Blender 3D for Beginners: Create a Cartoon Bumblebee Animation | Harry Helps | Skillshare

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Blender 3D for Beginners: Create a Cartoon Bumblebee Animation

teacher avatar Harry Helps, Professional 3d Artist

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      2:01

    • 2.

      Setting Up Our File

      5:55

    • 3.

      Modeling the Bumblebee Body

      20:46

    • 4.

      Modeling the Teeth and Stinger

      22:51

    • 5.

      Modeling the Eyes

      14:56

    • 6.

      Modeling the Legs and Wings

      23:09

    • 7.

      Modeling the Background and Grass

      28:54

    • 8.

      Modeling the Rocks

      9:28

    • 9.

      Placing Our Sun and Camera

      16:42

    • 10.

      Texturing the Bumblebee's Body

      30:48

    • 11.

      Texturing the Environment

      6:30

    • 12.

      Animating the Wings

      11:04

    • 13.

      Animating the Body

      10:21

    • 14.

      Animating the Background

      8:27

    • 15.

      Rendering Our Final Animation

      11:47

    • 16.

      Creating an Animated GIF

      5:01

    • 17.

      Our Class Project!

      1:43

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About This Class

Hi, my name is Harry! I’m a professional 3d artist with over a decade of experience. I’ve worked most recently as the Studio Director of an award winning architectural visualization studio.

In this class, I’ll be showing you how to model and animate this little cartoon bumblebee!

 I’ll walk you through the simple and beginner friendly process of creating a cartoon style bumblebee animation in Blender.

We’ll be going through the entire process of creating this bumblebee animation from a beginner’s perspective to avoid as much confusion as possible. That means I won’t be skipping any steps or going too fast for you to keep up with me.

We’re using Blender for this tutorial, which is an amazing and totally free 3d software. The only barrier to entry is having a computer to run the software on.

You can download Blender completely free from blender.org

In this class you'll learn:

  • Blender Interface and Tools: We’ll learn about the many basic tools and interface elements within Blender while creating our cartoon bumblebee.

  • Modeling: We’ll use basic modeling tools and modifiers such as mirroring and subdivision to create our bumblebee and environment.

  • Lighting: We’ll set up a simple sunlight to accentuate our cartoon shaders.

  • Shading: I’ll show you how to make colorful and stylized cartoon materials for our bumblebee and environment.

  • Animation: I’ll walk you through animating your bumblebee by using simple keyframing and modifiers like cycles.

  • Rendering: We’ll render our final image in Blender so you can share it with your friends and family on social media.

You'll create:

  • A cute looping bumblebee animation in a cartoon style. You'll be able to share this animation with your friends and family as both a video file and an animated GIF!

Our class project:

  • I’d like you to create a new looping cartoon animation with a unique design and share it with the class!

  • Here's an example of what I created for my class project!


I’ll personally review every project uploaded to the gallery and give you feedback on what you’ve done fantastic, as well as anything that could use some adjustment.

I hope you’ll join me on this fun beginner’s journey through Blender by making your very own cartoon bumblebee animation!

Meet Your Teacher

Teacher Profile Image

Harry Helps

Professional 3d Artist

Top Teacher


Hi, I'm Harry! I have over a decade of experience in 3d modeling, texturing, animating and post-processing. I've worked for a lot of different types of companies during my career, such as a major MMORPG video game studio, a video production company and an award winning architectural visualization company. I have worked as a Studio Director, Lead 3d Artist, 3d Background Artist, Greenscreen Editor and Intern UI Artist. My professional work has been featured in "3d Artist" magazine with accompanying tutorial content. I have extensive experience with Blender, 3d Max, VRay and Photoshop.

I love sharing my passion for 3d art with anyone wanting to learn!

Get full access to all my classes and thousands more entirely free using this link!See full profile

