add a loop cuts. So I will define the edge. And as well we can add one here. This is how it's going to look like guys. This part is practically done. We are still going to change the position of these, so I'm going to slightly grab them in y-axis. But for now, we can slightly move it to decide and add one loop, cut the center. Now, I will be able to select these vertices from the back. Only from the back, not for the front. And I will grab them in y-axis, not all the way, but still you can see the rounded shape that I have here. For these, I will select the inside double G and move them to decide. Now it's the geometry. The geometry is actually better. Let's grab these two and grab them inside so that we cannot see, see it here. Or we can simply move this one inside. Okay guys, we are done with the top. Now guys, we are going to focus on this part here. I'm going to add a circle, scale it down, grab it on top, go in x-ray mode and re-scaling. Now what I will do is I will extrude down in zed axis, scale, extrude in z-axis and re-skilling inside. And I will do that a couple of times, but I need it to be a little bit thicker. It is going to look like this. I'm going to extrude it down. Then I'm going to scale it, extruded down like this and re-scale it. Let's scale it a little bit more and move these two. I'm going to re-scale them. Nice. Now, I'm going to go to the side and you can see how it looks from the side. It is a little bit wider. So let's add a subdivision surface modifier and see, see how much they are wide. So I think that they are like this. Yeah. Now I'm going to do the same thing as I did before. So I will extrude in that axis. We scale, extrude down and reskill down. Like so. Here you can see that we have double vertices. So I'm going to delete once this once. Let's see if here we have double vertices as well. No, we don't. Now, a double vertices happens when you accidentally extrude and click the right-click. So don't worry, everything, you can change everything and just, I'm worried, I'm going to rescale these scale, grab, extrude down. Grabbing down, scale, extrude and scale inside and grabbing side. Now, once I got it here, I'm going to scale it in Y-axis. Rotate it, scale it. Once I got it here, I'm going to add a couple of loop cuts just to define the geometry, the lines. See it real quick. Here. I will grab this point up. Like so to make it a little bit more fluffier, Shade Smooth. And we are done with this part. I'm slightly going to scale this one down because I think that it is far away, too wide. I'm going to scale it down. Milliwatt. Everything is fine. Now. I'm also going to select the inside of the top and fill it in. Let's grab it up. Let's see here it is. I'm going to fill it in. Now. Everything is good. We can now select it. Go here. Let's elect the eyes, and this is a black material. I'm going to select it and add a black. Now, let's create this part here. Do we have, so I'm going to select these vertices. Let's see. Okay, So I'm going to select these vertices here. I'm going to duplicate them, should be. Once I did that, I'm now going to go here. I'm going to select them. Then I will go add modifier. And onto these modifiers I'm going to add one more modifier that is shrink-wrap. I'm going to pull it on top of the subdivision. And I'm going to click here with this eyedropper tool. I'm just going to select the target. Then I'm going to change this Rab method to project An old flamboyant to turn on my snapping tool and allow the snapping on the face. Now, I will be able to select these and grab them and position them where I want them to be. I will grab a few of them. Let's go back here. Let's hide this top and let's select these. I'm going to grab the first one. Here it is. Here is second one. And we're slightly going to focus on how the geometry is C. Let's pull this down. Let's add one more loop. The middle that we have more to work with. So this needs to go here. I'm going to, I'm going to focus on the geometry as well. Let's hide the inside. I'm going to press an H here so I can see Claire. Clearly this side. I'm going to just position the vertices. Let's add one more here. We wanted to go the right way. On the back. I will press one and then nine. I will make sure that it goes inside as well. But it will not be shown because we have wings on. I'm going to add one loop, good, additional loop cut here. And here. Let's see if everything is fine. I will slightly move this on top. Front. I will make it a little bit thinner. Now, it is fine. What I will do next is I will apply the mirror modifier. Then I will apply the shrink wrap modifier. On top of the subdivision. I will add a solidify modifier and I will put it right on top. Then I will change the thickness and it will go outside. Let's, let's de-select the snapping tool. You can see that we have a problem here, but there is nothing that we cannot do. I'm going to just move it on the x-axis, as well as this vertices here. Now, what we will do is I will select the left part, I will delete it, and then I will add a mirror modifier that I will put on top of the subdivision on the sub solidify and have a little owl clipping. Once I did that. Now I will turn down the solidify modifier a little bit. Let's see. Like so. We can, we can play also with the offset. I am satisfied how it looks like. I'm just going to move these back and grab this part in y-axis. Here we have those two points that those two details on the top. Also, if you have the same problem here, just grab it a little bit in x-axis or y-axis and see what will work for you better. I'm also going to increase the number of subdivisions to see how it looks when it's smooth, all the way. Like this. Now, I will change the color to purple. Let's see. Awesome guys. In the next video, I will show you how to create the bottom of the character. So this part, we will continue from that on. I will see you there. Bye. 6. Creating The Bottom Part Of The Body: He was a big guys and welcome to the fifth video of this course. As you can see here, we are done with the top part of his body or the torso. Now we are going to focus on the bottom and later on we're going to do his legs and his hands. So the first thing that we are going to do is we are going to modify this part here that resembles the bottom of the light bulb. So the first thing that we are going to do from the front orthographic view. So let me just turn on Screencast keys. Here on the left in our corner you can see the shortcuts that I will be using for this course. Now, I will go into the Edit mode and then I will scale this one down. I will go now to decide I will scale it in y-axis, re-scale it. You can see how the flow. Now I will select this one and scale it all the way down to about here. You can see how it looks like. It's much smoother than it was previously. Now, let's see this bird here. We move it up. I'm going to pull it a little bit more insight. Awesome. Now we're going to focus on this part here. So what I'm going to do is I'm going to add a circle, scale it down all the way here. We scale it. Now from the side, I'm going to grab it here. And in edit mode I'm going to be using proportional editing for this one, you can get proportional editing. You can turn it on by pressing here, by clicking here, or just pressing O on the keyboard. So now I'm going to select this front one. And you can see that now I can move only these three, these two vertices, but I'm going to include more by moving my middle click mouse button up or down. You can see that I'm changing the, changing the size of this circle or the influence by going up and down with my wheel mouse. So I'm going to increase it by pressing down like so. And now I'm going to rotate it to go here. Now I'm going to focus on these. I'm going to influence live with four. And now here it is. I'm going to also move this a little bit up and rotate it. The center one needs to go down a little bit more like this. Awesome. You can see how it follows the reference image really nicely. Now what are we going to do is we are going to extrude it down, re-scale it without the proportional editing. So I'm going to press O, scale it up and scale an extruded on once again. Now. Now once we are here, we are going to go here under add modifiers and add a subdivision surface modifier. Once I'm done with that, I'm going to select the left part of the body. And I'm going to select this bottom, bottom vertices. And I'm just going to slightly move it to the right side. Once I'm done here, I'm going to add a mirror modifier and put it on top of the subdivision. And you can see here that we created this part. I'm going to grab it a little bit more here. Now, what I'm going to do is I am going to move these vertices, a couple of these vertices up. So I'm going to go here, press C, increase the size of the selectable with moving the wheel, wheel mouse button down. Click on the mouse button. And now we're going to be able to move it around. As I slightly moved it on top to make it a little bit thinner. And now once I'm done with that, I will add a solidify modifier and I will pull it on top of this subdivision. Now we are going to be able to add the thickness. It will look something like this. If I, for example, sheets mood it, it will look like this. And once I'm done with that now I will simply go in object mode, go on top of the subdivision, on top of the modifiers and press Control a by hovering above it. And we are going to apply it. Or you can simply select this arrow, drop arrow and apply your modifiers. Now you can see that I get, I get my solidify modifier on. And also what I'm going to do is I am going to increase the number of subdivisions just to see how it looks. Like when it's much, much smoother, I'm going to scale this vertices, the inside vertices down. So we cannot see the inside of the body as well. You can see it here, how it looks like. So what I'm going to do is I am going to select the whole part here and slightly grab it to the side. So I'm going to de-select everything selected and scale it in y-axis to the point where it is perfectly aligned with the rest. Now here I'm going to rotate this part a little bit only. I will have something that looks like this. Once we are done with that, I am going to be adding a couple of vertices, a couple of loop cuts to make the edges a little bit more rougher, sharper. So I'm going to also add one here and one on the bottom. Here. Guys, we are done with the top. This one is a little too rough for us. So we're going to grab it down and slightly, slightly move it. Let's grab it a little bit more. Zoom in and grab it. Here it is. If it's too wide, we can just scale it in y-axis. And also we can go to the side and select this whole part and move it down by using proportional editing. You can see now that it follows a reference image, but here on the d's parts, we need to pull it back a little bit more. And we're going to be using proportional letting for this one. Now I'm going to select the left part of the object that we just created and add a mirror modifier on top of it. I'm going to add a mirror modifier, Allow clipping and put it on the subdivision surface modifier. Now, I will modify this part a little bit more. Pull this down, make sure that it follows the reference image as I wanted. Let's select the whole bar here and grab it here. Awesome. Onto this part. I need to pull this one up a little bit more so that I don't have the problem there. You can see where the problem is. So I'm going to just move it up. Well, guys, we are done with this part now we are going to focus on the bottom. So how we are, Let's first of all add the green material to this one just to see how it looks like. Nice. If I go around, it will look something like this. And we're going to save the file before everything. Now we are going to focus on this part here. For that we're going to be using a cube. I'm going to add a cube here and then I will add a subdivision surface modifier to it. Once I'm here, I am going to scale it in y-axis and pull it on the bottom here. So now I am going to select it without the proportional editing. I'm going to scale it in y-axis and extruded upwards. Once I did that, I'm going to slightly move the vertices and align it better with the reference image that I have here. Then I'm going to go across, across it and move it as I go and extruded as well. So now I am going to extrude a couple of times and create this bottom part of his body. Let's see here. Awesome. So we are going to move around, move the vertices, makes sure that it looks pretty nice. So I'm going to grab this part here. Rotate, extrude, grab, move a couple of vertices. Extrude one more time, and I'm going to stop here. And for this part, I'm going to select these vertices and extrude them outwards from this part here. Now that I've got here, Let's, let me move a couple of vertices from here. So they look better. I'm going to select these two and lead the faces. I will be left with the empty phases here. Now I'm going to select them and press right-click Loop tools bridge. If you don't have this option, just go here under Edit Preferences and then tap down here a loop on the add-on section. In the add-on section, click this checkbox loop tools and you will have it once you press right-click. Now I'm going to grab these vertices and grab them a little bit out. Now, from the front it will look something like this. From the side it will look like this. So what we want to do is we are going to select everything. So first of all, select the bottom. You can see which ones we selected. And I'm going to scale them in x-axis and bring them down. Like show. Now I'm going to add one more loop cut in the middle, and I will add a mirror modifier to it. Allow clipping. Once I'm here, I am going to now move the vertices and follow the reference image. So let's move these back. Awesome. Now, I will move these vertices from the outside. Grab this point here. Let's grab these top vertices and grab them outside. Now we are going