Level: Beginner

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Transcripts

1. Introduction: Hi, my name is Harry and I'm a professional 3d artist with over a decade and experience. In this class, I'll be showing you how to make this little fella. I'll walk you through the simple and beginner friendly process of creating a cartoon style bumblebee animation in Blender will be going through the entire process of creating this bumblebee animation from a beginner's perspective to avoid as much confusion as possible. That means I won't be skipping any steps or going too fast for you to keep up with me. We're using Blender for this tutorial, which is an amazing and totally free 3d software, the only barrier to entry is having a computer to run the software on. In this class, you can expect to learn the Blender Interface and it's Tools. We'll learn about the many basic tools and interface elements within Blender while creating our cartoon bumblebee will learn modeling to create our bumblebee and environment, We'll use basic modeling tools and modifiers such as mirroring and subdivision. Up next is Lighting. We'll set up a simple sunlight lighting scheme to accentuate our cartoon shaders. Then we'll move on to Shading. I'll show you how to create a colorful and stylized cartoon materials for our bumblebee and environment. Up next is Animation. I'll walk you through animating your bumblebee by using simple keyframing and modifiers like cycles. Lastly, rendering, We'll render our final image in Blender so you can share it with your friends and family on social media. When we're done, you'll have all the skills you need to create a looping cartoon animation of your very own. For our class project, you'll be doing just that. I'd like you to create a new looping cartoon animation with a unique design and share it with the class. I'll personally review every single project uploaded to the gallery and give you feedback on anything you've done fantastic, as well as anything that could use a little bit of adjustment. I hope you'll join me on this fund beginner's journey through Blender by making your very own cartoon bumblebee animation. 2. Setting Up Our File: This is your first time taking a Blender class, I'd highly recommend you start with my complete beginner's guide to Blender first, this class was designed for the absolute beginner to Blender and 3D Art in general, we cover every single necessary topic in order to get you up to speed and running in Blender will accomplish this, but short and focused lessons that cover each topic from a beginner's perspective. Utilizing a well-organized starter file, we end the class within easy projects where you set up and customize your very own cozy camp site. With that out of the way, let's continue with the lesson. This lesson, we'll be going over some settings to prepare a file for future rendering. Let's begin. Let's start by choosing the general file type here on our splash screen. Will choose general. Now we're going to go to the render properties tab over here on the right side. This is the tab here that looks like the backside of a little DSLR camera. So it's the very top. We'll click this and then you should see a similar screen to this. We'll be using the EV real-time render engine for this tutorial. This will ensure that we get the look that we want and keep our render times really short. This is important because we'll be creating an animation at the end of this class. And we don't want to be waiting around for hours for it to finish. Now let's go further down this list. We're going to look for motion blur. We can click motion blur to turn this one. We're going to click this little arrow here to twirl this open so we can see more of the settings. The only two settings we're going to change here are the shutter and the steps. So let's change the shutter first. We can just click on this number here and then type in 1.5 and then hit Enter. Then we'll go down here to steps. And we're going to change this from one. What do we up to 64. So essentially the two settings that we just changed here, the shutter speed is just how motion blurred will our Animation be. So how much motion blur will be present within the motion? Then the steps is just basically how high-quality is this motion blur effect. The more steps you have, the more smooth at a look. Now let's scroll down in this list even further. We're gonna go down to where it says color management. Then we can open that up. So by default it should be set to filmic for the view transform. We're actually going to change this from filmic to standard instead. So filmic works really well for realistic photorealistic renders. However, standard usually does a better job with more stylized things. In our case, the cartoon effects will be a little bit more saturated, so it's a little more colorful and don't have a little bit better contrast with the standard view transform then it would with filmic. We're just going to leave the look set to none. We won't need to change that. That's the last setting. We need to change it in the render properties tab. So now let's go to the output properties, which is the tab just below that. And it's the one that kinda looks like a little printer printing out a photo. We can click on this and that'll switch us to the output properties. The first thing we're going to change his Up here. It's the resolution of our final product. It's right now it's set to 1920 by ten at which is the standard HD size. We're actually going to make this 1080 by ten at. So let's just click on the top number here and just type in ten at it entered. And then we'll see here 1080 by ten at, which gives us a nice square image here we can see that the Camera used to be a rectangle, and now it's showing as a square because that's the output that we're creating. Then one last thing here, and the output, we want to switch the frame rate from 24 FPS. We're going to make this a little bit higher and set it to 30 FPS with our resolution changed from 1080 by 1080 and our frame rate set to 30 FPS. Ready to save the file. It's important that we save the file we're working on right now and changing all these settings in, because the settings are based on a per file basis, we're not changing the settings for all of Blender. If you just open up a brand new file, the settings we've changed won't be present. So save our file. We're gonna go up here to File and then choose Save As. You can also hit Shift Control and S at the same time to do this. So we'll click this. Now when the say Windows pops up, you'll be able to choose the location that you save your file. You'll want to navigate and using the folders here on the left side, or typing in an address bar here at the top. And navigate to a place that you know, you'll be able to find this file later. You don't really want to be moving the file around too often. And you want to have it saved in a place that you're not going to accidentally delete it. So I wouldn't suggest saving it into your downloads folder or something. I'd maybe save it on your desktop or in your documents, or maybe make a new folder and place it in there with your location chosen. Now we can go down here and give it a name. We'll just going to call this bumble bee all one word underscore animation. Then I'm gonna do underscore the 01 at the end of it. The reason I added a underscore 01 at the end of this is in case we need to branch this file. I'm afraid I'm about to do something that might cause an issue in the file later on, I can always save this out as a version two, version three that we don't lose any of the previous progress. I'm not constantly just overwriting the same file. So if I mess up, I'll still have an older file to come back to. Again, bumblebee underscore animation, underscore 01. We can just choose Save As with these settings changed and the File Save, we're ready to proceed with the product. And the next lesson, we'll start modeling the Body of our bumblebee. I'll see you there. 3. Modeling the Bumblebee Body: In this lesson, we'll be modeling the Body of our bumblebee. Let's begin. We'll start by enabling a simple built-in add one to make our life a bit easier. We're gonna go up here to Edit Preferences. And then we'll go to the add-ons tab here on the left side. And then in the search bar, we're going to search had mesh. And then we'll see here add mesh, extra objects. You want to make sure that you have this checkbox turned on. So you wouldn't have turned on Add mesh, extra objects. And then we can close this down. We won't need this anymore. Now let's enabled this add-on simply adds extra primitive objects that we can start our model with. Let's select this cube here that started in the file by default, we're going to delete that. Now we can hit Shift a and the same time to bring up the Add menu. We're gonna go to Mesh. Then we want to go down here to round cube. Now this is one of those things that was added in with that add one we just enabled. By default, you wouldn't have access to this. So we'll choose a round cube. Now I'm down here at the bottom left. We can twirl this open to CV options for this round, cute. We'll start by going up here to the top where it says Operator Presets. And we're going to choose the quad sphere preset. We can click this and now we can see that we have essentially a sphere, but it's made up as if it was a rounded over cube. So it has all these different square faces. It doesn't have the normal triangular faces. You would see an, a typical sphere. That'll make our life a bit easier when we get into the modeling for the Bumblebee. And then we just wanna make sure that we have our Arc divisions here set to eight. And that's essentially just how many cuts this has. So if I turn it up, it gets more cuts. I turn it down. It has less cuts. We want to have our set to eight, which should be the default. But if it isn't, just set yours to eight, with those settings changed, we can now go over here to our list. We can double-click one where it says round cube. And we're going to name this Body BOD why? And then hit Enter. Now we, we know what this object is later. Let's use our mouse wheel to scroll in a little bit. Then we're going to right-click and then choose Shade Smooth so that our cube or rounded cube, which is basically a sphere in our case, is nice and smooth looking. Now we'll switch to our move tool. Over here on the left. We're just gonna move this up a little bit and then we're going to type in a number so we know the exact height. So just move it up just a little bit on the z-axis, the blue axis. Then down here, when it pops up this option box, we can actually just manually type in 2 m. So meters is the default in this case, so 2 m. And then we'll have it floating 2 m above the surface. This is essentially just how high off the ground are Bumblebee Body will end up being. We're giving it this much space for us to fill in with the Legs and then any other environmental details, it'll go below it. Now let's begin shaping this sphere into the Body of our bumblebee. So start by hitting Tab on your keyboard here to switch into edit mode. Make sure you have the Body is still selected. So select it first and then hit Tab. Now hit to, to enter your Edge mode. And then hit Alt and Z at the same time to enter your x-ray mode. And we can tell that were in X-Ray mode now because we're actually able to see through the model here, we can kinda see through them or seeing all the lines of this model through itself. Also just another quick way to make sure you're an x-ray mode is this little button here. This is essentially the X-ray mode button. So if you would rather click the button on the interface you can, it's this little button here with the two overlapping squares. Although I think it's a little bit better if you get into the habit of holding down Alt and then hitting Z, switch back and forth. It's a lot faster and you don't have to find this button each time. Now let's go into the front view for this viewport. So there's two ways we can do this. We can either click on this little negative. Why bumble? This negative Y side here, this is considered the front side of your viewport. So this site here is the front facing, this direction is front. Or I guess I can just show you this, so we'll just click on this and that'll pop us into the front view. We can see up here it tells us front orthographic view. Alternatively, if I rotate my camera here, we can hit the Tilde key, which is the key to the left of the one, and above the Tab button. So it's the accent or the Tilda. So if you hit that, it'll pop up a radial menu. Then we can just choose the front view. I'd also has the other views here that are easily accessible. So we'll just choose Front. Again. You can either hit the Tilda to bring up this radial menu and then choose it. Or just click the little bubble based on the direction that you'd like to face. And that works for any one of these bubbles here. If I click this, you can see that's the right view. The negative Y again is the front view, Z is top, and so on. Okay, so now that we're in our front view and we can actually begin editing the shape of this. So we'll start by just clicking off the model to make sure we don't have anything selected And again, we're in the edge mode, which is to on your keyboard. Then we're going to hold down Alt and then click this middle line here. So this middle edge, when we click this molar holding Alt, it'll select that entire loop all the way around the model. So it's not, you're going to just select a single edge. It'll select all the way around every contiguous edge attached to it. Now we're going to hit Control and be, at the same time. That will bring up the bevel menu. So we, first all, we can start moving your mouse to just bevel it a little bit. So it's going to split that edge into two edges, will split it out to about here. You don't want it to go so far that it starts overlapping. You can see the model starts acting a little funny when you do that. Just go to about here. It doesn't need to be exact. Just a little bit before it starts overlapping. With that done, we can now switch to our vertex mode by hitting one on our keyboard. And now we can drag select over this entire left side. So what we're going to be doing is making this sphere into more of an oblong shape, more of a capsule or a pill or whatever you want to refer to that shape is. But it is very important. They, we are in X-Ray mode because we just drag select over top of this and we're not an x-ray, it's only going to select the visible vertex. So if you're not an X-ray, won't select through the model. So make sure this little button here is, is highlighted. Or you can tell like here, if I zoom in, I can actually see the grid through my model here. And that's another indication that this model is x-rayed. Let's zoom out. I have my left side selected. So every vertex here on the left side, I just clicked and dragged and highlighted all of them. Now I'm going to switch into my move tool. And I'm going to move these in the negative x-direction. So this direction to the left, We'll just move them a little bit at first. And then when we let go, We'll get this little option box here. Again, we can just type in the exact number we want, which is negative 0.5 and then hit Enter. So negative 0.5 m. Then we're gonna do the opposite on the other side. So we're just going to drag select over the right side. Move it slightly to the right. Then here instead of negative 0.5, we're just going to type in 0.5 that hit Enter. Now we can see instead of being a circle, we have this kind of oblong shape. With our right-side moved. We can now hit Control and our, and we want to hover over in the middle here of the model here where it's these long, uninterrupted phases. We're going to hit Control and are. And that'll bring up a little yellow line. But before we do anything, we want to scroll up on our mouse wheel. We're just going to scroll up a few times. And then you can see down here at the very bottom left. So when I move my mouse is going to go a little all over the place here, but down here at the very bottom left, it says number of cuts five, and it says smooth zero. But we're more interested in the number of cuts. In this case, we want to slide it up until it says six cuts. So number of cuts, six. And then we're going to click. And then without moving your mouse at all, just click again one more time. Because if you move your mouse after clicking the first time, you'll actually be shifting the lines left or right. It doesn't need to be exactly perfect if you shift them a little bit to the left or a little bit to the right? It's mine. You just don't want to shift them all the way to the right are all the way to the left by accident. Okay, So down here we get this little option box. And this is another situation where we can change the number of cuts. But we can tell down here at the bottom left when we were adding them that we had six cuts to begin with. Again, you use your mouse wheel so you scroll up or down on your mouse wheel to add or remove cuts while it's still a yellow line. Okay, so we have all of our cuts placed. Now we can hit a to select all vertices. So just hit a and that'll select all. And this works in face or edge or vertices mode. Doesn't matter if you had a, it's just going to select everything. Now we have everything selected. And then we're going to right-click in the more gonna go down here to smooth vertices. So we can see right now our shape. It's relatively round, but it has this kind of flat spot and then it gets almost like a little bit of a corner here where it starts to round. We're going to try to smooth that out. So the whole thing is just a little bit more organic. Then we're gonna do that is with this smooth vertices function. So this is just going to average out all the distances the vertices and tried to calculate the most relaxed position of all of these vertices is going to smooth them out and try to get rid of as many hard edges as possible. In our settings down here is how we're going to adjust the amount of smoothing we're getting. So we can turn the smoothing up from zero, which is so moving at all, all the way up to one, which is maximum smoothing, at least for this slider. We can see what it, when it does as we slide this, it pulls some of these edges apart. It moves things in, kind of just softens the shape. But we can actually smooth and even more than that. If we add more repeats, it'll just do this exact same smoothing operation multiple times. So every time we add a repeat, it just gets smoother and smoother and smoother. Now in our case, we don't need to smooth that out entirely. Ruling gonna do two repeats. So set your smoothing to one and then set your repeats to two. Again, as I said, this just makes the shape a little bit more organic, a little bit less hard-edged. So with that done, we can now click off of the model to confirm those changes. Then we're going to rotate our camera around just so we can just rotate our viewport so we can see this side. And we're gonna be working on the negative X side of this. So if you look up here, you should be working on the negative side. And we're gonna be adding the mouth to the side of the model. First, let's turn off this x-ray mode. That's actually making it a little bit hard to see what we're doing now. We won't need it. We're going to hold down Alt and then hit Z to turn off X-Ray mode. Then we can hit three to go into our face mode. So now with our body shape completed, let's move on to adding the mouth for our bumblebee. So a real bumblebee wouldn't have a big toothy grin like we're about to add. But I think for the cartoon aesthetic that we're going for, it'll look just fine. So again, rotate your viewport here to the left side of the model. So the side here, the negative X side, the side is going to be the face of our B. We can zoom in here and now we're going to start selecting some of these faces. So again, make sure you're in face mode with three. And then hold down Shift as you click each of these faces to add to your selection. We're going to start here just below the halfway point. So we can tell that this line here is perfectly flat, which means that's the midpoint of the model. So this is the exact half point. We're going to click these two. We want to have for across the width of the mouth. Then we're going to select the ones just below it as well while holding Shift. So holding shift the whole time selecting each of these. So that's essentially the general shape and size of our mouth. Now with these faces selected, we can hit E on our keyboard to start extruding these backwards. So we can see if we extrude forward, it just adds faces on the sides to make this come out. However, we went to go back into the model and it'll just do the reverse of that. It's going to add faces on the side to allow it to be pushed further into the model. It doesn't have to be an exact distance because we're going to be covering this with teeth. But you wanted about that far? In my case, it was about 0.5 m. If we want to be exact, I can just type in negative actually negative 0.5 because they went backwards. If you'd like to match exactly negative 0.5 for the Z. Now we need to pull this down because right now it extruded it backwards at an angle we can see it's kind of going up a little bit. We just want to pull this down so it flattens it out. It doesn't need to be perfect. We just wanted to a little bit flatter than it was something around there. Now let's add a modifier to smooth out the Body in the mouth so we can begin shaping it into a smile. To do this, we're gonna go over here to the modifier tab, which is this little blue wrench. Now we can click Add Modifier. Then we'll go down here to subdivision surface. So it's in the second column and it's near the bottom subdivision surface. And click that. We can see right away, the hard edges that we had it along the corners of the mouth are now rounded. It's also slightly smooths out the silhouette of our model here as well. Let's go into the settings over here and we're going to turn up the levels in the viewport up to two. So essentially the higher these numbers are, the more smooth ER model is. We'll notice if I click back to one, it's pretty smooth, but there's still some kind of jagged edges. If I turn it up to two, it gets even smoother. And then if I if I wanted to, you don't have to, I wouldn't suggest this actually, so don't don't follow me here. But if I turn this up to three, it gets even smoother. And then for smoother still, eventually it gets so smooth that you can't tell the difference between the levels. In our case, we're just going to set these both to two. We have both of these set to two now. And now we can tell that our model is much smoother than it was. Also notice on the corners here of the mouth that it's actually cutting into the model and smoothing it out. So rather than the model coming all the way out to here and then going back, It's actually kind of easing that corner, knocking the hard edges off of it will actually, it's going to make our job a little bit easier and making this more organic shape for the smile of the Bumblebee, it's going to make our life a little bit easier because it's already doing a lot of this kind of organic shaping for us. It's now we just need to work with the low poly model underneath, which is this kind of floating cage we're seeing right here, this kind of transparent model. That's the actual polygons of the model. And then the really smooth surface we're seeing is the result of this modifier on top of it. So let's begin shaping the mouth. Now. We're going to do that in the edge mode. So we'll hit to just switch into edge. And then we're going to select the corners of the mouth. Now in this case, it's a little bit hard to see what we can still see the edge here. So you just click this little line here, you know exactly where it's added. It's only a single edge that goes back to this face here. So we're gonna do that on the other side too. So hold Shift down when you do this, so that we select both of them. If you just clicked it, it would deselect the first one and only select the new one. Need to make sure you hold down shift when you're selecting multiple objects at the same time, multiple vertices, edges, faces, and so on. Let's start by moving these up. So we're gonna give it the corners of the mouth a little bit of a lift here on the side. Lift these up to somewhere around here. And again, this is This is all just kind of eyeing it up. We're not gonna be using exact measurements for this. Just try to visually follow what I'm doing here is all pretty small movements, so it shouldn't be too hard to replicate. So we have it about here and that looks good. Then we're going to scale this up, but only in the y-direction. So right now our mouth is a little bit too narrow. So at the top, at least it's still has this square shape. I want to give it a little bit of a wider shape at the top and then narrower at the bottom. With these two edges still select it. So I still have the corner edges selected. I'm going to hit S on my keyboard, and then I'm going to hit Y on my keyboard next. So that's started the scaling process. And then when I hit Y, it binds it only to the y-axis. And that, you can tell that because of the green line we're seeing on the screen. So now if I move this, it's only going to scale it just along that green line. So let's scale this up just a little bit here. It's kind of widen the top of the mouth out a bit. We'll move it to around here. Again, it doesn't need to be perfect. We're just trying to give this a little bit more of a smile shape. The top of the mouth is done. Now, Let's get onto the bottom corners. We're gonna do a similar process down here. So first just click on this left one because we don't want to, we don't want to hold shift in this case because we actually want to deselect the top. So just click on the bottom left side and then hold Shift and click on the bottom right side to add to this original selection here. We're going to move this up to round off the bottom of the mountain a little bit. Right about here. Then again, we'll hit S. And then why? We're going to scale these inward a little bit too round the bottom of its were doing the opposite of what we did it. And we'll scale it into about there. Now we can switch back to our face mode. So we'll hit three on our keyboard to switch back to face. Then we're going to select just these two top faces here. Basically the top lip of the mouth will hold Shift. So we have both of these selected, just these top two center faces. And we're gonna go to the side here. And then we're going to pull them out using this red handle, moving them in the x-direction. Pull them out just a little bit to kinda give the, the top of the mouth a little bit of a protrusion almost mimics either a top lip or a bit of a nose or something. So we're just giving it a little bit of a snout top lip. And notice, whenever you want to think of it as for me know, in terms of a Cartoon Bumblebee. So we pulled that out a little bit. Now we're gonna do a similar thing here on the bottom. So we're just going to start by just clicking this one here so that it deselects the top. Then we can hold Shift and select the other one. And we're going to pull this out as well. We don't want to pull this one not quite as far as the top one because the bottom lip in this case wouldn't stick out quite as far. So we'll pull it up just shy of that one. Now we have a protrusion for the bottom lip and the top lip. And then one last change, we're going to switch to the vertex mode. So we hit one on our keyboard, just switched the vertex. Well notice here that this vertex here juts out, so the bottom lip comes out. And then this center line here, which should be the corners at the mouth kinda poke out and then it goes straight up. So I'm going to select both of these here. So I'm going to first just click this, just so it deselects the original and then only selects that. Now I'm going to hold Shift and select this corner. Now I have both sides of the mouth selected. We're going to pull these back so that it looks a little bit more like a corner of amount that should have a more of a round shape here rather than coming back and then protruding out again. So we'll pull back to about here. So we can see this is a little bit more of a round shape. Okay? So I think that looks pretty good enough shape. In the next lesson, we'll be modeling the Teeth and Stinger for our bumblebee. I'll see you there. 4. Modeling the Teeth and Stinger: In this lesson, we'll be modeling the Teeth and Stinger for our bumblebee. Let's begin with the mouth done. Let's add some teeth inside of it. So it's not just this big hole in the front of our mountain. Well, so first we'll hit tab to exit our edit mode because we're done editing the actual body shape at this point. Now we can hit shift and a, and then we're going to go to Mesh. And we want to add a cylinder, will choose cylinder. Then we can see down here this cylinder that have popped up. But we do actually want to change some of these settings potentially. I think by default the vertices is probably fine and the radius is fine where we are going to scale that down. But we know for a fact that our teeth do not need to be this tall. So we're just going to set this back down to 1 m as well. So that's a little bit easier to scale. So we should have 32 vertices, one for the radius, which is essentially just how wide it is. And then the depth is how tall it is. We just made it a little bit shorter. So it's all set to 1 m. Now we can go up here on our list. We're going to double-click the word cylinder, and we're going to call this T, T, E TH. And then hit Enter. Now we can right-click on this model and then choose Shade Smooth. Will notice the Shading here goes a little bit wonky. But we'll be doing some things to the model that we'll get rid of this and we won't notice it at once. It's actually inside the mouth. So let's start positioning these Teeth inside this hole that we made for the mouth. So we'll start by moving it up in the z-direction, roughly about the height that the Teeth would be. What I want to center this. So around there. Now we're going to move it forward. Let's zoom in a little bit so we can see. Now we're starting to see the Teeth filled this mouth cavity. However, the Teeth are way too large right now. So let's start scaling this down by hitting S. We just hit S. Then we can move our mouse and just scale them down. Scale them down to about here. In this case it's about 0.7, 0.65. This little, this is just eyeing it up. We won't really need to follow exact measurements for this. We're just going to move this forward. So it's about the right width. It's still a little bit too tall. So we can hit S and then Z to bind it just to the z-axis, which is the blew up and down axis. And we can scale this down a little bit so they're not quite so tall because they were poking through the chin here. Then we can move it up. We need to make sure that it fills the entire mouth here so you don't want to have like a flat spot here where there's no No Teeth and the side of the mouth here. You will need to make sure that it fills up this entire whole that we made for the mouth. We can push it forward a little bit. We want it to stop a little bit before the end of the lip because we want to have the lip protrude out a little bit further than the Teeth do. Now if you're concerned that your teeth might not be close to mine, are you having trouble fitting them into the mouth as well as I have here. I can show you the side menu here. If you hit N on your keyboard, it'll bring up this little side menu. We can go to item, which is the top tab when the side menu. Then down here, you can see the scale that I have. Right now. If you actually just hand type these numbers in here, I'll make my numbers a little bit nicer. So I'll do 0.67 for both of these. Then we'll just do 0.5 for this. If you type in these numbers here for your scale, your cylinder will be the exact same size as mine. Then for the location, we can actually change this as well. We'll just do negative 0.67 and then zero point or 1.86 for the Z location. Now like I said, if you type in these exact numbers for the X location, the Z location, and then all three of the scales. Your teeth will be the exact same position and size as mine. So I'm going to hide my side menu now. Now we can begin editing these Teeth to make them look a little bit more like Teeth. We'll start by hitting Tab to go into Edit Mode. Then we'll hit three to enter our face mode. Then we'll do Alt and Z to go into our x-ray mode so we can actually