to grab these vertices inside here. Grab them in x-axis. We're going to select these two vertices and grab them a little bit in x-axis more inside. Now that I'm here, I'm going to grab these to go outside. And now we're going to focus on the front and on the bottom. I'm going to move these vertices here. And you can see that I'm following the reference image as I go. These two, I'm going to move inside. The front is practically done. But we need the back. I'm going to select these two vertices and grab it in x-axis. This one as well. And let's grab it in y-axis only a little bit. And pull this down. Now once I'm done, I'm going to select this front part and grab it all the way outside. You can see how it looks like. And now I'm going to grab a couple of vertices and grab them in y-axis. The day follow the reference image. And so they cannot be shown here where they don't need to be shown. So I'm going to grab this down. This part here we need to grab down as well. Okay, now I'm going to press double G here to move it to the side, as well as this one, we can do the same thing. Let's press one and then nine, and you can see how it looks like from behind. I'm going to select these vertices that are from the, from the behind and grab them outside. Now, I will be able to replicate the reference, the reference image 19, and then grab this point outside. Wherever it outside. In x-ray mode, it looks like this. I'm going to grab this point as well. Now, we can grab this point all the way up and slightly move these around here also. This is how it's going to look like. I'm going to grab this one in x-axis. So it goes inside and it is not, it is not going inside of this object. So you can see how smoothly it goes inside. And also what I will do is I will select these two vertices and grab them outside in y-axis. Let's see the front. Awesome guys, we are done with that. Now what I will do is I will extrude it inside and fill it in. Also, I will add one additional loop cut to it. And that's it guys. This is how it's going to look like. Also while we can do is we can move this one as well outside a little bit. Let's redo this bird here. I'm going to move the vertices. The day follow the reference image. Here we have it. Let's see. Nice guys. Let's see just how it looks like once we add the leg, I'm going to add a cube scaled down, grab it in x-axis, and we are going to be adding a subdivision surface modifier to it. Let's increase the number of subdivisions. Now, I'm going to grab it here. Let's extrude the bottom all the way. And let's extrude this part here as well. Now from the side, I will grab it in y-axis so that it goes inside of this part here. Now, I will grab these points in y-axis and these points in y-axis. I will add one additional. Look good here so that I can modify the leg. Let's add one more here and grab it and y-axis. Scale it out. Now I'm going to bring this one out, out a little bit. Like so. Grab this point inside and let's grab it in x-axis. This is going to be the leg. Now I can modify the inside of the the pens here. I will grab it. Also. We could have added one additional loop cut here and slightly move these vertices down. But let's not do that because I liked the way it looks right now. So I'm going to press Control a old transforms to the leg and then add the mirror modifier to it. Guys, you can see how the front looks like. Guys, we are going to modify it in the next video where we will create the legs. So I will see you there. Bye. 7. Creating The Legs: What's up, guys? And welcome back to the sixth video of this course. We are going to continue on with the modeling of our character. So the first thing that we are going to do is we're going to model the legs. The first thing that I'm going to do here, I'm going to go in edit mode, add one loop good here. So Control R and add one Luke adhere vertical one here as well. And wallah. Now they look a little bit to squarish. So what we want to do is we want to press Alt, an option if you're working on Mac. Click. Also, we're going to add this one, this one, and this one. You can see that we selected all of these, all of these vertices on the sides. And we're going to scale them in y-axis and scale them in x-axis only a little bit. So scale them in x-axis. You can see now that they look a little lot slimmer and also rounded. That is what we want. I'm going to rescale these, these six vertices. You can see them six vertices in x-axis and move them down. Also, I'm going to move these down and scale them a little bit more. Once I did that. Now I am going to select the bottom. You can see how the bottom looks like right now. And now, what we want to do is we want to grab these points so that they go afterwards. Let's move them up. As well as these, we are going to focus on the reference image. We're going to follow it as much as possible. This is what it looks like right now. Once it's done, I'm going to select the bottom vertices and price I to insert the faces. Now that I inserted a faces, I will move around a couple of vertices and make it a little nicer. So that will g. Let's see, let's add one more loop cut in the middle. Awesome. Now, once we are done with this, we are going to make the strikes here like the cross shape. I'm going to select the middle and press double G to move it down. Also, I'm going to select everything and scale it in x-axis and grab it and x-axis. Because you can see how it looks right now. Now what I'm going to do is I'm going to select the cross, press Control B to bevel it and add one striking side by moving the middle click button. Mouse. Now, Alt, select the middles and press S to scale it inside. But we are not going to change anything here. We're just going to slightly move it inside. Then we are going to add one loop cut here. Go to the side, add one more loop cut here. Let's go with the top. Let's add one here and one on the bottom. Wallet. We are done with that guys. I'm now going to select the inside that we previously scaled inside and slightly scaling outside. So we don't want it to be a lot deeper. Now on the side here I'm going to select these vertices and grab them a little bit in more inside. The day are not old way outside here as they were before. Now, I'm going to select these vertices here and slightly grab them in y-axis. So actually you can see the top here, it goes all the way here. So that is what I'm going to do. And I'm going to move the bottom part as well. Like so. Now I will select the inside and grab it down because that is what the model is. Now, what I will do is I will slightly grab these vertices in y-axis. Only slightly. Let's grab this one a little bit as well. Here we have it. We are done with the top part. Now we are going to do the bottoms. But first of all, we need a sphere for this, this part here, let me hide the top. And you can see here the sphere. Let me unhide it and actually go in x-ray mode. Let's see if I can move. These vertices are coupled. Yeah. So what I'm going to do is I'm going to move this down and this up. Let's see. Now I like the way it looks like. What I'm going to do is I'm going to go Shift, add a UV sphere. Then on this UV sphere, these are the properties of the UEs here. This is where you can change sacraments, rings and radius. You can make it smaller. If I change the radius, you can see that I scaled it down. And also you can align it in x, y, and z location. And also you can change the rotation of the, of the sphere. But for now what I need is I need the segments to be 16, The Rings eight. So the default is 3216. That is, basically we divided the numbers with two to get these. Here we have our UV sphere. I'm going to align perfectly with the reference image here. And also what I'm going to do is I am going to be rotating it. Let me just align it better. I'm going to be rotating it in the y-axis by 90 degrees so that this part here will just be facing us. Like so. Now let us see I'm going to slightly move it down and also I'm going to add a subdivision surface modifier to it. Now that we added subdivision surface modifier to it, we are going to go in edit mode. Once we are here, we are going to add to look guts, one here and one on the other side. Now, once we are there, we are going to select those two, those two loop cuts that we previously added. And we are going to press G, G to go down. Now I'm going to select these two areas and also present GG to go down and make it smaller. Once I'm dear, I'm going to select the two of them and also I'm going to change this. I'm going to change this media point to individual origins. Now when I press, when I press one and then E to extrude, I will extrude the two parts. Now I will be able to add one loop cut here and while loop could hear and I will have similar sides, Shade Smooth and wallah. Once I am done with that, I will press one and then nine. I will move it around. And I see that I beveled this part as well. So I'm going to select it and press Control B. Select the inside and scale it inside. Now, we will do the same thing as we did before with the top. So we will add one loop cut here and one loop GOT here. Like this. Once we are done with that, I am going to press Control a old transforms and add a mirror modifier. We are done with the connectors and now the next step is this part here. What I'm going to do is I'm going to add a cube, scaling down at a subdivision surface modifier to it. Let's increase the number of subdivisions to, to add one loop cut here and one loop cut on the side. So exactly the same. The same goes to the bottom as we had on the top. What I will do next is I can go one more time and make a circle by myself. Or I can select the top loop tools circle as well with the bottom. Like so. Now what I will do is I will grab it and selected right here. I'm going to add it right here where the foot is. Now I will scale it in x-axis and I will now moles these vertices, these loops, but more vertices so that they follow the reference image better. Now I'm going to delete the phases from the bottom so that I can see that clearer or how it looks like. Also, we can do the same thing here, but we're not going to, I'm going to extrude it to this point, scale it down. Now once I'm here, I'm going to extrude this point. I'm going to select these vertices and extrude them upwards. Now, let's move the vertices from here inside of these and extrude to tuck two more times. I'm going to move this outwards, move this inside. Now once I'm here, I'm going to extrude and scale all the way. Once I'm there, I'm going to slightly move around the vertices so I get the desired shape. You can see how it looks like here. So I'm going to select it and scale it in y-axis, axis. So I'm going to re-scale it on the front. Like so. Scale Y-axis. Let's see if it looks good. So I'm going to grab this point and pull it up. Let's see from here I'm going to re-scale these. Only the inside, like so. Now I'm going to shade smooth. If I go in x-ray mode, you can see that this part is a little bit flatter. So what I'm going to do is I'm going to add a loop cut here so it looks sharper. And you can also see this part here for dislike shield. Also, let's scale this up, scaled it down and wire in x-axis. This part also we need to scale down and bring it a little bit up. Now that we have everything here, I'm going to slightly move this part and add one loop cut. Here. Let's select the bottom and reposition it. Let's grab it all the way down. Here. This is going to be really helpful for us in the next step. So here we have the bottom, the bottom is done. Now I'm going to select the top here. This bark, shift the duplicated and separate with P. I'm going to re-scale it a little bit more. It is how it looks like. Let's go it to the side. Now. I can modify it. I just moved the top here. Let's move the bottom as well. This part, and this part, I'm going to grab it in zed axis. I'm going to grab the bottom. Align it with the reference image that we have here. Like so. Grab it all so here. And once I'm done with that, I am going to be adding a solidify modifier on top of the subdivision and increase an increase in thickness like this. Okay guys. Let's see how it is on the inside. So I'm going to re-scale it a little bit more and increase the thickness. I want it to be a little bit thicker. Let's see on the side. Okay. Let's see from the inside, do we have any gaps? No, I don't think so. So Shade Smooth and slightly bring it down. Now once it's down, I'm going to grab these vertices and make it a little bit better. So we are non guys with this part here. Now for the, for the legs here, I'm going to select the bottom, move it a little bit up and extrude and scale inside. Once I'm there, I'm going to extrude inside so that I don't have any problems here once I add the sneaker. Also, let's move it a little bit down. On the bottom. I will add one more loop code here. I will be able now to bring those up. Here I have two vertices, two loops joined together. So we don't want it. We are just going to grab it slightly upwards. Awesome. Now guys, once we are done here, we need that strike here that we have for the top as well as for the bottom. I'm going to select the top here. Control V, bevel it like so, and scale it down. Once I scaled it, I'm going to add one loop cut here, one loop here. And also what I'm going to do is I'm going to select those both faces. And I'm going to press S x and I'm going to scale it. But this isn't the individual origins, so I'm going to change it to media point and now it should work. Like so. Let's see how it looks like. It is in the same line. That is what we wanted. And I'm going to slightly scale it in y-axis. But I need to select the inside of the of the strike as well. So did I have the same same stripe all over the body that we are now with that guys, we are going to focus on this, the sides. So the first thing that I'm going to do actually is I'm going to add one look at here and we'll look at here just to make the top a little bit, you can see how the sharper edges are. And now what I want, I'm going to do is I'm going to add a q. I'm going to scale that cube down and move it to decide on that cube. I'm going to add a subdivision surface modifier and increase the number of subdivisions to two. Scale that cube, or in this case, sphere in x-axis. And now I'm going to add one loop cut here and one loop good. Here. You can see that we just created these two parts of this shoe. Let's see it from the side and let's align it better. So it is going to be right here. Awesome. And we are going to slightly rotate in x-axis and bring it up. Or we can simply scaled it in Z axis. Let's grab it in y and wallah, we are done. But now inside here we need to select the face, the top face, and insert ensured that face. Now I'm going to press right-click Loop tools circle. And now I'm going to extrude in x-axis. So it is going to go inside. Now, insert the face and extruded outwards. Basically what I did is this. I'm going to increase the number of subdivisions and see how it looks like. Awesome. But I'm going to scale it also in x-axis because I think that it is too wide. And we are done guys. Now what I'm going to do is I'm going to add a mirror modifier to it. Let's add location and rotation and scale and everything. So all transforms. Once I did that, I'm going to select this part, shift the duplicated rotated in z axis by 180 degrees. Grab it in x-axis, rotate it a little bit and align it with the second one. I'm going to add it here. I'm not going to re-scale it. I accidentally clicked scale. Let's go inside. Let's move these vertices in zed axis, go inside a little bit more as well as these. Rob them in, grab them in x-axis. And wallah, I think that I will not change it anymore. It goes inside perfectly. And now what I'm going to do is I'm going to press Control a to all of these. But I cannot add the location, rotation and scale for this one because we have solidify or on, I'm going to apply the solidity fire solidify modifier. And then I will add location, rotation and scale. And then I will add an MI or modifier. Also, I'm going to do that here. So I'm just going to add them at location, rotation and scale, and add a mirror modifier. Guys, we are we are done. So I'm just going to add one more loop could heal here in the center. Okay. We're now going to focus on the bottom or the shoot. So we are going to be creating the shoes in next video. I will see you there guys. Bye. 8. Modeling The Feet: Hey guys and welcome to seventh video of this course. As you can see here, we are done with legs. Before we start doing the feet, we are going to make some changes to the characters in the, in the materials settings. So we are going to add the white material to the bottom, to this part here as well. And let's add it to the bottom here. Now for this part, we need a green material that we previously added to the top and to the cold part here. So let's add green. Nice. Now, the next step is we are going to do the same material for the rounded parts. Here. I'm going to add white material and now we can start modeling the feet. The first thing that I'm going to do is I'm going to add a cube, scale that cube down and align it with the reference image here. Now, I'm going to add it here, and I'm going to add a subdivision surface modifier to the cube, or in this case this sphere. Now what I'm going to do is I'm going to rotate this part. I'm going to grab it up to here. Grabbed it this part down. And now I will extrude two times, 12 or three times. So we're going to extrude three times, grab these points. And what I'm going to do, the bottom is I'm just going to insert the faces inside and add one more loop cut here in the center. Now that I've done that, I am going to align it better with the reference image and make it a little bit smaller. So this is only the top part. I'm going to pull it in. Let's see. I'm going to pull this down like so. Okay, once we are done with this, I am going to flatten this a little bit more. Two, pull it up. Let's bring it up. This point up. Now that we know that we have this here, we are going to go into the Edit mode, select this part and scale it in x-axis. As you can see here, it will look much, much better. And we will have the old shape. Now I will select the front part and re-scaled it in x-axis and old file, I'm going to grab it in x-axis as well. The whole part, I'm going to re-scaled it. Now that I, that I have these two, I'm going to scale them also in y-axis. And now we can scale the back x-axis as well. You can see how it looks like also forward the bottom here I'm going to re-scale that those two as well. We are just going to make it rounder, right-click Shade Smooth, and it will look something like this. Now, I'm going to extrude this point inside and add one loop cut in the middle. So you cannot see it. Real nice here, but it is inside. Now, what I will do is I will now create the bottom part here, this one. What I will do is I will delete the bottom of the I will delete the bottom that we inserted. So I will delete the faces or the vertices and I will be left with this point. Now I will duplicate this and separate by selection, by pressing P. I'm going to re-scale it. I'm going to align it better with the reference image, even also what I'm going to do is I'm going to fooled this on top. We did that. We are going to grab this point in y-axis all the way. Like so. Now I'm going to re-scale it in an x-axis as well. And then I'm going to add a solidify modifier to it right here. So let me just see how it looks like. With the solidify modifier. Awesome. I'm going to make sure that I don't have it there. And I'm going to fill this gap in like so. Now what I'm going to do is I'm going to grab an add, a couple of loop cuts here on these parts. Like Solon does gatt on these gaps. And what I'm going to do now is I'm going to add a couple of more loop cuts on the side. Let's make sure I've got them all selected. Grab them sides. Now I'm going to add a couple of Luke gets here on this on this side as well. On this side. Once I'm there, I'm now going to select the bottom. Of each and grab it up. I moved it up, and now I'm going to add one loop cut that goes inside while loop cut on top. Once I'm done with this, I'm going to extrude and scale the inside of the shoe. And now you can see that it looks a little bit off. So what I'm going to do is I'm going to select this part, scale it in y-axis, and I'm going to do that with the rest. I'm just going to scale it in x-axis. Excuse me. Now, I'm going to add one more loop just to make it rounder. You saw what I did. Let's scale it down. Awesome. Now I hear, I hear have some bugs. So I'm going to solve them by just scaling them inside. From the bottom. It looks like this. From the front, it looks like this. So we need to do the same thing here. I'm going to rescale these in x-axis. And old, old-style. I'm going to add one more loop cut just to make it rounder for on this part here. Let's select these vertices on the back and scale them in x-axis and move them slightly in why? Rescale this one, the middle one. You can see that now we cannot see the problem that we had before. So we're going to do that same thing with all of these guys. I'm going to scale it a little bit more here. Let's kill it with more. Now, I will select the bottom of the shoe. Older faces. Here. You can see that we didn't select it to. And I'm going to insert the face. So now I have a smoother bottom. Now here you can see how it looks like. And also I'm going to add one more loop code here. Now, I can also go back here and add additional loop cuts to this part here just to make it a little bit with tighter, a little bit referred the edges. But it will make some problems here with the, with this part here. So I'm not going to do that. I'm really satisfied how it turned out to be like this. Now what I'm going to do is I'm going to select the top here, select this edge here, and double it. I'm going to bevel it and I'm going to increase the number of subdivisions to one. I have two segments. I'm going to scale this all the way inside. And I'm also going to add a couple of loop cuts that I added for the body that you saw in the beginning. And yeah, I did the same thing for the torso and also for these for the legs. Now, I'm going to simply scale this part inside in x-axis. And I will have something that looks like this. I will re-scale the inside a little bit more so that I don't have roughly edged there. I'm going to add one more loop, cut and scale it outwards. Once I'm in edit mode. In x-ray, X-ray mode, I will slightly move it down and you can see that it is quite resembling the reference image that we had, that we had in the four. Yeah, that is, it resembles the reference image. Now I'm going to add old transforms and I'm going to mirror it on the other side. Mirror here. And also let's check it once again. It looks fine. We are going to change the colors of it. So I'm going to add a purple material for this one. Let's add, let's select the front in x-ray mode and simply press Control plus Control plus three times. Add a to materials. On the second one we're going to add a green and apply it. On the first, we're going to add white. This is how it looks like. We can also go back here and let me go in x-ray mode and select the middle. Now I'm going to press plus two times and scale it in x-axis. Liquid. Only. Then I will re-scale this part. Now, it looks much, much better. So I will rescale these two points as well and Wallach. Now for the back, I will simply select this face here. And I will assign the green material because he has to green spots on the side. Guys. We are done with the feet and with the legs. I'm going to save my model. And then in the next video I'm going to show you how to model the Hence. I will see you there. Bye. 9. Modeling The Arms: Guys, welcome back to the eighth video of this course, and now we are going to focus on the hands and the arms. So the first thing that we are going to model out is the shoulders. So the first thing I'm going to do is I'm going to add a UV sphere. And here under the UV properties, UV sphere properties, I'm going to change the segments and the rings. So this is the default, default numbers, but I'm going to divide them by two. You can divide them like this or simply typed down 816. I'm going to scale it down and grab it right here where the shoulder is. I'm going to slightly rotate it and scale it down. I'm going to align it as on the reference image. So it is going to be here, and I'm going to grab it a little bit in the y-axis. So you can see, you can see that it is right here in the middle. Now, what I'm going to do is I'm going to select these two vertices, these two loop cuts, going to shift the duplicate them and separate them by pressing P on my keyboard as individual elements. Now, I'm going to rotate this part, scale it up all the way like this. And now what I'm going to do is I'm going to extrude one more, one more time. And now I'm going to bring these vertices all the way inside. Now you can see how they look like. I'm now going to re-scale them in y-axis so that they go inside. And now I'm going to also add a subdivision surface modifier. So it should be a little bit smoother. Now, on the side, I am going to pull these three vertices here, a little bit more up. And that is it. Now, what I'm going to do is I am going to add a solidify modifier to it. But first of all, I will need to move this one a little bit down. Now I'm going to add a solidify modifier, put it on top of the subdivision and play around with thickness. I'm going to make sure that it is super tight over this sphere. I'm going to shade smooth sphere as well and add a subdivision surface modifier to it. To make it smoother. Let's rescale it a little bit more. I'm going to hide the rest of the model here. So I can focus on these two. You can see where the, you can see where the circle is, the UV Sphere is. That is right where we've put it. Here. I will move these, these three vertices along with more. Ok. Now you cannot see the inside. Now what I will do is I will make, I will add some materials to them. So I have a black material and this is the white material. I did it a little different than it is on the reference image. And also what I will do is I will select these, is on the side, de-select the top using C. I press C and using my middle button, I will zoom out and click middle click to deselect these. Now, I will scale them in y-axis. Also, once I scale them, I'm going to grab them inside. Let's rescale this point as well. Without these, I'm going to re-scale them in y-axis so that they go inside a little bit more. Nice. So what I'm going to do next is this part. So how I'm going to do that is I am going to add a circle. Now I'm going to modify that circle so the number of vertices is 16. I'm going to scale it down and rotate it and position it right here where the forearm is. Here. I'm going to hide the rest of the model that we modeled out previously. That I can see the side. Now what I'm going to do is I'm going to perfectly align the top like this. Now I'm going to re-scale it in y-axis. Like so. Now I can start modeling. So I'm going to extrude it down here two times, all the way down and scale it a little bit more. I'm going to re-scale it and rotate it like this. On the top, I'm going to rotate it so it follows the reference image and the reference image. Let's select the bottom, grab it a little bit to the, to the x-axis here. Now what I'm going to do is I'm going to move around here and select these. Six vertices and I'm going to grab them with the double G. I'm going to grab them up. I will press one and you can see how this actually looks like. Now, I will add a subdivision surface modifier to it. I will add one more loop cut here. Now, I am going to slightly move this up by selecting these two and grabbing them up. Let's select them like this. Grab them up. This is the beginning. Now we are going to select the bottom extrude and scale inside. We can fill it