see the model that we're working with because most of its hidden now inside the body of the Bumblebee. The first thing we'll do is spin around to the top of the model. Then we want to select this top face of our cylinder. So we're just going to select near the middle when you're working in X-Ray mode and specifically in face mode, you need to select near these dots in the center of the each face. If you select, passed them CV select too far away from this dot, you're actually going to select the next face behind it. So you have to remember it's a little bit finicky, it takes some time to get used to. But anytime you're selecting a face within X-Ray mode, just make sure you're selecting near these tiny little black dots. Okay, so now we have the top face selected and we want to rotate our camera around. So we're looking at the side of the model. If you really want to, you can go into your front view by clicking in the negative Y bumble up here, or again Tilda and then front. But we're only gonna be doing this for a quick second here and it might not be useful. So we'll just move this forward. We're going to move this forward towards the front of the head. We want to slant these teeth a little bit because right now the Teeth were perfectly vertical and I made a really large top lip and a really small bottom lip. Let's try to get rid of some of that so they're a little bit more even. And we're going to move this forward so that the Teeth slant. The front of the mouth. Again, doesn't need to be perfect. Just try to get a little bit of an angle here on the front of your teeth. Now that they're angled, we can rotate around. And with your top face still selected, hold Shift, and then select near the little dot here at the bottom. We have both the top end, the bottom selected. The, we're actually going to delete these so we can hit X or delete on the keyboard. And then we went to delete faces. So we've now deleted the top and the bottom of this because our teeth don't really need to be a completed cylinder. Now let's go back into our front view. Again. The little negative bubble, negative Y bubble, or Tilda. And then front. We can zoom in here. And then we're going to select most of the backside of the cylinder. So we're going to drag select over the backside here and we're going to select pretty far up actually. So we're going to select to about here basically where the backside of your mouth stops. So select all of these, these faces back here. So basically the back two-thirds of your cylinder. And then we're also going to delete those so we can hit X or delete and then choose delete faces. The reason we did that is because we really don't need all of those phases here. The faces we have are already probably too much. We don't need to delete any further than this, but we could actually delete probably all the way, at least these last two on each side if you really wanted to. But what we deleted now has gotten rid of the bulk of the cylinder and basically just left behind the parts that make the Teeth. So now rotate around to the front so you can see the front side of the mouth. Then we're going to hit Control into our that'll bring up our little yellow line, which is essentially where we're going to be placing a cut in the model. We're just going to click once right away. We're just going to place a single cut. And again, this is where we can tell that we're sliding it. We want to place it right around the center of the mouth again. Okay, so now we have a single cut placed along the center of the Teeth. And this is gonna be the break for the top and the bottom of the Teeth. Now let's bevel this line so we add a little bit of a separation here between the top and the bottom. So we'll hit Control. And B. To begin beveling. We're just going to move this out. And essentially, the size that you make this bevel is the amount of gap between your top and your bottom teeth. So I'm gonna make mine Not really large, just a little bit of a gap. So there's there's some separation between the top and the bottom. We'll set it to roughly here. It doesn't need to be exactly that, but just a little bit of a gap between them because we're actually going to be deleting these faces here. So once you have your line beveled and you've determined how far apart you want your teeth. We can now hit X or delete and then choose delete faces. Now hit to make sure you're still in edge mode. So up here, you should be in edge mode. And then we're going to hold down Alt and click on this top edge of the bottom teeth. So they essentially the top of the bottom. And then we're going to hold down Alt and Shift at the same time. We're going to select the bottom of the top Teeth. So we're selecting essentially these 22 lines here that make up the gap between the Teeth. Now we have both selected because we shifted to hold down and select them. And now we can hit E and then X extrude them only in the x-direction. So we're going to extrude them all the way back to the back of the mouth. We can just go past just make sure you go pass this this interior cavity of the mouth. You're not to go quite as far as that. We can pull it back to here. So you just need to make sure you that you clear this line here. Now with those extruded back, we can hit Alt and Z to exit our x-ray mode, then tab to temporarily exited our edit mode. Now we have teeth, but they look kind of weird. There's somewhat sharp edge here and they're also, the shading is a little odd as well. We're gonna be fixing that. But before we do, we need to apply all of these changes that we made to the scale of this object. Now that we're back in object mode, we're no longer an edit. We can hit control and a, and that'll bring up our apply menu. In this case, we want to apply the scale of this because we change the scale from the original object. So if I just hit N here to bring up my side menu. So now I have my side menu up. You can see the actual scale of this object. It's been scaled down. So it's set to 0.67, 0.5 for each of these different values. If I do anything further that's going to take into account that scale. It's actually going to scale that operation down as well because it's using these as the basis for that. So before we start beveling the front of these Teeth and making them round, we need to apply the scale so that set all back to one. So to do this again, we're going to hit Control a with the selected, the Teeth selected. Then we're going to apply the scale. And we'll see right away soon as we apply the scale, it's all set to one now. So now if we switch back into our edit mode, hitting Tab and then switch to our Edge mode by hitting two. We can now start beveling the front of these Teeth and making them nice and round so that the shading everything looks more correct and it's a little bit more appealing. Let's click off the model to deselect anything. Then we can hold down Alt and click the bottom here of the top Teeth, sort of like what we did before. We're essentially selecting the edges that make up the gap. Then we're going to hold down Shift and Alt at the same time, and then click the bottom of the top Teeth. We've both of these edges selected. Now we can hit control and be, to start beveling. Then as we move this, well, notice that our bevel here is nice and nice and even it looks like it's basically cutting it off at a 45-degree angle. Had we not applied our scale, it actually would have squished this down. So rather than being a nice, perfectly cut bevel on the edges of these Teeth, it would have actually squished it down and it would've been a little bit off-kilter and it would have changed the look of what we're doing here. So it was important that we applied our scale before we started beveling. So that the bevel is using the nice 11.1 for all the scale values to create the bubble with. So as you're beveling, you can actually scroll up on your mouse, mouse wheel rather. And it'll add more cuts here to round these out. We're going to add a little bit more cuts. In this case it looks like about five segments. Then we can choose how round the front of these teeth are. We'll set it to around here. We're going for a pretty cartoony look. So we'll give them pretty nice rounded teeth of the front. Again, my, my values here about 0.035. And then five segments can now hit tab to exit our edit mode. We have nice round Teeth. Adding the bevel to the edges of the Teeth also got rid of that dark shading we were getting along the top as well. Now if we look at our animation here, or Bumblebee, which will eventually be in the animation from the, the general angle that will be taking our animation from these teeth look pretty convincing. Now that we're done with the Teeth, the last part we're making for this lesson is the Stinger for our bumblebee. Let's start by hitting Shift and a. Let's bring up our Add menu. We're going to go to Mesh, and then we'll go up here to cone. Let's choose our cone shape. And then we are going to change some of the settings here. So the main one we're going to switch is the radius to its right. Now it's set to zero, which means the top of the cone is a perfect point. It comes to a sharp edge at the top. It'll actually make it a little bit easier for us if this came to a flat point at the end. So we're going to set this to 0.2 m. Now we'll give it the top of the cone, sort of a flattened shape, but that'll be a lot easier for us to round this off and make it look a little bit more cartoony. So just make sure your values here are set to 3024 vertices, one for the radius, radius, one with 1 m, radius to 0.2 m. And then the depth, we can just leave that at two. Let's go over here to our list and rename this Stinger. So type one or double-click on the word cone. And then we'll type in Stinger that hit Enter. We can right-click and then choose Shade smooth, smooth this out. Again. This looks kinda Andre now, but we'll be fixing that once we edit the shape. Now the first thing we wanna do is rotate this one its side so that the point, the narrower end is facing this direction. So we want to essentially rotated over 90 degrees. And there's a quick way to do this. So we can just hit our then why to bind it to the y-direction. And then we can just type in the number we want rather than trying to I it up or hold down Control to snap it, we can just type in 90. And now we've rotated it exactly 90 degrees. And that works with any value type in here. So if I typed in one at, it would rotate it 180. In my case, I'm just going to type in 90 and then hit Enter. Again. It's Our then why and then typing the value 90, let's move this up in the z-axis. So the blue Up arrow, we're just going to move it up pretty much in the middle. And then when, once we let it go, we can actually type in the value we want to type in To meters because we know that's exactly in the middle of where our body is. And we went this Stinger to also be directly in the middle for the back-end of the Bumblebee. Now we can slide it back. We're going to slide it back to the back of the, the Bumblebee here, roughly there. Then we can just start scaling this down, hitting S on the keyboard, S. We're going to scale it down to approximately the size that the Stinger would be on a Cartoon Bumblebee of this, this size. This doesn't need to be exact. If you want gears a little bit bigger, a little bit smaller, that doesn't matter. The only important thing here is that it is intersecting with this. We want it to make sure it looks like it's popping out of this and not just paste it on the edge. So just intersect it just a little bit here, like we have it. Okay? Now let's hit tab to enter edit mode. And then we're going to hit one to go into our vertex mode, and then Alt and Z to go into our x-ray mode so that we can just simply click and drag over the end here and select everything through the model. Now we have all of these vertex here on the very end selected. We're just going to pull this out a little bit to make the cone a little bit more, more sharp, a little bit more pointy. We'll pull it out to about here. So if you want to see roughly how big mine is from this distance, the Stinger is about that long. And again, this is purely personal preference. If you'd rather have a shorter Stinger or longer one, that's fine. Now we can hit three on our keyboard to go into our face mode. We're going to turn around here on the inside. We're going to select this face on the very end of the Stinger, the one that's currently hidden inside the body. And we're just going to delete that so we can hit Delete or X and then choose delete faces. Now let's switch back to our Edge mode. We'll hit to, to switch to edge. Then we're going to hit Alt and Z to exit our x-ray mode because this actually makes this a little bit easier to see if we're not an X-ray. Now, zoom in down here to the point of your Stinger. Then we have it in view. We can hold down Alt. And then we're going to click this edge that goes around this flat part of the Stinger. So we'll hold down Alt and then click right on this edge here, and it'll select the entire loop all the way around. Now we can hit Control and B to begin beveling this. We're going to start beveling this and we'll try to round it out so as you move the mouse further away from the Stinger. So wherever you started, you have to move your mouse outward. We can start moving it until this. We don't want to totally overlap this because again, you get some weird Shading. I'll just stop just shy. It's okay that it has a little bit of a flat point at the end. We can use our mouse will hear and to determine how rounded this point is. So as we scroll our mouse wheel up, it'll add more cuts. We don't need a ton of cuts here because this is a pretty small detail on the back. But roughly five or so cuts should be fine. I'm going to move mine to about here and then click to confirm the change. Now if I zoom out, we can see we have a Stinger here, but it has a cartoony pointed end. We can now hit tab to exit our edit mode. Let me zoom out. And now we have our Stinger done. With the Stinger completed. The only thing left to do is organize Our File quickly. We're going to start by drag selecting over all three parts of our Bumblebee Body. Right now, we can just click and drag over all three parts. You'll see that it highlights all three. If, if by accident you select too large and you get your light in here, you can see that I have my light selected here. You can just hold Control down and then drag select over an object and it will deselect it. Now it's no longer part of the selection. I have just my Stinger, my Teeth, and my body selected. Now I'm going to hit M on my keyboard for move to collection. And I want to choose new collection. Then once I choose new collection and asked me what name I would like for this collection. I'm gonna type in bumble bee. Because all the pieces that are going into this new collection, our bumblebee parts. What that typed in, I can hit Okay. Now I can see right away over here that it's moved all three of these objects into the Bumblebee collection, and it's moved them out of the default collection. Now with them moved, I want to click on this little tiny white folder box next to the word bumblebee, and that'll place a little tiny highlight around it. It's very subtle. Hopefully you can see it on your screen a little bit better than the video. And that just lets you know that that is the default collection, which means any new object that you create is going to by default go directly into that collection. So it's just a way to not have to create something and then move it into that collection. You can just determine which one is the default. Then any brand new object will just be generated directly into that collection. You might be thinking, what exactly is a collection? A collection essentially is just like a folder. So it's similar to your computer. If you make a folder and then you drag files into it, then that collection holds all those files inside of it. And just as an easy way to organize things, we can rename these collections. We can move them around. We can take objects in and out of the collection. It's just a way to keep your file a little bit more organized and not quite so cluttered. We can also rename this original collection. So if we just double-click on the word collection here at the top, Let's rename this camera lights and then hit Enter. So that just lets us know that the only thing that's in this collection or that should be in that collection or the camera and the lights. And then anything that's inside this collection should be related to the Bumblebee in some way. Now after renaming a collection, it is going to make that your default. So just make sure you click back on the Bumblebee collection again to give it that little tiny faint highlight around it, to let you know that that is now the default collection. With that done and all of these models made, don't forget to save your file. So again, you can just go up here and choose Save, or you can hit Control S to save the file. So when we click this, it will now save our file and it'll let us know at the bottom that it's been saved. You'll want to get into the habit of saving your file pretty frequently, just in case something goes wrong, your computer turns off, your cat, yanks the plug out of the wall, the file crashes. Whatever happens as long as you're saving frequently, you won't have to worry about having to redo a bunch of work. In the next lesson, we'll be finishing modeling our bumblebee by modeling the Eyes, the Legs, and the Wings. I'll see you there. 5. Modeling the Eyes: In this lesson, we'll be modeling the Eyes for our bumblebee. Let's begin. So we'll hit shift and a and then go to Mesh. Then we want to make a UV Sphere, which is up here at the top. So we'll click UV sphere. And we shouldn't really need to change any of these settings here because we're just going to scale it down and rotate it later. But by default it should be set to 32 segments, 16 rings, and then 1 m for the radius. So I would switch yours to these settings here if it's not already, but otherwise we can just leave them as default. Now let's go over here to our list. We're going to double-click on the word that says sphere. And we're going to type in Eyes and then hit Enter. In this case, we're not actually going to set this to shade smooth right away. We're going to leave this with the shade flat as it is. If you already did do Shade Smooth, you can switch it back to shade flat by just right-clicking and then choosing shade flat. And that'll set it back to the default. And I'll make it a little bit easier for us to rotate and scale this by being able to see the individual faces. We're essentially seeing the wireframe this way. So let's start by rotating this. We're gonna do it the quick way, like I mentioned before. We'll hit R and then we're going to hit Y. Then we'll type in 90 and hit Enter. Now we've rotated at 90 degrees. We can tell it's been rotated here because this sort of an almost looks like essentially the pupil of this AI has been rotated over on its side. Now. Now let's move this up to roughly where the eyes would be on this head. That's a little bit hard to tell because it's scaled up so large. Now let's scale it down. So we're just going to hit S, scale it down. We'll scale it roughly here. So if we look down here at the sizes here, it's roughly 0.4. We can make yours is exactly like mine. I'll I'll change mine to 0.4. So I'll just type in zero point for that. Hit Enter. And just, and explain how I was able to change all three of these values at once if you click and hold and they have to do this quickly. So it's a little bit hard to explain slowly. But if you click and hold on the top value here and then quickly dragged down to the bottom and then let go. It'll highlight all three of those values and then you can type in a number and it will change all three. If I just click and hold, drag down, it'll highlight all three of them. And then if I just type in whatever number I want here, say 0.4, it'll switch all of them to 0.4. So the I is the right size, however, right now is a cyclops, which maybe is what you want. But in our case, we're going to move this off to the side. We're going to move it over here so that this, the front side here, essentially the Camera front side of our B is what we're We'll work on first. We'll place it roughly where the I would be right about there. Now we need to scale this and we're going to flatten this out a little bit. We're going to scale it just in the x-direction. So we're going to squish it front-to-back here. I'm going to hit S and then I'll hit X to make sure it's only moving it in the x-direction, scaling it in the x-direction, I'm going to scale it down roughly about 0.5, so about half the size. And then again, I could just type it in here. Now in this case, I don't want to adjust these values. I only want to scale the, the X value. So I'm gonna tell you been 0.5. Okay? Now it's been squished about half the width that it used to be just in the x-direction. We have the I about the size that needs to be. And that's roughly the placement that it needs to be. But the rotation is off. It's poking outside the head. It's not really following the curve of the Body. Now luckily, there's a pretty easy way for us to get it to follow this exact curve. We're going to use a tool called snapping. So first we need to turn snapping on. So we'll just click this little tiny U-shaped magnet here. Somewhere we clicking on, we can see it kinda turns on the magnet essentially. Then we can click this little drop here, drop-down here next to it, which will give us the options for it. We want to choose our switch it to face project. So it's essentially it's going to be snapping to the faces of another object. So we'll choose face. Then we're going to choose center because we want the object that is being snapped to the model. It's a snap to its center rather than the closest matching face. Essentially it's going to snap our I like halfway into the body because the center of our I is in the middle of that volume. Will choose Center for the snap width. Then we also, this is probably the most important part. We want it to align the rotation to the target. In this case, it's going to align the rotation of the eyeball to the to the rotation of the face that were snapping it to on the body will check that box as well. So with all three of these settings changed, we can now go back to our model. And with your eyeball selected, now you need to hit G. In this case, we're just gonna hit G for Grab, which is also the equivalent. It's like the quick key buy-in for the move tool So a G. Then we can see now as we move the eyeball around, it's actually snapping to the surface of the body. So it follows that rotation or at least pretty closely matches it a lot closer than we would have been able to just kind of eyeing it up. So we're going to place it roughly back where we had it about where the I should be on this face. Somewhere around there. I'm not going to give you the exact measurements here because this is really just really kind of personal preference or just eyeing it up. No, no pun intended. Okay, so now we have the I. It seems to be roughly rotated about, about matching the body. It doesn't need to be perfect. And I can tell it's not quite perfect here. Because this line here, this dark line we're seeing is a little bit wider at the top. And then it thins out and it kinda disappears because it's rotated down into the body. That's really not a huge issue. I'm just going to leave mine as is. Now that our eye is rotated into place and we have it placed exactly where we want, at least for, for this eyeball here. We can go up here and turn off our Snapping. We don't want it snapping anymore now that we've done all this snapping that we need to do, that we'll notice that our eyes in place, but it's still bugging out of the body here. So we want our eyeball to basically be pushed in all the way up to the midpoint. So it only rounds out of the body, but there's no sort of inward turn as it gets towards it. The easiest way for us to do that is to just push it into the body. But we'll notice right now that our gizmo doesn't really make sense for just pushing it directly into the Body. We can either push it back and then over or down. But it doesn't really line up at the way that the I is currently rotated. That's because of the transform orientation we're currently using. Right now we have it set to global, which means it's just looking at basically what this little gizmo appears showing us. Z is up. Why is this way X is that way. Nothing that we do to the model will change that. However, if we go up here, click this dropdown and we choose local, We'll see right away It's now rotated. Now it matches the actual rotation of this high. And the easiest way for us to push this back into the body to make it round into the body rather than jut out of it. This is just select this little blue handle here. We're just going to push it back into the Body. So just push it back until, like I said, it doesn't have that kind of turn. We're turning back into the body look where you have the little caveat cavity underneath it. So now we have our I pushed back in. It looks better. That's because we're using this local movement. So it just looks at the rotation on the object and then rotates the gizmo based on the rotation of the object. Now we can switch it back to global, because in most cases you wanna be working in global. But there are some situations where the local is very, very useful and it saves you a lot of time. So we're gonna go back up here where it says local. We're going to switch it back to global. Now that the eyeball is placed and pushed back into the Body, we can right-click and then choose Shade Smooth. Now let's add a couple of little details to this eyeball, which we're going to add sort of 3d highlights to this I, we're gonna give it little spots here on the surface of the eye up in the corner that kinda make it look a little bit more buggy and also shiny. And just adds a little bit of detail. So these aren't just like big black eyes on this. It just makes them look a little bit more cartoony. The easiest way to do this is actually going back up to our snapping tool. We're going to turn snapping back on. Now with our I selected, we can hit Shift and D to start making a duplicate. And because we have snapping on, it's going to immediately start making that duplicates snapped to whatever surface we're hovering over. So let's start by snapping it right up to the top corner of this I it's a little bit hard to tell exactly where it's at. We'll just take your best guess and just place it right here. So once we click, then it will actually place that duplicate. Now let's scale this down so we can hit S to scale it down. I'm gonna make it a bit smaller and more. Make it this first highlight, probably the largest one, so we'll put it around somewhere around that size. Okay. Now let's hit Shift again with this highlights selected shift D. I'm going to place another one a little bit smaller down here. So first we need to choose the position. We're going to choose right about here. Now we can hit S to scale this one down. Then if it seems like there's a little bit too much gap here, we can just hit G to move this again, so it'll just keep snapping it and then move it a little bit closer. Now let's hit Shift D one more time. We're going to place a duplicate right here. So in the top corner here. Then we're going to scale this one down even smaller than the other ones. So right about that size. And then we can hit G and kinda nestled in here between the gap of these two. So right about there. Again, we have a similar issue to what we did with the eyeball. They poke out and then turn back in. So we want to fix that. In the way to fix that again is to go up here, switch it to local number, just going to select each one of these. We wanna do this individually because each one is going to need a little bit of a different movement backwards. So we're just going to move this back so that it just barely kinda pokes out the, the surface here. We'll select this one, push it back, then select the larger one, and push that back. Okay? Now we can switch back to global again. So go up here and then choose global. Now we have the three little island highlights. A place to sort of the affixed to the top corner of this I here. And we can see how it gives it a little bit more of a buggy kind of compound eye, but also, it's not, hopefully it's not too creepy. It's a cute version of that. And we're also going to be later on making these look like highlights on the Eyes. These will be a different color than the item. Make it look like the Eyes a little bit shiny. Now let's turn off our snapping again. We won't need that. We just click this little tiny magnet appear to turn off the snapping. It's now let's combine all these little pieces of the eye that we made in one. Essentially I Mesh. Start by just clicking off of your model and make sure you don't have anything selected. Then hold down, Shift on your keyboard. And we're going to click each one of these highlights, which select all three of these highlights first, and then select the eyeball blast. We want to make sure we select the eyeball last, because when we collapse these together into a single object, whatever the last object is selected, it will. It's going to use the pivot point of that object for the combined object. So now we can hit Control J to join them together. And we'll see here now that it's just a single object. If we look at are listed just says Eyes. And it has these highlights here attached to the main eyeball object. And it's used the pivot point of the eyeball for this connected group because we selected at last with our I collapsed down into one object. Now let's mirror it over to the other side of the body so that our bumblebee has two eyes. We'll be doing that with a modifier, CodeMirror. First switch to your Modifier Tab, the little blue wrench icon, and make sure you have your eyeball selected. Then go to Add Modifier. We're going to go down here to mirror. And it kinda looks like a little butterfly maybe next to it. So we'll choose mirror. Will see right away, just mirrors it on top of itself, which isn't when we want. We're going to first need to switch it to the axis, which is why, because we want it to mirror it on the y-axis, not the x-axis. Which is why we need to uncheck the x-axis because you can actually have it Mirror on multiple axes. And now we want to choose the object that it's mirroring across. In this case, we can go to our mirror object. We're going to click this little eyedropper here and which is allows us to pick an object in the scene. We're going to choose our body. So it's going to use the Body as the mirror. The mirror pivot or the mirror origin for these eyes. So the center of the Body, it'll mirror at all, cross directly to the mirrored position on the other side of the body. So now we have two eyes. And then last thing we wanna do, We can just check, uncheck this merge down here. This essentially would, if these were touching, it would merge them together and you try to weld the vertices. They aren't touching, so it really doesn't matter, but it won't hurt to uncheck that with our mirror modifier set up. We now have two eyes for our bumblebee. It's not just rocking one it on one side. In the next lesson, we'll be modeling the Legs and the Wings for our bumblebee. I'll see you there. 