in, just fill it in, grab it a little bit down and add one loop cut in the middle of this. You can actually go here, delete this face, and use the grid fill tool for this one. So under phase grid fill and it will fill it in perfectly. Now what I'm going to do is I'm going to go on top, extrude in scale inside and add additional loop cut. So we have a sharper edge here on the top. Once I did that, now I will unhide the whole model. Right-click Shade Smooth. And now once I have that there, I'm going to add one more loop code here in the center so you can see those sharp edges that I have there. Now, I am going to go in object mode, select the knees, Shift D, duplicate them separate, and I'm going to grab them. Let's press a and G and X. So I'm going to align it here. First of all, what I need to do is I need to select the bottom of the this part here and I'm going to grab it a little bit up. Let's see if it follows the reference image. Perfect. Now what I'm going to do in edit mode, I'm going to grab this sphere here and I'm going to rotate it in zed axis. I will rotate it in z-axis. Little bit more here. I'm going to rotate it like this. Let's press three and I will grab it a little bit in y-axis as well. Now, I will rotate it a little bit more and grab it in x-axis. Just to see where this is positioned. Let's press double are in edit mode and align it here. Now I'm going to show you why, why I position it like that. So what I will do is I will select these two vertices. Only the middle, only these. I will press C, get rid of these and I will select this one. Also, I will do the same thing. You can see that they are not the same. I will select only these vertices from here with the box select and press Control be like this. Select each one of these. The middle of the beveled. Once. I'm going to again get rid of these additional vertices selected like so. And I'm going to scale them inside. Once I scaled them inside, I am going to add them one more loop cut in the middle and it will go up. So it will create this line. Here it is a little bit wonky, so I'm going to reposition it and rotate it. I'm going to go inside of edit mode. And you can see here that I accidentally didn't in selected one. Now it's flat. And on the other side, I will do the same thing. So I will add two buckets. It goes like this. Now, I will see if the rotation is good of these spheres so that they follow this line and they actually are. So guys, we are done with these parts. So I'm going to save the file. And now I'm going to be adding a Materials to them just to I'm just going to add a couple of materials on them so that I can see it better. Here. I'm going to rotate this arm on the y-axis and check it once again. Awesome. Now what I will do is I will select the top here and control weed control a, I will apply the location, rotation and scale, but we didn't see that we had solidify or on I'm going to go back, apply the solidify modifier and then change the luckier, applied the location, rotation and scale so that I will be able to add mirror modifier. Here. I don't have solidifies, so I will just press control a old transforms and add a mirror modifier, as well as on the top here. And as well as on this one. I'm going to apply to location, rotation and scale to make sure that this is the same size as on this one and also the location. I can also re-scale Ds. So I'm going to re-scale them a little bit, only that they look a little bit bigger too. Yeah. Nice. So we are done with that guys. And now we are going to do this part here. What I'm going to do is I'm going to add a circle, scale it down, grab it up here. I'm going to now select everything and hide it. I'm not, I'm only going to leave this circled, Rotate, grab it here. And now scaling, I'm going to rotate it, re-scale it in y-axis, like so. Now I will have only this part. Now. I am going to be extruding it, scaling it down, grabbing it here, grab it from this part and scale it in y-axis. Now, what I will do is I will only re-scale and extrude the whole way through. All the way here. Let's rotate and let's make this part here. I'm going to align it with the reference image. Here, re-scale it here as well. I'm going to grab it all the way here and let's add one more loop cut here. Once I'm done, I will extrude and scale inside and fill that in. Now, I will add a subdivision surface modifier to it. Both on this top, I will extrude and scale inside and add one additional looked at on the top. Once I am done, I am going to be rotating this part and aligning, aligning it better with the reference image. You can see that it is a little bit too wide. So I'm going to re-scale it in x-axis. Let's rotate this bird. Let's make sure that these circles are scaled in x-axis. We're going to pull them up. Now, I'm going to grab a couple of vertices and just make, just follow the reference image. Like so. Here we have this part is done. What I will do next is I will unhide everything. And onto this one, I'm going to apply the location, rotation and scale. On the side. I'm going to grab it a little bit more to the y-axis. Now, it is good. I'm going to hide once again, the whole character accepted this one. And see, you can see that it is a little bit far off. Because now everything is in this line. Perfect. What I'm going to do next is I'm going to grab this and add a loop cut here. Now onto that look at, I'm going to add two additional ones. You can see now how the, this is the sharper edge. I'm going to grab this down here and add one real quick in the center. Now once it's there, I'm going to scale this. Even though I have to loop cuts here, I'm going to grab one. This is the bottom one. This is the top one. So I'm going to grab a slightly up to make it like salt. Now I am going to go to Materials settings. I'm going to add two materials. One of them is going to be white and on the bottom is going to be green. Onto that green, we want to select the top here and assign it. So that is the top. And I'm going to press Control a old transforms and add a mirror modifier to it. Now the next step are the hands and the, the hand and the fingers. So we will do that in the next video, guys. So I will see you there. 10. Modeling The Hands: Hey guys, and welcome back to the ninth video of this course. Now we are going to model his hands. The first thing that we are going to do is we are going to select this part of the arm. Then we're going to select the inside and press Shift S cursor to select it. I'm just going to turn all my screencast keys. So here on the left inner corner you can see the shortcut that I will be using for this course. I haven't mentioned it before, but just in case you didn't you didn't get it. So this is where you will see the shortcuts that I'm going to use for this course. And now what we are going to do is we are going to add a UV sphere here. I'm going to change the number of segments and the number of rings for our UV sphere to 16 by eight. So 16 segments and eight drinks. I'm going to scale it down all the way here. Grab it up, scale it. We will rotate it. And this, this sphere is going to be used as a joined for the, for the hand. Now we are going to shade smooth did, and then we are going to be adding some subdivision surface modifier. Let's kill it up a little bit more, and that is it. So that part is done. Now we're going to focus on the palm. So we are going to be adding a cube, scale it down, added right here where the joint is. Now we're going to add subdivision surface modifier to it, increase the number of subdivisions to two. Now let's get, let's get modelling. So we are going to extrude this point here and we're going to just align everything with the reference image. So now at the bottom here, I'm going to move this up here. Also, I'm going to add one more loop. Good here. Let's see from, from this point, I'm just going to move around a couple of these vertices. And we are now going to see it on the side. But first of all, let's select everything and hide it without the reference image. I'm going to hide this part and let's just focus on the hand. As you can see here, it is a little slimmer on the and right side on the back. So we're going to do Dad, we're going to make sure that these points are exactly the same as on the reference image. You can see where the hand is joining the joints. So I'm going to create the part for my thumb. Like so. Let's grab this point and grab it in y-axis. Awesome. Now we're going to select these two and grab it. Grab them more on the y-axis inside. Let's go with this one. Dusty little bit. Let's see if everything is good. Yes it is. But now I'm going to select these vertices where the thumb goes and grab them slightly in y-axis and let's rotate them. So you can see how I put my hand. Now what I'm going to do is I'm going to shade, smooth that part. And let's create some, let's create some fingers. So I'm going to add a cube, scale it down gravity and x-axis right here. Now, I'm going to press seven and select the bottom vertices. I'm going to extrude them in y-axis and press Shift R two times. You can create fingers like this. Now I'm going to add a subdivision surface to it, Shade Smooth. And now for the top part here you can see that the fingers are a little bit, a little bit on the rounded part. So I'm going to round this port here and grab this one and y-axis. Now I'm going to grab it down gravity in x-axis, kill it a little bit and rotate it in x-axis by 90 degrees. You can see it right here. Now, what I'm going to do is I am going to position it, but before I position it, I will just duplicate one here. This is going to be the finger. I'm going to just grab one more and add vertices there. Now I'm going to align it with the proportional editing by pressing O or just by classic. Clicking here right next to snapping tool. We're going to grab this point here. Rotate it a little bit. Let's select the bottom. Let's rotate it. Like so. Now we are going to go to the side. Here. Let's grab everything in y-axis so that it goes inside. And now I'm going to just select this center one where the join is. I'm going to grab it with with a G. Move it a little bit. Now it is flat. So I'm not going to do this rounded part as I did on the reference image. I'm just going to leave it as it is right here, but I'm just going to slightly move this down and make it slimmer. Now once I did that, you can see how it looks like I'm going to rotate it a little bit more. On the x-axis. You can see it goes perfectly here. Awesome. Now what I'm going to do is I'm going to duplicate it one time. Scale it up, grab it here, grab it in y-axis. Now grab one more, shift D, duplicate, scale it. Grab it right here next to, next to the middle finger. One more. I'm going to scale this one down all the way. These are the fingers that we're going to add to our character. And now for the thumb, we're going to use this one. I'm going to grab it, Shade, Smooth it. Now what I'm going to do is I'm going to add this loop right here. Rotate it, rotate it more, and align it here. Now we're going to go over and grab it a little bit down the first one. Now what I'm going to do is I'm going to select these vertices. And by doing it with the proportional editing, I'm just going to grab it down, rotate it all the way. So I don't want the rough part here. I'm just going to scale it a little bit more down. Now, I will rotate it in zed axis that it's likely goes inside. And let's increase it in size. I'm really satisfied with how it turned out. Now what I'm going to do is I'm just going to select the back shift D duplicate and separate with p. Now what I'm going to do is I'm going to select the bottom and press X, delete the vertices. I'm only left with this Band-Aid here. I'm going to grab these vertices up. Like so. Let's bring it up here. Let's bring this down, this up. And wallah. Now what I'm going to do is I am going to add a solidify modifier to it and we're going to put it on top of the subdivision. The solidify modifier. I'm going to re-scale it like so. Let's rescale it in y-axis. Gravity and y inside. Shade smooth, we can add one more loop cut right here in the center. Led turned on the thickness. Well, let's select it and scale it down. Let's select it and re-scaled it a little bit more. And let's grab it in y-axis, z-axis. I'm going to make sure that I don't have my I don't have the fingers inside of this part or in the hand. That's why I'm checking all so I'm going to move this one a little bit up and also this one down. You can see how it looks like. I'm really satisfied with how it turned out to be. Now, what is left is this little point here. So I'm just going to select all the fingers, press Control J to join them. I'm just going to grab this this hand. I'm not going to click Click on to fix it. I'm just going to see how this part looks like. So it is a little circle with the inside. What I'm going to do that is I'm just going to select this part here. Shift D Duplicates separate which pea. Now I will select it, right-click circle. That's it. Now, once I did that, I'm simply going to press I to insert the face, extrude and add one loop. Good insight. That's it. Now going to scale it down. I just press right-click set origin to the center of the mass and scaled it down. That is basically what I did. This, this part is a little bit too much. So I'm just going to scale it down without the proportional editing. So let's go to the side, select the inside and scale it down. Nice. What I'm going to do next is I'm going to duplicate this part. Rotated in a zed axis by 180 degrees. Rotate in data axes by 180 degrees. We're going to rotate it down and I'm going to align it up. Let's grab it in y-axis. Let's pull it a little bit out. That should be it. And also guys here, I do have a problem, so I'm going to change that by just moving it inside. Just going to make it a little bit. This line I don't want to be showing. So now everything is fine. Also, I will rotate this part a little bit. And we'd indeed on the inside, I like a lot how