6. Modeling the Legs and Wings: In this lesson, we'll be modeling the Legs and the Wings for our bumblebee. Let's begin. So now let's move on to making the Legs for the Bumblebee. We'll start by hitting Shift and a. Let's bring up the Add menu and then we'll go to Mesh. We're going to choose an ACO sphere, which is essentially a sphere made up of a bunch of little triangles. So we'll choose ACO sphere. Then we get our settings here on the left. We can leave the radius set to one. However, we do want to increase the subdivisions, which just makes it makes more triangles, thus making the, the sphere a little bit smoother. So we're going to set this to four. So we're going to relatively smooth sphere and it's made up of a bunch more triangles. So it'll be easier to shape. If it's set to 4.1 over here on the left, we can go to the right in the list here, and we can double-click on ecosphere. And we're going to call this Legs. And then hit Enter. Now we can right-click and then choose Shade Smooth. Let's make sure that the Legs becoming much more smooth once we shape them. So let's start by scaling this sphere down so that it's more appropriate for the size of the leg on a Bumblebee of this scale. We're going to hit S. And then we can actually just type in 0.1 and then hit Enter. It's going to make it down to a tenth of the size that it was before. So we can see over here, 0.1. Now let's begin editing the shape of this. So we're going to hit Tab sensor edit mode than one, tend to our vertex mode. Alt Z to enter our x-ray mode. And then now let's go into our front view. So we can either click this little negative Y bubble up here, or we can hit Tilda and then choose our front view. Let's zoom in down here on the leg. We're going to be using something called proportional editing to make this the movements of these vertices a little bit more organic. And we would have already explained this in the Crash Course at the beginning of this, this class. But essentially it's just going to allow us to move a single vertices and move every other vertices near it based on a fall off a mountain. So just allows you to move something around as if it's made of clay, rather than pulling a single individual vertices. Let's start by enabling this. So we can click this little tiny bulls-eye icon up here. We're going to turn that blue so that we know proportional editing is turned on. Now let's zoom in and we're going to select the very top vertices here of the sphere. So very top one there. And then we're going to hold Shift and then select the very bottom one here. So the very top and the very bottom. Let's zoom out a little bit because we're gonna be scaling this up and making it more oblong. So first we'll start by hitting S and then Z to make sure we're only scaling it in the z-direction. Now it seems like it's scaling correctly. However, that's because our fall off is huge. So right now it's kind of scaling the entire object rather than just the ends of it. So we need to scroll up on our mouse wheel to make this fall off much smaller. So as we make this fall-off smaller, you can see that it's moving less and less vertices. So you want to scale it so that it's moving most of the leg. I would say, can actually see the proportional size up the top there. We'll set it to 0.26, or around 0.26 over the top left here. Now, disregard what the sphere is doing. It's kind of, it's going to go crazy as I move this. But up here at the top-left where it says 0.26, you want yours roughly that size. It might not be exactly 0.26, but just in that general area, It's now we're going to scale this up. We're going to start scaling it. And then we can just scale it kind of an arbitrary amount. Then we're just going to click. Then down here might actually turned inside out because my mouse moved off the side of the screen. But we're going to type in five for the Z. We want it to scale it up roughly five times the height here. So we're making this long teardrop shape. So once you have your Z set to five, it's scaled up to roughly this shape here. We should be good. We can now go up here and turn off proportional editing. We won't need it right away. We have that turned off. Now we're going to just select the bottom half of this kind of Legs shape. So we'll drag select over the bottom half here, selecting all of these vertices on the bottom. Then we're going to hit R. To start rotating. We're going to hold down control to start snapping that rotation to five degree increments. We want to rotate this about 30, maybe 35 degrees. So we'll start with 35 degrees. So for the top-left corner you can see where it says rotation negative 35, I'm going to rotate mine this direction, so negative 35 degrees. Now we can slide this over using the Move tool And make the leg look a little bit more natural. So it's not quite such a harsh break there in the middle. Now that we have the bottom half placed, we're gonna do a similar process to what we did on the Body earlier on. We're going to hit a to select all these vertices. And then right-click. Then we're going to choose smooth vertices. Will turn this smoothing all the way up to one. And then we can adjust the repeats to make the leg look as smooth as we'd like it too. I'm just going to turn my knob until it starts to look like a round pudgy be leg. If you can imagine that in your mind. I think right here looks good. So if I set my smoothing to one, then my repeat to five, That looks pretty good for the shape for me. Now that we're done with that, we can hit tab to exit our edit mode, and then Alt Z to exit our x-ray mode. Now let's move our leg up to roughly where it should be on the body. So we're going to put our first leg around here. So we're going eventually going to have three going back and then there'll be another three on the other side, so it'll be a total of six. But our first leg will put about here in terms of the distance from the front-to-back. Now let's rotate our view port. And we're going to move this leg all the way over here to the sine. We want it to intersect a little bit at the top. But before we do that, we also want to rotate it a little bit so we can kind of tuck the leg up underneath the body. Right now, the leg just kinda hanging straight down. I'm going to hit, well first actually, we need to go into our Rotate tool. This make this a little bit easier. So I'm gonna switch to my rotate tool. Then I'm gonna grab just this red, this red loop here. And that'll move it just on this X rotation. I'm going to rotate it by holding Control down. So it continues to snap it. I'm going to rotate mine about ten degrees. Ten degrees so that the bottom of the leg is rotated a little bit further underneath the Body. Now I can go back to my move tool. I'm going to slide this in the y-direction, sliding it into the body so that it intersects just a little bit. We wanted to have a little bit of connection here and then have a little bit of a round kind of pop out at the top, the shoulder of the B, if you want to think of it that way. Okay. That looks pretty good to me. Now I'm going to go back into my front view by either clicking negative Y bubble at the top or tilda front. Then I'm gonna hit Shift and D may start making another duplicate. And I'm going to hit X to make sure it only moves it on the x-direction. I'm gonna move that back to about somewhere around the midpoint of the body. So we can use that little blue line that's the middle of the world. We're going to set it right around there. Okay? Then we're gonna do that one more time. Shift in D to make a duplicate. Hit X to make sure it only moves in the x-direction. We're going to try to make it about the same distance between each of these legs. But before we settle on an exact position, we want to scale this leg up a little bit because a lot of Bs, actual bees, their back legs are a little bit longer and a little bit larger than their front too. So we're just going to scale this up slightly. I'm going to scale this up around here. So about 30% larger, it looks like. So I'm just going to type in 1.3, hit Enter. So it's about 30% bigger than the front to. Now that I've done that, I can pull it down. It's about the same height as the other Legs. Also going to pull it back a little bit more and I think I'm going to rotate this leg so it doesn't hang quite so far down. I can just hit are not hold down Control so it snaps a little bit. So it's a little bit easier to get an exact measurement. I'm going to rotate it about negative 20. Then again, I'm just going to pull this back so it's mounted about the same spot. Now we have a slightly larger leg and it's rotated a little bit more of an extreme angle. Then I'm going to rotate my viewport here so that I can see a little bit better. And then just make sure all of these legs are contacting the Body about as much as the other ones were. Slight it in. So about half of this point at the top is inside the body. Okay. So it looks pretty good. All the Legs are intersecting the body. There are about evenly spaced and they're placed where I'd like them. Okay. Now let's begin attaching all of these legs together into one leg object and then we're going to mirror them just like we did the Eyes with our back leg selected. We're going to click this and then hold Shift and click the other two legs. So now we have all three legs selected. I can now hit Control and J to combine them together. In this case, it doesn't really matter that it shows the front leg. We're going to eventually be attaching all these together into one leg. Object So this is fine for now. So all the Legs are attached. Now we can again add another mirror modifier, modifier tab with our legs selected. Go over here to add modifier mirror. We're going to switch it to Y for the axis and then uncheck X. And then we can choose the mirror object as the Body. We could see right away it pops it right over to the other side of the body. Then we can uncheck Merge. Now we have Legs that are perfectly intersecting on both sides and they're also placed the exact same spot. Before we move on to the last part of the be, the Wings. Let's clean up the Body pieces and get them all attached together. So first with your legs selected, we can go over to the modifier panel. And we can click this little drop-down here. And we can choose apply. When we choose Apply, we can see the modifier disappears. However, the Legs are still mirrored. That means we've collapsed all these changes down directly into the model itself. We can do that with each of these pieces here. So we can collapse and the mayor modifier for the Eyes and then the subdivision surface for the body. However, there is a slightly easier way to do this with multiple objects. So if we just drag select over all the pieces of our be, we have all of them selected. Make sure you don't have anything else selected. So I don't have my light or my cameras selected by accident. We can go up here to object. Let me go down to convert. We can convert them all into mesh. So when we click this, the model here doesn't change. Nothing looks any different. But now if we select the Eyes, they no longer have the mirror modifier. So by using the Convert method, we don't have to go through each individual object and apply each of the different modifiers. Now, in our case, that wouldn't have been that much more tedious to do that. But if you had a lot of objects, so you had a lot of different modifiers, then it can get pretty tedious having to apply all of them one in the right order, and to just having to apply multiple modifiers per object just by selecting everything and then going up to Object convert mesh. We boil all that down into one single button press and it'll just collapse everything for every model we have selected. And the reason that was important is because as we're about to connect all of these together into one solid object, just called bumblebee. We want to make sure that it's not duplicating all of these different mirror and modifiers and subdivisions and anything else that we had applied if we didn't apply them first and then we connected the models, each model would take on the different modifiers that the other models have, which might potentially cause a crash if it's too many of them. But at the end of the day it's probably going to mess up the model as well. So we want to make sure we apply all those different modifiers to just kind of get it right back down to just regular models and then we can attach them. Let's start by de-selecting everything. Make sure we don't have anything selected. Now we can just start selecting individual pieces of the model, but we want to select the Body last. Maybe let's go with the Stinger first. So we'll select Stinger and we can hold down shift, will select the Legs. With holding down shift we can select the Teeth and then the Eyes. And then lastly, we'll select the body. Now we can hit Control and J to bind all that stuff together into one single mesh. And now it's called Body because I was what the original object was called, the thing we selected last. We're just going to rename it from body to bumblebee. Because in reality now it's more than just the body. It's the entire bumblebee. Okay, so now we're ready to make the last piece of the Bumblebee, which is the Wings. We're going to hit shift and a to create an IPO sphere again, shift a mesh and then I ecosphere. Then we're going to set the radius a little bit smaller this time we can leave it at four subdivisions, but we're going to set the radius to 0.65 and then hit Enter. So it's a little bit more of the right size for the size of the wing. Then we're going to create, we can go up here to our list. We can rename it Wings. Then we can right-click and then choose Shade Smooth. Now let's move this above B. We're just moving it just in the z-direction. So just the blue handle here. Move it up above the B, doesn't need to contact the right. Now we'll place it later. Then we're going to start by scaling it just on the y-direction. And we're going to flatten it out really thin, almost like it's like a disk or a pancake or something. We'll start by hitting S. Then why? We're going to type in 0.08 and then hit Enter again right down here. It'll pop up the option box regardless of what you type in. We want to set the Y scale to 0.08 and then hit Enter Now let's begin in shaping the actual wing. So start with, we're going to hit Tab tensor, our edit mode than one to make sure that we're in our vertex mode. Then Alt Z, to make sure that we can select through the model with our X-ray mode. And then we're going to turn on proportional editing up here at the top by clicking this little bullseye and turning it blue. Now let's go into our side view here is we're not actually going to the front. We're gonna go into a view that's more like this direction. We can easily just do that by choosing the negative X bubble up here, which is also equivalent to the left view, Soviet Tilda, and then choose left. That's the same view. Now let's zoom in down here to the very bottom, this wing. And we want to select this very bottom vertices. So just this word you see down here. What we're gonna be doing is scaling this vertices. We're going to scale it just in the y-direction with the proportional editing turned on. And we want to thin out the bottom of the wing. So we went the top of the wing, in the middle of the wing to be fat and thick up here. We want it to really thin out as it gets down to the bottom. We're going to hit S. And then why? To begin scaling it just in the y-direction. And then we're going to turn up. So we're going to scroll down on our mouse wheel to make this proportional editing even bigger. Then we can go almost basically the entire length of the wing here. So it's set to 1.33 up here at the top, right up there, 1.33. And we're just going to scale this down and we want to thin this out. I'm going to scale it down to about here, which ended up being about, We'll say 0.35. If you type in for your Y 0.35 with your proportional editing turned on roughly as big as mine. It'll thin the bottom of this wing out and then it tapers and turns into it a teardrop shape at the top. Now let's go into our front view so we can see the wing a little bit better. So we can just click this little negative. Why bumble? And then we're going to start shaping this. We're going to start by selecting the top vertex here. We're just going to select this one here. We're going to pull it up a little bit. So we're gonna make it a little bit longer. Want to scale this down just a little bit. So I'm gonna scale down my proportional editing. The falloff for that. We want to shape something about around here. So it's again, another teardrop shape, almost like an egg in this case. Now with just this vertex still selected at the top, we're going to hit S and then X to make sure it's only scaling in the x-direction. I'm going to scale this up a little bit. The proportional editing and making it a little bit larger. And want to scale this out. So it's kind of almost flat at the top, kind of giving it like two distinct corners of the wing at the top. So it will scale it up to about here. We've squared off the top of that egg shape. Now we're gonna go down here to the bottom. We're going to click off the model to make sure we don't have anything selected. And we're going to select just the bottom-most vertices. Can zoom out. We're going to scale this down a little bit by hitting S and then X to make sure it's only going in the x-direction. We're going to taper this down almost into like a, at this point it's