it looks like how it turned out to be. So now I will press Alt H to unhide the rest. Let's now grab this point and rotate it a little bit. Now everything is good. What I'm going to do next is, oh, let me just rotate this one a little bit more to the y-axis. Now I think it's super fine. What I'm going to do next is I'm going to control a set the location, rotation and scale, and add a mirror modifier to all of them. So to all of the pieces that we added previously, we are going to add location, rotation and scale and mirror modifier. Except of these two, I'm just going to press Control a on the modifier. And then I can press Control a in the object mode and add a mirror modifier, what it does, what it does when you press control a here. Is this apply, apply section to apply looking at rotation scale to apply scale rotation and location. Yeah, so all of those, but when I press control a by hovering above the modifier, basically you applied it, makes sure to note no debt. So I'm going to press all transforms. Let's select the other, the other piece. So I'm going to add a mirror modifier, not the mask but the mirror modifier. You can see if I didn't apply location, rotation and scale, what it does. I'm going to press Control a or transforms and it will be, it will be joined on the other side. Now what I'm going to do is I'm going to press Control J to make sure that this is one object. Also, I'm going to do that same thing here on the sphere. Here is our hand guys. And what I'm going to do next is I'm going to add some of the materials. You can see how it looks like and how it's going to be. I'm going to select the bottom of the fingers here. Then I'm going to press Control plus. Then I'm going to press two times plus. And here I'm going to add this purple. I'm going to assign it there. Out of the, out of the X-ray mode. You can see how it looks like. Also, I'm going to save this file before every, before I do anything else. Let's select each and every part of the finger here and just press GG and move it up to make it a little bit louder. Now for the overall color of our fingers, we're going to add the white here. We're going to add purple as well here. And for these little guys, purple, purple. Now for the hand, we have a one, like one cube. If it is a cube, I'm going to select this part here. And let's add a green just to see how it looks like. Not on everything, but we're just going to press. Let's get rid of it. Let's press plus two times. Let's add white material. And for the green material, we're just going to add it here. I'm going to select all of these vertices on which I would like to have my green part. Yeah, so that doesn't work. We are going to change that later on and we're going to add add materials to it. This adjust for the preview. So guys, we are done with the modeling of buzzes above his body. You can see it. Let me just hide the EMTs. So that's it for the body. And we are now going to focus on the backpack and on his wings. So guys, I will see you in the next video. Bye. 11. Modeling The Backpack: Hey guys and welcome back to the tenth video of this course. As you can see here, we are done with our model. The next step is the backpack and the wings. For this one, I'm going to hide my character and then I will press one, and then nine. Then I will be able to see the back of the backpack. So the first thing that I'm going to do is I'm going to add a plane. I'm going to scale that claim down, but let me just press Shift, Enter Shift C to relocate the 3D cursor in the center. Then let me just it turn on my screencast keys. So here on the left inner corner you can see the shortcuts that I will be using for this course. Now, I will select the plane, then I will grab it right here. Let's rotate it in x-axis by 90 degrees, scale it down and grab it right here. What I'm going to do is I'm going to align it perfectly with the reference image and with these like so. Now I'm going to extrude it one more time. Align it perfectly. Let's do that a couple of times. So I'm going to go here, rabid all the way down. Like so. Let's add one more loop cut and slightly grabbed this one inside. Let's extrude it down here. Grab it. Let's extrude it all the way down here. You can see that we need to change it. These a couple. I'm going to grab them, grab these vertices. Nice. And then I will grab it, grab them in y-axis. So now I'm going to be able to grab these vertices and align them with the reference image that I have on the my reference image. I'm going to select these vertices, grab them slightly. So did they follow the reference image nicely? Like so. Let's grab these ones and let's press one and then nine. Now that we are here, I'm going to slightly move this down so you can see how it looks like. Grabbing. Then I will go and in Modifiers tab and add a mirror modifier on the other side and allow clicking. Once I'm there, I'm going to extrude these two. You can see where they are. Also, I think that my think that my reference is a little bit off, so I'm going to grab it, going to select it and grab it a little bit to decide. Now, I think it's really fine. I'm going to rewrite it. I'm going to move my vertices from here a little bit to the x-axis, like this. And once I'm done, I will have this V-shape WE shaped part and also this part here. I'm going to add one more, look good right here. Just to make this rounder. Then I am going to go here to the subdivision surface modifier, increase the number of subdivisions to two. And let's add along, Look at here and will look good on the bottom. Also, let's add one loop, good, one more loop cut here, and one here. Once we are done, it will look something like this. Now what I'm going to do is I am going to be extruding it to the other side. So in y-axis. So I'm going to extrude in y. Let's press three. And let's select these vertices and grabbed him down. Also these going to grab them down. Let's grab this point here. Let's bring it up. Now. I will have one more loop cut in the center, one and then nine. And what I will do here is I will slightly select these vertices and then I will scale them down. Let's press a 19 and grab them in x-axis. So what I'm going to do is I'm going to re-scale them a little bit. Let's select these 19. Then add them right here. I'm going to just bring them closer here. Yes, we need this one. Grab it. Let's add one more look at here in the center. So you can see this part here goes actually quite nice with the reference image. Now we want to fill this gap in with F. Let's bring it back, and let's, let's delete the vertices from here, so the faces, so we can create one face inside. Let's go in extremal one and then nine, we are going to press X faces. Now we are going to be able to make sure that these col, inside, let me just extrude them. They're going to go in. Now I'm going to add a loop cut here in the center. Let's add, let's select these vertices and double G to grab them inside a little bit. From the front it will look like this, but from the back it will look like this. I'm going to bring these down. Let me select it. Grab it down. More doubt. Okay? Now we are going to select these vertices from here and move them up a little bit so you can see that we want to create this flat part. I'm going to bring down these vertices from here. Here it is. Also if you want this part to be a little bit tighter, you can just add additional loop cut or you can simply select this edge and press Control B and bevel it a little bit. So I'm going to press Alt, select Control B, and bevel it like this. So guys, this is for the backpack. Now we are going to create this two on top part and then little details. We are going to be modeling this part here. So what we need to do is we need to select this top half and bring it up all the way. Also, we are going to bring these a little bit closer to the reference image. So we're going to just leave it up. It looks like this and we are going to add one more loop could hear, but we're going to do that later on. And also I'm going to bring these back without these two vertices selected. I'm only going to bring ec2 with the double G one and then nine. Now that we are here, we are going to go in. Let's first of all select this on top, and now let's select the face elect. Now we are going to select these faces. They'd go here all the way. Shift D, duplicate and separate with p. Now we have these two. What we are going to do is we are going to change the selection to vertex select. We're going to get rid of some of these vertices, dissolve edges. And now what do we are going to do is we're going to select here, select these vertices and align them perfectly with the reference image. We are selecting it and aligning it with this green part on the on the backpack. You can't see it there. I'm going to talk this one, bringing it all the way down here. Let's make sure that it is looking good. I'm going to select these two and bringing them closer to each other. So this is going to be my tip. Let's grab it all the way here. Let's align these vertices better. So I'm going to grab them in x-axis, a couple of them. I'm just trying to align them perfectly with the reference image and nothing else. Let's grab it and x-axis, let's see how it looks like. Now what I'm going to do is I'm going to add one more, look good here. Then I'm going to select the top vertices and I'm going to extrude an insight, also going to extrude in one more and one more to follow this line, to go inside. Now that I did that, what I'm going to do next is I'm going to select these vertices, rub them outside, like so. And now let's select these two. I'm going to select this one and this one. Also, I need to select this one as well. Just hide it on the side. Let's see how it looks like here. Awesome. Now what we are going to do is we are by selecting it, I'm going to add a solidify modifier and put it on top of the subdivision. This is my part. And now I'm going to increase the thickness. I'm going to grab it in y-axis. To move it a little bit. Let's let these two and double a double press G. Also, I'm going to do the same thing here. Simply going to move it down. Here I have my backpack. And let's select the bottom and grab it in XR a in Z axis. And let's kill these in x. I'm just slightly going to scale them. Let's let the top one and then nine and grab it here. Now let me see from the front I'm going to select these four vertices and grab this whole part to the front. Now, when I see it here, I need to do the same thing here. One, and then everything seems to be fine. Let's unhide the model. And let's press seven. And we are going to rotate this part. I'm going to rotate it and grab it. It's going to go inside of the model. Also, we can make sure that it goes inside of this part here. But we need one more loop cut in the center. Let's try to do it like that. I'm going to move it here. One and then everything seems to be fine. We don't have any problems. Once we are done with that, we are going to do in from here. I'm going to grab this whole part in y and then in x. Let's grab these six vertices and grab them here and rotate them a little bit so you can see the way it goes. And actually I'm going to leave it as it is. Because here is, here are our wings going to go. I'm going to grab this one in x-axis a little bit more. I'm really satisfied with how it turned out to be. Here. I'm going to grab this whole part up. You can see how it looks like. Let's select this part and slightly grab it down so that we don't have that unnecessary folded. They're one and the nine Let's unhide the whole whole parts. I had one here. Let me just do it. Again. I'm going to add a plane, rotate in x axis by 90 degrees, scale it down, grab it up, and grab it in y-axis outside here. Now what I'm going to do next is I'm going to go into the Edit mode, right-click sub-divide two times. Now I'm going to select the front, turn on proportional editing and grab it in y-axis. Like this. Once it's like that, I'm going to slightly rotated down, scale it in x-axis. Right-click Shade Smooth. We're going to move it up a little bit, add a subdivision surface modifier to it. And also we are going to add a solidify modifier to it. Let's increase the number of the number for the thickness. Let's make it a negative point. I'm going to grab this part here, a little bit more up. And let's elect the side ones and grab them inside. Select these two. And also we are going to grab them outside. You can see what we created here. Let's press one and then nine. Let's see. I'm going to grab it a little bit more down or I'm just going to make sure the thickness is a little bit less. Now on this side I will select everything in, hide it like so. One and then nine, this part is done. Now what else? We have this point and this point we are going to add a cube, scale it down, grab it up, scale it down as well. Now, I will select this empty that I did, I added here and I'm going to slightly move it around. I just wanted this central line to be, to be there where it needs to be. So I'm going to select this point here and grab it a little bit on the x-axis. These two as well on the x-axis. Now I will select the bark here, like the inside and grab it a little bit in x-axis, just two. You can see how it looks right now. Now that I've added a cube, I'm going to grab it and y-axis. Let's press one and then nine. And here I'm going to add a subdivision surface modifier to it. Then I will slightly scale it down. Bringing it down as well, extrude it up and extruded one more time and scale it inside without the proportional editing. So we're going to press O to make sure that we don't have the proportional editing here. I'm going to scale it in x-axis. Let's add one vertices there. Once it's there, I'm going to slightly rotated. Slightly, go inside. So I'm going to scale it in y-axis and grab it. And y-axis 19. Here, the top, the tip of this part is a little bit too point D. So I'm just going to do that. And here it is. We have the pointy part. Now, we only need this part here. What I'm going to do is I'm going to do the same thing as I did with the top. I'm adding a cube. Then I will add a subdivision surface modifier to it. Go in edit mode, extrude the top all the way here. Scale it down, scale this one up. Let's extrude this one down and scale it in x-axis. Now we're going to bring it on the side and rotate it inside. Right-click, Shade Smooth. Let's scale it in y-axis. Let's go to the side. And let's see, I'm going to bring this one down and this one as well in y-axis one and then nine here it's how it's going to look like. Here. What we can do is in select this front and bring it a little bit up higher, as well as this one. Now, it is showing much better. Now that we're done with that we are going to focus on these parts here. So what I'm going to do is I'm going to add one look at here. We want to look good here. I'm not going to do it with the Boolean modifier. I'm going to do it like this. Also, I can move this one a little bit and add one more loop. Got here. Press double G and move it inside. You can see that we don't have any problems here. Only this part here we can just slightly move it inside. Nothing is going to change. 19. You can see how it looked like. Now, what we are going to do is we are going to face a lacked. Let's select these faces here and extrude them inside. Once we are done with this, we are going to add one Lukert here and one loop, good, down here, 19. And what else we can do here is we can add additional loop cut in the middle of this all the way. And also I'm going to go in edit mode, select the vertices selected. And I'm going to select these vertices from the bottom, the bottom, from the bottom. And grab them in y-axis. Like so let's allow the bottoms. Grab them. Mean why? 19? This is how it's going to look like. It's much, much better than it was before. So we have created that part, one and then nine. And here also we need one cube, scaled at cube all the way down and add it right here. I'm going to add a subdivision surface modifier. I'm going to go into edit mode and scale that tube all the way. Add one we get here and long loop guard here. Once we added a loop guts, I'm going to scale it in y-axis and z-axis and in x-axis. And I'm going to bring it in y-axis. I'm going to align it here. Let's select it. Grab it down. Once I'm done, I'm going to rotate it, grab it here, and grab it in y-axis. So it goes inside. Is going to be showing, but slightly. I'm going to grab this point in y-axis, grab this one as well. Let's grab these, grab them down. Like so. Shift, Control, a set location, rotation and scale for us three. Let's see. We can also give it a little, get two more loop cuts. One and then nine. I don't like the loop gut. I will just rotate them a little bit more. Sorry, we'll rotate them in x-axis, bring them up a little higher, one and then nine. In x-ray mode, they look like this. So I'm simply going to grab these points a little bit more up. Once I'm done with modeling it, I'm going to press all transforms. So control a old transforms and married on the other side. So guys, I'm going to unhide everything. And here is the backpack. The details. Also what we can do is we can make this small details on the wings, on the backpack as well. I'm going to select this part, go to the side, go now, here. And now what I'm going to do next is I'm going to add one more loop cut here. Going to bring it up all the way here. So let's see if everything is fine. Yes, it is. Now what I'm going to do is I'm going to press Control Shift to be or Shift Control V and add this part. Now once I added it, I'm going to press R. I can change the segments to one that is going to be really nice. Now, I will press right-click Loop tools circle. Once I get that, if you don't have it, I will now only say it. So Edit Preferences go here to add ons and tie down loop tools or loop. Check this box. And once you press right-click, you will have the dare. Now I will insert the face, then I will extrude inside. So I will have it inside here. Then I will insert it inside there and extruded outside. 19. Here it is. And I will insert it just in case. Here I have that little, that little part. So I can also dissolve this edge that I have less, less vertices. My model is a low poly. Let's grab this bird up here, and let's grab these as well. Now it's much cleaner. Let's press Control. Alt H. Here we have it. Let's add a materials to them. Just to see how they will look like. I will select the bottom. I will add two times plus four. The first one I will add the white material, and for the bottom, I will add a new material that is going to be grayish. I'm going to going to type down here gray. Gray. This one is going to be what? This one is going to be. Great, and I'm going to assign it here. You can see that we have one problem. But what it did, what we need to do, just add another loop cut in the center and everything will be fine. Here we are going to add a red, like a red button the week that we had previously. Here we are going to apply the purple, purple line here also, we are going to add what just to see how it's going to look like. For the inside here, we're going to select these the first phase and then press Control plus if you want. If you, for example, went a lot further, you can just press Control minus on the keyboard to go one step back. Here I'm going to add a plus and add a gray. Here it is, the inside. And wallah. Now we are going to focus on the wing, so we are going to do that in the next video. Stay tuned and let's go. 12. Modeling The Wings: Hey, what's up? Hey guys, and welcome back to the 11th video. And now we are going to create the wings. So the first thing that I'm going to do is I'm going to add a cube, scale it down, and added a right here. Before we do anything, we're going to move the cube here and we're going to hide our model. Now, I'm going to select the cube added right here and press nine to go to the side. Here, I'm going to grab it and scale it in zed direction. Now here I'm going to extrude it all the way here. Grab this part down in z direction, zed axis here. Now I'm going to extrude it all the way here, and I'm going to bring this one down. Once I did Dad, I'm going to press Control B to bevel this part here. I'm going to add one loop, cut, scale it now in x-axis, select this middle one and scale it down. Once I did that, I'm going to add one loop cut here, not in the middle, but here. One loop cut here, and one loop good here. Once we did that, did that, we are now going to select these, these vertices here from the bottom, barred from the top. And now I'm going to grab it down and zed axis and rotate it a little bit. Now that I get this part, I'm going to scale it. And x-axis end in y. Here, I'm going to grab it now in y-axis, I align it perfectly with the reference image. So what I'm going to do is I'm going to turn on my proportional editing. These vertices here. Unless breast one, you can see how they look like. Now once I did that, I'm going to go here and add a subdivision surface modifier to it. I'm going to add one loop cut on the bottom, one on the top. Let's add one more here and press S zed z. Without the proportional editing. Of course. I'm going to add one here. On the bottom. You can see here that I need to move it down. Furthermore, I'm going to double G or simply grab it down. You can see how it looks like. Now I am going to add one loop. Got one more look at here. This one, I will, I will flatten it. I will move it down. And right now I am going to be able to add one more loop, cut on the towel. We're going to add one loop good here and one loop good here. Just to have both of these edges a little bit like rougher edge. Okay, Let's press three. Awesome. Now I'm going to add one more item inside. One more loop. Good. And also let us just select these and scale them in y and in x axis. This one here, I am going to select these two. These two, so one to scale them in x-axis. So I'm going to make them a little bit. You can see that the gap of these two is not the same. So it's a little bit, a little bit only better looking. So I'm going to grab this one here. Now what I'm going to do is I'm going to select these vertices from here, extrude them here skilled and down. Then I'm going to extrude this part here. Scale it, extrude, scale it and said, extrude scale it in zed axis. Let's bring this down. This on the bottom. You can see that I'm slightly carving this part out. I'm going to extrude it and scale it in sight. Once I did that, I'm going to grab these vertices. I'm sure that it follows a reference image here as well. I'm going to press one, grab it in x-axis to make it a little bit puffier. Once I'm done, I am going to make sure that this is divided. So I'm going to press Control B, add a bevel there and scale it all the way down. Now, once it is all the way down, I'm going to add a loop cut here. And a loop good, on the other side. Like so now it is divided. And also what I'm going to do next is I'm going to select this part and also do the same thing. Select this part and scale it inside. I'm not going to do anything else with that. I'm just going to grab these vertices down and slightly scale them in y-axis. I'm going to select the top. Scale them in y-axis. You can see it here, how it looks like. Also, I'm going to grab these vertices on top. This one as well. I will grab it allows fluid inside. Nice. For this part year. I will just grab it on the opposite side here as well. I will just bring it down all the way and rotate it. Now that I did that, I will now select this bottom on the bottom one and grab it a little bit outside. This is going to look great. We can also add one more loop cut here just for us to have that rounded shape. You can see how it looks like. And now what I'm going to do is I'm going to see if everything is correctly positioned. I'm going to grab this one and y-axis. Awesome. And now what I'm going to do next is I'm going to select it all transforms and go and add the mirror modifier. Once I did that, I'm going to unhide everything. I'm going to bring the wings to go inside of the model here. Let's press three. This is where the wings are going to go and watch from the top. Look from the top. I'm going to rotate this part a little bit. Let's grab this one in y-axis and this one as well in y-axis. To go inside, we need to scale this part down. Down as well. Awesome. And now for the top, I will slightly move it up. Also, we can change the position here. I will select the vertices, grab them up here so that I don't have any problems. When I go to the side, side you, I will grab these as well in y-axis and flatten them. Look, LET that should be it. So here we are simply going to add some of the, some of the materials just for the preview and see how it will look like. So I'm going to add two pluses on the second one, I'm going to add the purple. I'm going to assign it for the rest. I will go with a green like this. For the top part here I will add the gray color. Gray color, assign it. And also I think, yeah, I will need to have one more loop good here. Now, what else we can do? I will add one more look at here. You can see worried goes. Now for the top part here, I will just select it and add a white material because we are going to do it later on with the materials. It will be different. Now here, Let me see. Yeah, I need to select this part here on the other side and select purple. I didn't select the previously. I don't know why. I'm going to dissolve this edge. And now I will add a loop cut. Everything will be good. So guys, we are done with modeling our Bud Light. And the next step is the materials. I will see you there. Bye. 13. Applaying The Materials: What's up, guys and welcome back to 12th video of this course. As you can see here, we have our model and we're going to modify it before we apply the materials. What we are going to do is I'm going to press seven, click on the wings, and go into the Edit mode. I'm going to go into the X-ray mode. So let me just turn on the screencast keys here on the left inner corner you can see the shortcuts that I'll be using. I'm going to rotate this part a little bit and align it right here. Here we go. And also what I'm going to do next is I'm going to select these vertices from here and grab them in y-axis slightly. Also, let's select these and scale them in y-axis. Awesome. Now that we've got that, they're done, we are going to go here on face. We're going to modify it a little bit. So if I, for example, hide this, this model's head, Let's hide this whole part here. You can see how the head shape is. I'm going to unhide everything. Let's select the head. And then here under Select, we are going to go invert. Inverts and height. Here we have only the face selected. We can only see the face. So you can see that the end of the beard is right here. And also the head part is a little bit wider. So we're going to go here and try to replicate this. I'm going to go into the Edit mode and see if everything is fine with the reference images. You can see here that the top lip is a little bit far in y-axis, then it needs to be, I'm going to grab it and y-axis and align it with the reference image. You can see it here. Now what I'm going to do is I'm going to select this vertices here and grab it in y-axis to create this part here. I'm also going to grab this one outside to create the cheeks. I'm going to grab it slightly in the y-axis. Also, what I'm going to do next is I'm going to grab these vertices all the way down and grab it in y-axis. You can see how we created this shape here. Also, one thing that we can do as well is we can add one more vertices here and grab it inside. So the cheeks are now a little way, way, way, way out. Now it should be fine. We're just going to move this vertices inside. Also, one thing that we are going to do next is we are going to play around with the lips. So what we're going to do, we can add one more loop cut in the center. You can see it here. But if I hide my model, you can