an upside down egg or maybe a like a guitar pick if you're familiar with that shape. So about there. Now it's smaller at the bottom and then wider in a little bit more square here at the top. Let's turn off or proportional editing. We won't need that anymore. Then we can hit tab to exit our edit mode, and then Alt Z to exit our x-ray mode. Rotate around here and our viewport so we can see a little bit better. Now let's rotate this wing perfectly flat. So we're going to hit our than X. And then 9090 hit Enter. That'll rotate the Wings nice and flat. Then we can move it down here and we want to intersect it on the body just a little bit. So I'm using this little, little red square here to move it in both the Y and Z. So I was able to quickly move it down there. Now I just want to position it here. So just a little bit of this wing is intersecting. The body. Can actually move it up a little bit on the body as well. So here's doesn't need to be exactly where mine is that. But it's roughly basically at the height of the top of the Eyes. And then I just moved it in until it started intersecting with the body slightly. Now let's move this pivot point which is currently in the middle of the wing, all the way to where actually the wing would hinge on the body. There's an easy way to do this. We're gonna go up here to where it says Options. Twirl that down by clicking on it. We're going to turn on origins, which means we can now move the origins of objects and not the objects themselves. With that checked one, we can use the little green handle here. And we're going to move it right to the edge of the wing. Basically right where it starts intersecting. I'm going to move mine right to about there, just a little bit inside of that. So just on the inside of this orange line. With that placed, make sure you're only moving that on the, the y-direction as well. Because we just want to slide it right along where it was, all the way to the end. Little green handle. So once you have it placed, we can go up here to Options and then uncheck origins. Now let's zoom out and make sure that it's still in the right spot. So it's still right in the middle of the wing, It's just at the end now. And just be doubly sure that you've turned off the origins because you don't want to be moving around the pivots of objects not actually moving them. So just make sure that turned off. Now we can apply our mirror modifier to add the second wing on the other side. With the Wings selected, we go to our Modifier Tab, the little blue wrench icon. Go over here to Add Modifier. Choose mirror. Set it to just the Y. So click why? Uncheck X? Click the little eyedropper. Click our bumblebee, so it mirrors it directly across the Bumblebee, then we can uncheck Merge as well. We'll be leaving this mirror modifier applied to our wings as it is now, we won't be collapsing it in using the apply setting here. We'll just be leaving it as is, because it'll allow us later on to animate just one of the Wings and it will mirror those exact same motions over here to the other side. So it's actually going to be pretty useful to us later on. So just leave it as it is. With the Wings created. Our bumblebee model is complete. In the next lesson, we'll be modeling the Environment for our Animation. I'll see you there. 7. Modeling the Background and Grass: In this lesson, we'll be starting our environment by modeling the Background plane in the grass. Let's begin. We'll start by creating a simple curved backdrop for our animation. So to start, we're going to hit Shift a to bring up the Add menu and go to Mesh and choose plane over here and our option box, we want to change the size of this plane. We're going to set it to 40 m. So for 0 m and then hit Enter. We need to make the plane 40 m wide. For this animation, we'll see why in a later lesson. After you have your plane made it set to 40 m, we can go over here. We're going to double-click on the word plane and name this background back ground and then hit Enter. With our plane selected, we can hit M on our keyboard. For a move to collection, will choose new collection. Then we're going to name this background as well. So Background and then hit, Okay, over here on our list, we can see it's moved the Background plane to the Background collection. And we also want to click this little white folder here next to the Background collection to make sure any new objects recreate, go right into here. Now let's select our plane again. And we can zoom out so we can see the whole thing. Then we can hit tab to enter edit mode and then two tensor our edge mode. Now we're going to be extruding up this back wall. The wall we want to select, in this case, the edge we want to select is this side on the Y side here. So it's this edge on the backside of the B are animation is going to be taken from this view. So we need to extend this wall up so that it has a full Background. So make sure you're selecting the edge on the Y side. Then with that selected we can hit E to start extruding. And then we went hit Z to make sure it only extrudes it upward in the z-axis. We can just extrude this up pretty tall. It doesn't really matter as long as it's out of our camera view, eventually, it'll be fine. I'm going to extrude mine up to here. If you want to follow along. It was roughly 20, three-and-a-half meters, but basically anywhere up in this direction, roughly this tall is fine. Now let's select this little corner we made here at the bottom where the wall was extruded up. So we're going to select this edge, hit Control and B for bevel. Now let's begin bubbling this out. I'm going to bevel mine to about here. We want to make sure it doesn't go so far that it starts going up underneath the B. We need to make sure we leave some room here for the grass blades that we're going to be adding. In my case, once we've picked a general sort of arbitrary measurement here and we can go through here and start changing them exactly. Let's make this a nice ten. So we're going to set the width to ten. And then our segments, we're going to turn this up and we'll set this to ten as well. So ten for the width and then ten for the segments. Okay, so now we can hit tab to exit our edit mode. Then we're going to right-click choose Shade Smooth. Now what we have a nice smooth backdrop. Now let's move on to making the Grass for our scene. Because of the focal point of our animation is a bumblebee will be making our Grass pretty large so that it gives context to the actual size of our bumblebee. This will also further add to the cartoony look of our scene. Let's start by creating another plane. We're going to hit Shift a, go to Mesh and then choose plane. Now we won't need it to be 40 m wide this time, we're going to make it a lot smaller. We're going to set this to 0.75, then hit Enter. So we have a 0.75 meter wide plane. Now go over to your collection list. We're going to double-click on the word plane and name this Grass and then hit Enter. Now we can zoom in here on our plane. We're going to start by rotating this on the x-axis. So first we'll hit R to start rotating. Now X to bind it to the x-axis. And then we'll type in 9090, then hit Enter. Now let's move it out in front of our be here on this side, the negative Y side, that we were not modeling it directly inside the be. Right about here does good. We'll be moving it into a better location later. We just need to make sure it's not intersecting with the B for now. So let's zoom in. And then we're going to hit Tab, censor our edit mode. Then two tensor, our edge mode, which you may or may not already be in. It might be your default from the last selection we did. Then we can hit Alt Z to enter our x-ray mode. Now we're going to hit a to select all the edges. Sorry, I know this is a lot of little steps in a row You've now selected all edges by hitting a. And then we're going to lift these up so that the bottom side here is basically just below this orange dot. We're going to move all these edges up, removing basically all the geometry without moving the pivot point. And we want to just below this little orange dot. That way when we start scaling and rotating this, the dot is in the correct position, which means it'll scale and rotate from this dot, which is basically touching the ground at this point, will move it about here. It's just below. It doesn't need to be perfect. Just make sure that the edge here is a little bit below the orange dot. Now let's select our top edge. We're going to zoom out a little bit and then we're just going to pull this up and make it about as twice as tall as it was. Doesn't need to be perfect. Just roughly twice as tall as it used to be. Maybe a little bit more worried about there. Now we're going to hit E and then Z to extrude it in the z-axis. We're going to make this roughly as tall as the bottom segment. Again, doesn't need to be perfect. Just visually about as tall. Now we're gonna do this one more time. So E to extrude and then Z to move it in the, or the, sorry, the z-axis. And then we'll move it up to about here. That's about three times taller than it was before. Now let's hit one to go into our vertex mode. And we want to select the top two vertices here. They may or not already be selected, but if they're not, just drag select over the top two. And then we're going to hit M for Merge. Then we're going to choose at center. So it's going to take both of those vertex and merge them at one central point, turning it into one single vertex. So it's just combining these two into one, giving us a nice point for the grass blade. Now that we have a really simple base for our grass blade, and let's start adding some modifiers to make it look a little bit more cartoony. So we're gonna start by adding a solidify modifier. We're going to make sure we're in our Modifier tab over here, the little blue wrench, choose Add Modifier. Then we're going to choose solidify. So down here, now we have solidify. And essentially what solidifies doing is it's going to add thickness to a, an object that doesn't currently have thickness. In this case, our single plane as we increase the thickness here, we're essentially giving this really thin one-sided polygon thickness now, making it into almost as if we had started with a box. The values we're going to be using here for our thickness, our 0.2, it enter. Then we're going to leave our offset at negative one. So the offset basically is just determining which side the thickness comes on to. We're just gonna leave it at negative one. So it goes to, towards the backside of it. With our solidify added, we can now add another modifier. We're going to be adding a subdivision surface modifier. We can add this. This is going to smooth out the model, but it's going to take into account the thickness that we added. So now it's kinda made it into this blobby shape. Let's increase the levels here so it's a little bit smoother than it is. We're going to set both of these to three. So you can see it's much smoother now it's not quite so fascinated. Now we can begin the shaping process and making this look a little bit more like a blade of grass and a little less like a almost like a surf board right now. So to start with, let's make a cut down here at the bottom to make sure that this doesn't get so round at the bottom. Hover over the bottom segment here. And then hit control and are to begin placing a cut. So we'll see this yellow line and we can click to start placing it. And now we can actually slide this down. So this is a situation where being able to slide this edge is actually really useful. We can see as we slide it further down towards the bottom, it makes it more and more square. And that's because we're giving it more and more geometry down here to determine the shape of it. We're not allowing it to crush this model quite as much. We're giving it a little bit more support down here. By giving it more cuts. We're going to slide it down right near the bottom. We don't want to go all the way to the bottom because then you can see the model gets a little odd. We're going to stop right before the bottom, right about here. Just a little bit off the bottom. So it's pretty square but still a little bit rounded on the edges of this cut placed, we're not going to select the bottom four vertices down here. So select across the entire bottom. Then we're going to scale these in just when the x-direction will hit S and then X. And we're just going to scale these instill that we taper the bottom of this Grass, giving it a little bit more of a cartoony shape. So we're going to scale it into about here, in this case, a little over half. So we'll say it's just 0.6 if you'd like an actual number for this 0.6 and the X scale. Now let's go to the top We're going to drag slipped over this singular point here. And we can see that while the point is all the way up here, this smoothing is actually crushing it all the way down to here. So a Grass has gotten a lot shorter than it started out as. So let's fix that by just pulling this up. And we're just going to look at where it's smoothing it down to at this point, we don't really care where the point is, only where the end result is act. So let's pull this up right about here. Now it's visually about the same as these segments, maybe a little bit taller. Right about there. Then if you think your grass blades still seems a little bit short, we can just drag select over top of a little bit more and maybe we stretch these out a little bit further as well. Okay. I'm pretty happy with that height for the grass blade at this point. Now let's curve this grass blades. So it's not just this straight stick. We're just gonna go roughly to the side view here. Doesn't need to be actually the side view. In this case. We're going to drag select over this very top vertices. And then we're going to click on this little red square here. And that'll allow us to move it at both in the Y as well as the Z. So our goal here is to bend this Grass bleed and we can see it bends pretty nicely because it's using this smoothing. It's kind of averaging all of these, these vertices out. So it's going to be naturally smooth. Either way. We're going to just kind of push and pull these vertices here. Moving them over to make this grass blades slightly curved. Maybe we'll push this one over just a tiny bit as well. Okay. One you can pull this down a little bit so it curves a little harsher at the top than it does at the bottom. That's really up to you. Just add a little bit of curve to it so it's not perfectly straight. It's now if we spin around, I'd say this looks pretty good for a singular cartoony grass blade at this point. It's now let's hit tab to exit our edit mode, and then Alt Z to exit our x-ray mode. Then we can right-click and choose Shade Smooth so that our Grass is nice and smooth. Now let's form the single Grass bleeding into a small grouping. So that's easy to fill our scene with. We're going to start by applying all of the modifiers we put on the grass blade. So each of these modifiers here needs to be collapsed into the model. And we'll remember, we can either do it by clicking the little drop-down and then choosing apply. And we wanna do them from the top to the bottom if we do it that way. So you'd have to do apply and then apply. If we don't do them in that order, it will actually break the rounding and smoothing that we have because it really matters in terms of the order of the modifiers. So if you apply one before the other one, then it's going to make the last modifier view the model differently. So you want to apply them from top down. We'll also remember from a previous lesson that if I want to Control Z to undo that, we can also, instead of just doing it apply and then going from the top-down, which if we had 567 modifiers on here, that would be tedious. We can instead go up to Object, convert and then choose mesh. And that will also just apply all of them top-down for us automatically. So at this point, everything is collapsed and now we can create a grouping with a single bond grass blade here. Let's go into our top. You just start doing that. We can either click the little Z button here, the little z-bar or a bubble, or we can hit Tilda and then choose our top view. Now we're going to be cloning this around into sort of a triangular shape here. So let's start with, we're going to hit Shift and D. To make a