see where the lips are. I'm going to Alt H unhide it. This is where the lips should be. So I'm going to grab this part and grab it slightly in x-axis. Everything now is fine. I'm going to move this vertices in x-axis. And also this one in x-axis as well. Here it is. Let's see, with the width, these two parts, I'm going to select these two and add, select invert, and I'm going to hide the rest. Now if I go in edit mode, you can see where the We're the head part goes. You can see it. It is a little bit up. So we can change it like this. So I'm going to select it and select these two vertices here. I'm going to turn on the proportional editing and grab it in x-axis. Like so. Also we can select now the head, select these two vertices and grab it a little bit in x-axis so that it goes inside. Let's grab it outside a little bit. Awesome. Now I'm going to select the bottom of the chin. I'm going to grab it slightly down so that it connects with the head part handpiece. Nice. I'm going to unhide everything. So Alt H here is our Buzz Light. Now, what we are going to do is we're going to open this part here. And we're going to change the editor to shader editor. I'm going to add it here. And right now we're going to go to purport to material preview. I'm going to pull this down and now I'm going to delete. The center one. I'm going to delete it and what I will have is only this part, the front and the back. I'm going to select the back as well and move it in x axis. This I will need a once I am going to add some of the materials to the back. Also, let's select these vertices and grab them slightly down. Now we are going to first of all, add the top part so the scar, the head piece. I'm going to select this color here that I've added previously to the viewport display. I'm going to go to the hex. And I'm going to, I'm going to duplicate this by pressing Control C. Then I will go here and under the surface I will add the base color, that one. So Control V. And here everywhere that we put the this material, it is going to be shown. So what I'm going to do next is I'm going to select on it and slightly move it to the darker part, darker side. Let's add a different HDRI. So you can see here that we can choose from the world. I can add whichever I want. So let's, let's add something with the light. Let's see. I think this one, I think that I will added a little bit darker. So I will make this purple a little bit darker as it is right now. For this part here, for the white part, I will just add the base color to be white, like so. For this part here, I will delete this one and add the gray. I will add gray. You can see that it is going to be replicated on this side as well, but it's not going to be the same. I will show you in a second. So this part is going to be this. I'm going to add gray one and great to materials. The grade one will be all these joints. I'm going to add. Great one. Let's add it. And on the legs. Great one. And on the arms. Gray one. Awesome. Now what we will do next, this green, I'm going to add a green material. Let's go down here. This is two green, something in-between, green and yellow. Let's make it darker. Like how this looks like. Awesome. On this gray part, we can add the second one. So I'm going to just make sure to read back here. I am going to select the new color. I'm going to go here, make it double. So a new material, I will slightly make it darker here. This is going to be great too. That way we are going to add to the wings. Now for this part, we can make it black on the eyes. We are going to add this white, so it is actually there. And onto here we are going to press blue eyes. I'm going to rename it. Let's make it blue. Sky blue. For the brows, we are going to add a brown material. So you can see here how it looks like. Let's make them a little bit darker. By moving this one down. Let's now go on. The shoes are done. Let's go to the backpack. So I'm going to press a one and then nine. I'm going to select this gray and change it to create too. 1 ninth. This red is going to be new material. So red button. It's going to go here. You can see how it looks like and also I'm going to add it here. It is the same material that we added previously, but just we changed the surface so we can see it and render mode and material preview. Now for the top here, I'm going to select these four vertices and press Control plus several times. Let me zoom out. So Control plus one more time. Is gray is going to be great tool. That is going to be the inside of the these like this part. Okay, everything is done. Now. We are going to go back to the front. Let's see. For the bottom here on these, these parts, we only have the white material. Also here. We are going to add it to the torso as well. Now for this green part, we need green material. And for the blue as well. I'm going to add blue and green. Okay guys, we are done with here. So now I'm going to go to the shader editor here. Press one. And now under the material properties, I'm going to change the color to texture, image texture. Now here I will go now too. I will go to texture paint. And here I have my model. And this being material means that nothing is applied on our, on our object. So what I'm going to do next is I'm going to add a new texture that is going to be named body or head. Head. It is going to be times, I'm going to make times four times four. So four K, The color is going to be, let's see, the color of the skin. Let's make it a little bit lighter. Like so. And yeah, I'm going to press Okay, then I'm going to go here under material preview an add this material so the head material, I'm going to move this part to decide. Select the head, press eight in edit mode, press U and unwrap. This is going to be our head arm wrapped on the on the texture paint here. Now what I'm going to do next is I'm going to scroll down, change the color to a little bit reddish to make a rosy cheeks. Like so. That's worldly part that are Bud Light has on his chin. What I'm going to do here, I'm going to go under stroke and satellite stroke. Once I've got that, I'm going to change the radius. I'm going to press F also, change the radius on my brush and change the color to Rome. That's where we parked. Before I do anything, I'm going to go to layout. Here, I have my Buzz Light. What I'm going to do is I'm going to go under modifiers and apply the mirror modifier. Then I'm going to go to texture paint, select the head, press U on rapid. Here I have it. Then I'm going to redo this part of the rosy cheeks. I'm just going to increase the size of my brush. Let's get rid of the stroke, established stroke. And also let's turn on the symmetry. Here under X. Next to texture slots, we're going to add the symmetry. So everything that we do on this side is going to be replicated here. I'm going to move this up and change it to reddish color. Now, I'm going to press F to make sure it is a little bit smaller. Here I have the rosy cheeks. Let's see how they look like in material preview. I will make them a little bit more intense. So I will press f. Then I will add them here a couple of times. Let's make sure it is a little bit darker red. Let's see how it looks like in edit mode. I will add few more on the side. Let's see how it looks like. Nice. What I'm going to do next is I'm going to go to texture paint. Change the stroke to stabilize stroke. I'm going to go here, change the color to brown, change the size of the brush, and disable, disable the symmetry. Then I'm going to go and make the swirly part here. Let's make this brown little bit. Lesson ten. So I'm going to make my brush a little bit larger. This color is not old game. Let's see. Let's dry it on. Let's create it a little bit. Smaller. Nice. I like how it looks like. Only we are going to go here under the smear brush. And I'm going to slightly smear down this part to make it a little bit less. Let's soften it a little bit. Let's go to the layout. Here is our Buzz Light for this. The lines here. We are going to create it with the materials, with the wave texture. What I'm going to do here is I'm going to select it, go to material, material properties and add a new material. I'm going to add it. And also what I'm going to do is I'm going to select all of these vertices or faces, select them and assign this material. For this material, I will need a wave texture. Also, I will need a color ramp to define the colors of which I want to add. For the strokes. I will select these two. I will add the factor two factor and the color to color. Then what, then what I will do next is we are going to select this wave texture and press Control T. Move this up. And here we have texture coordinate and mapping. We are going to select this object to go to the vector. Then we are going to slightly move the y rotation. Let's move it here. Like so. Now what I'm going to do next is I'm going to increase the detail skill. And also what I'm going to do is I'm going to move down the scale for the waves. So you can see here how it looks like. Let's see, awesome. And on the detail we are going to increase the detailed size like this. Now we are going to change the colors. I'm going to add a red color for the strokes and the white color for the rest. Then I am going to move this red color to decide, as well as this white to create strokes that I have here on the reference image. What I'm going to do also is let's a little bit skill this detailed down. Let's rescale it. Let's see. I will leave it at two. For the other side, what I'm going to do is I'm going to apply the mirror modifier. Apply it. So control a. Then I'm going to select on the wings, I will create a new material that is going to be the exactly the same, but we are going to duplicate it. Select only this part of the wing. So the other part, the other side, like so. And apply that second material. And what we're going to do is we are going to just add the minus here. Here we have it. So we'd goes on the opposite direction. Now I'm going to get rid of the reference images. In the next video, guys, I'm going to show you how to create, how to apply the stickers on the bus lights body. So I will see you there. Bye. 14. Applying The Stickers To The Body: Hey guys and welcome back to the 13th video of this course. As you can see here, we are done with all the materials, but we need all the stickers. Also. We are going to make some changes to the character itself. First of all, we are going to select these buttons. And the top half, we are going to go in edit mode. And what we are going to do is I'm going to select the two of these and grab them a little bit up. Now we're going to select this bottom detail and grab it up and an x-axis. Like this, you can see how it looked like. Now I'm going to select only these, only this part of the top and grab it in y-axis. And I'm going to rotate it a little bit and grab it inside. Now, once I did that, I'm going to rotate it back without the clipping on. I'm going to grab it in x-axis and rotate it so that they don't touch. I'm going to allow clipping for the back and wallah old fill. What I'm going to do is I'm going to apply the mirror modifier. Go here, select these vertices and grab them up. Now I'm going to select the Face, Select, select this face, insert the face, and scale it in x-axis. I'm going to now turn off the proportional editing right-click Loop tools circle. Once I did that, I'm going to grab it a little bit to the x-axis. Old fan going to move these vertices so that I don't have any problems there. Now, I'm going to select it and move it up and extruded inside. Once I extruded it, I'm going to grab it and move it around. Let's select the inside as well. This, grab it up, re-scale it. And now I'm going to select the inside, inside vertices that we created. And I'm going to scale them a little bit down. I'm also going to increase the number of subdivisions to three, as well as for the button. We needed that there. Now we are going to focus on the stickers, but I'm still, I'm not satisfied with this. So I'm going to select all of these vertices and grab them slightly Done. Now that we are done with this part here we are going to add our textures or the image as planes. So we are going to go under File, then we're going to go into under import an image as plane. So that is what we are going to use for the stickers. If you don't have this option, just go here under Edit Preferences, Add-ons typed down here, image as planes, important images as planes. And you will have it in your viewport in your atoms section. So once I'm done, I'm going to go under File, Import Images, planes, and I'm going to select this space rangers. I'm going to rotate it in x-axis by 90 degrees, scale it down and move it up. Then I'm going to slightly grab it in front. Once I'm done, I am going to re-scale it and position it better. You can see how it looks like and we'll also going to scale it in x-axis. And now I'm going to press right-click and I'm going to sub-divide it two times like this. Then I'm going to, in the left-hand corner, you can see the shortcuts that I'm going to use for this course. And you can see how this is hovering above this object. So we are not going to do that. We're going to change it by using shrink-wrap modifier. I'm going to select the eyedropper tool, select this top part. And also what I'm going to do rack method, I'm going to change it to target normal project. Then I'm going to change the offset so you can see the ring, the space rangers sticker that is popping up. I am going to scale it a little bit. And also we are going to play with the offset here. I'm going to increase the offset to my liking. And now I will re-scale it and scale it down so that it's wrapped inside. I'm going to grab it and in y-axis and align it better with the top half that I have there. Also, then I am going to see if everything is fine. You can see that it is just like a sticker. And now we are going to add the laser one. I'm going to go into under File Import Images as Planes and add the laser one. Import Image. I'm going to rotate it in x-axis by 90 degrees, scale it down and added a right here where the arm is. I'm now going to see how my laser, a laser sticker is going to go on the arm by rotating and seeing all the parts of this ticker. And I'm going to re-scale it and rotate it. Now I am going to sub-divide the two times as I did for the space rangers sticker as well. Now, I'm going to rotate it a couple of times and see how it looks like. I'm also going to scale it a little bit down because it was too big. Also. Now I am going to go under Add Modifier, add shrink wrap modifier and select the object that is the bicep. I'm also going to change the rat method to target normal project and also change the offset as I did for this space rangers. I'm going to shade smooth the laser sticker. Then I am going to add, apply it and simply grabbing outside. You can see. And also I am going to now add a subdivision surface modifier to the lasers. You can see that it is recta little bit. I'm going to increase the number of levels, levels to two. And also I'm going to go in edit mode and change this vertices that I have here. I'm going to move around and see the positioning of that. So I needed to be flat. Once we are done with that, we are now going to add this button. So I'm going to just shift the duplicate this button and I'm going to re-scale it and align it perfectly with the laser sticker. We are going to make sure that it is that it's suited. It is suited here in the laser laser-like curb. And I'm going to rotate it a little bit. I'm going to pull it inside so I don't want it to be sticking out so much. I'm going to re-scale it and grab it on the x-axis on the other side so you can see how it is going in this concave line. So I'm going to rotate it a little bit. So because it is peaking a little bit away too much on the other side. Now that we are done There, we are now going to add the light-year, like your sticker. I'm going to go import images planes, and then I am going to add the light year sticker here. I'm going to rotate it in x-axis by 90 degrees and do the same procedure as I did for this space rangers and for the laser a laser sticker. I'm just going to align it here where on the button? On top of the button subdivided two times and grab it inside and align it perfectly above the button. Then once I'm done with rotating, I'm going to leave it in front of the object, which I wanted to shrink wrap is two. Then I will go here and add, modify or shrink wrap modifier. Now I will target the surface, this, this cube circle which we have on the buttons. And I'm going to change IRAC method to target normal project and the vertex, the offset. I'm going to increase it. Also, we are going to add subdivision surface modifier just to make it a little bit smoother. And I'm not going to be rotating in or everything. I'm just going to leave it as it is because I liked the way it is right now. Now we are, you can see that once we are in viewport shading, we cannot see the images of our, of our stickers and we can only see the planes. But if we are in material preview or in render mode, you can see it, see them perfectly and they are quite nice. Now we are going to focus on the left bars, left arm. So we are going to add import images, planes and this SR, a sticker we are going to apply. I'm going to rotate it in x-axis by 90 degrees, scale it down and grab it outside. So I'm also going to play around with the rotation and positioning of this sticker as I did with the laser, I'm going to just re-scale it, rotate it, and grab it in y-axis. You can see here that I'm trying to, trying to position it where I want it to be. So I'm going to rotate it a little bit more and I'm going to rescale it and align it better with the biceps as I call them. And I'm going to then make sure that I subdivided two times and add the shrink-wrapped modifier. Once I add different crack modifier with the target, I'm going to select the object, change the wrap method to target normal project and change the offset to one. Now that it is there, I'm going to also add a subdivision surface modifier a bit because it was a little bit wonky. So I am going to do that and also I'm going to select this row, the second row, and I'm going to grab it outside a little bit just so that I don't have that problem there. So once I am done, I'm going to see how it looks like. You can see that it is a little bit off, so I will try to make the offset a little bit smaller. But you can see that and nothing is working. So I'm going to. Make sure that it is 0 on. You can see that we cannot see it. So I'm just going to leave it at 0.01. So that is the final that I'm going to do. And yeah, you will not see it in the, in the render mode that is peeking out. So we're going to now focus on this part. I am going to add a button there, so I'm going to duplicate the button. I'm going to rotate it so that this front side is facing me. Then I'm going to go in edit mode, select the top extruded up and scale it inside. Once I scaled it, it will look like a teardrop. So I'm going to re-scale it a little bit more and you will see it just like a teardrop. Now I'm going to scale it down, remove this red button material and I'm going to add the gray one. Also you can selected, rotated and align it perfectly with the, with the AR model. So I'm going to rotate a little bit more and position it here. Now I'm going to grab it and y-axis so that it goes right inside and it is just like a button. Now I'm going to change the way you can change the color to white if you prefer. But I wanted to be great just to shown in the Render Image. I really liked that details. On the other side, we are going to apply the mirror modifier on the bottom or the arm. Then we are going to select these vertices here. And I'm going to grab them up and add a loop cut right on top because we don't want anything to be changed. Now I'm going to grab these vertices up and this one down so that I can create a second button. I'm going to Control B. You can see that I tried Shift Control B, but Control D is going to work and I'm going to extrude it in y-axis. Then I'm going to select the inside part of the bottom of the bottom. And I'm going to re-scale it inside and grab it up. Once I did that, you will see how it looks like. And I don't like it because it is on the side. So I'm going to select this whole part. Also, don't forget the inside and also these on the side. Now, you can see that I didn't selected the inside ones. So I'm going to press Alt, Shift and click. And you will see that we have everything selected. Now we are going to grab it in x-axis. Leave it right here. So here it is. And I am going to move around and see how it looks like. Okay, now I am going to select this a laser button. I'm going to pull it down, rotate it in zed axis so that this part is facing me. I'm going to rotate it in x-axis as well. Let's grab it. In x-axis. I'm going to rotate it in x-axis. Like so. So this part is facing me and now I'm going to rotate it here and grab it a little bit up. Now, what I'm going to do is I'm going to re-scale it and position it right here. Once I'm done, I'm going to grab it and y-axis aligning perfectly with this, with this part button that we created. So I'm going to grab it in x-axis. Let's rotate it in zed. You can see how it looks like and I'm going to rotate it inside and gravity inside as well. Okay, guys, we are done with those details. And also one thing we are going to select the back. So you can see here that I've previously selected it. I'm going to select this part here of the leg. Select these on the bottom and apply this green material. We want this stripe here. We want to have this stripe. Also one thing that we are going to do next is we are going to shift a to add a plane rotated in x-axis by 90 degrees. Scaly down rather right here. Let sub-divide it two times as we did all the stickers, I'm going to apply the green material, scale it down. And now I'm going to select these vertices here, scale them in x-axis and control be doubled them. But we are not going to use Control D, But Shift Control B to bevel them like so, and add a subdivision surface modifier to it. Once it's done, I'm going to align it here on the hand. I'm going to rotate it, grab it here, scale it. Let's rotate it a little bit more so we're going to align them perfectly here. Then I am going to add modifier, add a shrink wrap modifier on top of the subdivision. But before that we are going to simply grab it in the y-axis and align it perfectly with the hand. Then I'm going to use this target like the eyedropper tool, select the target normal and change the offset to 0.01. Once I'm done, I'm going to apply it, grab it in y-axis. Here you can see that we can slightly just move these vertices on the y-axis. Let's grab it on the y-axis. Well, shade smooth. Let's select it, Control a location, rotation and scale. So old transforms and add a mirror modifier on the other side. So guys, we are done with our model. Also for this part, you can also add the you can add the green material because it is better showing. Also this part here I'm going to add it. Gray material. Here we have our Buzz Light is done. Now what I'm going to do is I'm going to play around with the final render settings, and I'm going to do that in the next video. I will see you there. Bye. 15. Adjusting The Final Render Settings: Hey guys, and welcome back to the 14th and final video of this course. Now we are going to position our character and we are going to render it out. So the first thing that I'm going to do is I'm going to add a plane, scale it up and grab it right on the bottom. Now you can see that my character is likely on the, on the right side. Bend it. I'm going to bend this plane rotated so that he's standing on it. Now I'm going to select the top here and extruded in that axis. Now that I'm done with extruding it, I'm going to select these two vertices and press Control, be babble it, and increase the number of subdivisions by going up with on my middle click button, mouse. Then I'm going to add a camera. I'm going to press 0, press Shift, and periodically on top of the tab key on the keyboard. I'm not quite sure how it is cold. So I think that I will leave it as it is. I'm going to go here under materials for the head and add the head material that we previously saved once we capture painted it. Like so. Let's select the plane here and let's change the, let's change the background. So I'm going to add it. We can add it to be yellow as it was in Toy Story. So blue and yellow. Blue and yellow is always quite nice. I'm going to add it to be yellowish. Let's go with the pastel colors like this one. You can choose whatever, whatever you want. So I will add blue material for now. Let's go with our with our camera. Let's go inside. Let's leave it as it is right here. I am going to go now to shader editor. Here. I'm going to change the object to world. Then I'm going to select this background and press Control T or Control T. This is going to leave me with environment texture mapping and texture coordinate. Here under the environment texture, I'm going to open an HDRI that I have here in my stack so you can download the DRIs from poly haven't dot com there you can choose for whatever idea you want. Once I'm done with this, I am going to press Z and go to the render view. You can see how it looks like right now. So we can always go here and change the HDRI. I am going to go here HDRI, and let's add some brighter ones. Okay, so now on here, under under Render Settings, I'm going to change the render engine two cycles. Always, always save your files before everything. Also, one thing that you need to do is under File go external data and automatically pack, automatically pack resources. So that is the materials, the planes, the HDRI, everything is going to be shown once you get rid of everything. Now I am going to go down, make sure that the denoise in rendering is selected and old sander color management, we can play around with the look, so I'm going to add it. You can see, you can choose whatever you want from these. So I think that I will leave it at high contrast or medium high contrast. And also what we can do is we can, yes, so that is it. Under film weekend. Move this to transparent so we cannot see the back. I'm going to make sure to rotate this part a little bit and make more, better, better looking render. I'm going to move it around and you can see where it is. You can see the back as well. I'm going to grab it will be so the Bud Light is on the center. Like this. If you don't if you don't know where the center is, just go here to camera's settings. So I'm going to select the camera settings. And yet these see various and everything you can use them also the depth of field, you can use it as well. So I'm going to select that my depth of field is the head. Or you can simply add an ad. You can simply add an empty, select the empty, scale it a little bit, grab it right here. And once you selected the camera, I'm just going to make sure that my focus is this empty. So it is right here where our character is. And yet guys, we are going to go here under show, display and limits. You can see where they are. Now, I am going to scale this plane in x-axis and we are ready to render it out. Also under the view, the output properties. We can go here and select the file where we want our object to be rendered. And you can also file format, a format you can choose from the PNG JPEG, everything. I'm going to render it out as PNG. Also here under the yeah, here we are not going to change anything and in render settings, I'm also going to make sure that this max samples in render is not this high. I'm going to add it like 1024. And yeah, guys, I'm going to render it out and that is it. This was a long, long course, but in the end you will have this amazing, amazing character that you can animate a, you can position, you can add in games because it is low poly. And yeah guys, I will see you in the next course.