duplicate. We'll make one duplicate. And then we're just going to hit shift in D right away to make another one. Now we have both a duplicates that we need. And then we're going to use our Move tool to just move this around. Now we can rotate it. We're going to form this into a star or maybe a triangular shape. This over here. And then also rotate this one. Don't need to be perfect snapped rotations or anything. It's actually better if they're not exactly perfect. It'll make it look a little bit more organic if they're not mathematically perfect here. So give them a little bit of variation if you want. Okay? Now they're roughly into a triangular shape here, a little triangle here, or maybe a star shape. Now let's rotate our viewport again. We're back into the perspective view. Then we're going to select two of these grass blades and we're going to scale one of them up a little bit and then one of them down a little bit. So we have a little bit of a variation in height. Right now they're all perfectly the same height. So let's scale this front one. We're going to select this and then just hit S And start scaling it down a little bit so it's a bit shorter than the others. Then maybe we'll select this left one here. We're going to scale this one up just a little bit. Snobby. Can see here that they're all three just slightly different, different heights. It will give it a little bit more variation. Now we can drag select over these grass blades. So we want to select all three of them. It doesn't matter which one we select first or last in this case, because we're going to have to center our, our origin anyway. So we're going to select all three of them just by dragging, selecting and then hit Control J to join them. Now there are a singular mesh over here we can see Grass year 01. We're gonna go back into our top view. Top view again. And then we're gonna go up here to where it says Options. And then choose origins again. We're going to move this origin for the object right towards the center. Again, this doesn't need to be perfect. We just needed to be mostly centered between these. That way when we rotate this or scale this, it's scaling and rotating roughly from the sensor rather than all the way off to the one side. I'm pretty happy with that. It looks relatively centered. We can go back up here to Options and then uncheck opt or origins. Now I can rotate my I perspective view. And everything looks nice and centered. At this point, we're ready to start duplicating this Grass grouping around our scene to make a little path for our bumblebee to fly through. So we're going to have Grass on the left side and the right side. The Grass on this side will be in front of the camera because our camera angle is going to be roughly from this direction. Eventually, any Grass we put here, we want to make sure it's a little bit thinner. There's not quite as much Grass on this side. Then we can have a little bit taller and a little bit more dense grass behind it because it won't be obscuring the Bumblebee. We'll be using Shift and D to make duplicates of our Grass and cloning it around the space. However, we are going to want to do this in our top view. The reason we wanna do that is if we just start hitting shift in D from this view. So just some arbitrary angle here that we might be looking at. If we hit Shift and D will make a duplicate. But we'll notice as we move it further and further to the left or the right, it's actually going down underneath the plane. So it's no longer at the exact height that we wanted it at. We want these to be touching the plane as they are now. The reason it's doing that is when we just hit Shift and D from an arbitrary view angle here, It's just moving it based on the screen space. So you can see that it stays roughly the same style size on the screen, even though it's moving it up and down in actual space. So to avoid this, I'm going to delete these copies that I just made. I'm going to select the original one again. To avoid this, we can just go into our top view up here. And now if I hit Shift and D and make a duplicate, if I rotate my camera now, I can see that it stayed exactly where it was because there was only looking in this orthographic view is only cloning it on the X and Y. And it was completely disregarding the Z angle or the axis rather. So it stays nice and connected to the ground as if the other one was. I'm gonna delete that original or the deleted duplicate. Go back into my top view. And we're gonna be using the top view, like I said, to make two different pads here, we need to make sure that we leave plenty of room for our bumblebee to fly from left to right going this direction. So we don't want to have any grass blades here because in this case, the Grass will run into, are the Bumblebee will run into the grass. We need to make sure we leave them plenty of room here. On the top. Top, on the bottom. So I wouldn't have at any closer than maybe this that might even be a little bit too close. We want to leave plenty of breathing room here because we're going to have a little bit of side-to-side motion for our bumblebee. And it's also going to be bobbing up and down. Another important consideration is we're going to be making this a seamless looping animation in this plane that we made is the bounds of this kind of looping environment that we're going to create. So it's gonna be this same environment looping over and over again seamlessly. And to make sure that the seamlessness is as seamless as possible, so the loop looks as good as possible. We need to make sure that we have our Grass go all the way to the edge. We don't want it to go over top of the edge, but we need to make sure we fill it out the entire way from edge to edge. So we need to go from basically from here to here, and then again from here to here. That way when these edges meet up. So if we imagine this environment here being duplicated and sit next to each other. So we had an exact copy of this sitting next to itself. We don't want to have this weird gap right? Where they, they're about to touch where there's just all of a sudden no Grass. We did that and we stopped our grass here. There'd be this tiny little gap and then it would be another gap here, essentially. Then we would start Grass again. So it'd be really obvious where the seam is in this animation. Make sure when we're placing our Grass, we need to fill this up entirely. I'll be speeding up this part of the video as I place my Grass, but feel free to watch what I do and try to match the placements roughly. You don't need to copy me exactly. Just try to match the width of the path that I make for the Bumblebee, as well as the general amounts of kairos that I'm placing. You also want to scale the Grass up and down as you're placing them. So it has a little bit of randomness. You don't need to worry about the rotation for now. We'll be using a tool later to help randomize all the rotation of the grass. So only worried about the placement and the randomized scale that you can do yourself. Okay, I'll see you in just a moment when I finished placing all my graphs using Shift D to make the duplicates. Okay, So I've placed all my Grass roughly where I want it and I've tried to vary the scale a little bit to make it a little bit more interesting. I made sure I left a wide enough path through the middle. So our bumblebee doesn't have any Grass as it flies. And I also ran my Grass from end-to-end, so there aren't any obvious gaps. However, I still have an issue with the scale that's really only visible when we rotate our view back to perspective. So let's rotate our view now. We'll see here that this Grass on the front, while it is smaller, it does visually block this bumblebee by a pretty large amount. So if we zoom in our Camera roughly to where the camera angle is going to be, That's a pretty large overlap with our Grass on top of our bumblebee. Luckily, this is relatively easy to fix. Let's zoom out a little bit and then we're gonna go into a side view here. I will notice our cameras in the grass right now, so we need to be sure that we don't select that. We're just going to go to a side view here where we can drag select over top of just the grass that's in front of the Bumblebee here. I'm pretty sure I have it all selected. Spin around. It doesn't look like I select my camera and I just have the Grass selected. Now normally we would just hit S and start scaling this down. However, we will notice if we just hit S and scale it, it all scales towards the middle. It doesn't make the Grass smaller, but I don't really like how it's moving the Grass towards the center. So I'm gonna right-click to undo that. We can go up here and change that so that it's scaling from the center of each grass blade individually. So we're gonna go to the sensor here, click this little drop-down and we're going to change the transform pivot point, which currently it's on median point, which means it's scaling it all to the middle of the selected objects. We're going to switch that to individual origins. So we've changed it now. The symbol has changed up here. Now if we start scaling it, we'll see that it's scales, each Grass individually down towards its own center rather than the center of the selection. Let's scale these down a bit. We can rotate our camera a little bit here. I think I need to go a little bit smaller still. I want it to be basically about the same height as the Bumblebee. In this case here I'm looking where the Wings stop. So that looks okay to me. I will notice that as we scaled this down, it actually made the path wider on this side. We can move it a little bit closer. We don't need to have quite so much room. And then we'll see it's a little bit more gappy here. So if you find any areas that you have some really large gaps and we can fix those just by cloning them in again from the top view. Before we fill in any of these gaps though, let's make sure we go back and switch this from individual origins back to median point. So in most cases, median point is what you want to use. So we're going to switch this back just so it's defaulted back to this. But now you know that individual origins can help with a situation like we just had. Let's switch it back to media and point. I'm gonna go back into my top view. If there's any areas here where there's just a really large area with no Grass in it. I can just choose some of these grasp leads here. And then just add some more copies. So I'll just use Shift D to help fill in some of this. Maybe I'll move some of these around and just kinda race-based them slightly. If there's any areas that seem like they're kind of Samy were there. The Grass is just going straight in a line. We can also fix that as well. Remember, we still need to fill these all the way out to the edge. You don't really want an overlapping, but you need it to be pretty close. Okay. I'm pretty happy with this. For the Grass placement on the bottom. The top, we didn't really adjust. So whenever we had before is probably fine stone. Now lastly, let's randomize all the rotations for our grass blades. So first we're going to need to select all of the Grass. And rather than do it in the viewport where it's really hard to not select things that aren't Grass like the Bumblebee or this late that's here are the Camera. We're gonna do it from the list instead. Go over to your list. We're going to use first select the very top Grass. So the very first one in the list here, scroll all the way down. Might be a pretty long list depending on how much Grass you've added. Now we can hold Shift and select the very last one. And it will select every object in between those two points. So in this case, all of the Grass. Now we can go up here to where it says objects. Then we'll go to Transform. And we're going to choose randomize the transform. So the first thing we'll want to change is the Randomize rotation for the Z. So down here in the Z, we're going to type in one at 10 or 180. We can see soon as we hit that all of these grass blades now have random rotations. We can change the amount of randomness that it is. But if we set it to one at that's the max value. So it's gonna give us essentially the max amount of rotation. It's going to pick any value in-between those. So that works well for that. We can also rotate our view port here. So we're not need to be in the top view for this. We can also randomize the scale. Now in this case, I think I'm only going to randomize the Z scale, which is just the up and down. So some of these will be stretched a little taller and thinner. And other ones will be a little bit shorter and fatter. The Z in this case is actually this value here in the middle. We're going to set this to 1.5 and then hit Enter. Then we can see here soon as we did that are Grass. Some of it got taller and some of it got shorter. But overall it's the same width in the X and Y. Now we have a fair bit of randomization to our grass. So it looks a lot better. With that done, let's attach all of this Grass together into a single objects so it's easier to animate later. With all of our Grass still selected, we can just hit Control and J at the same time to join them together into one object. Now we'll see that our pivot point is all the way over here in the corner. We have also done a fair bit of scaling to this. We're actually going to first by, we're going to center everything out here and apply all the scales by hitting Control into a. To bring up our apply menu, we're going to choose Apply all transformations. And when we do this, it'll apply both the scale as well as the rotation and the location of it, which we'll center this origin out right below our bumblebee. So now it's all centered out perfectly. So it's one object and it centered around the origin. In the next lesson, we'll be finishing our environment by placing small rocks along the path. I'll see you there. 8. Modeling the Rocks: In this lesson, we'll be finishing our environment by Modeling and Placing small rocks along the path. Let's begin. We'll be using one of the new objects added by the add-on we enabled at the beginning of this class to make our Rocks funnily enough, it's called Rock generator. Let's hit Shift and a go-to mesh. Then choose rock generator. And again, this came from the extra mesh add-on that we added way at the beginning of this class. So it added things like the Round Cube. Some of these other ones down here, the single vert. But we're gonna be using rock generator. So essentially, this is just using a bunch of random parameters as well as modifiers to create a number of random Rocks for us. And we can determine the number of Rocks it's creating right here with the number of Rocks. We're going to set ours here to ten, that we will create. Ten random unique Rocks. Will notice here that it stacks all of these Rocks directly on top of each other, which is fine. It's just a little bit annoying. The last thing we want to change is go down here to where it says default. We can change the type of rock that it's generating. So there's fake ocean rocks. We can make it, make ice, sandstone asteroids. We're going to choose a river rock. River rock is tends to be a little bit smoother, a little bit more blobby. And I think that'll work a little bit better for this cartoon animation we're creating. So we'll choose river rock. And again, we still have it set to ten. And we can see the shape of the Rocks are a little bit smoother and they're a little bit smaller down here. As we go through the process, placing these Rocks, don't worry if you're Rocks look different than mine, your ad one is likely creating Rocks using a different seed for randomization. Your Rocks might look different than the ones I'm using either way, as long as you said at the ten and you've set the preset to river rock, there'll be very similar. So just do similar things with your Rocks even though they look a little bit different. Now before we start placing these rocks, well notice over here and as a whole bunch of different modifiers on it, which essentially gives it this rocky shape. Now we want to apply all these modifiers so they're not working with ten modifiers per ten Rocks. Again, we can go up here to object, then go down to convert, then choose mesh. Since we had all ten Rocks selected, they all now have all of their modifiers collapsed into them. Now let's begin the process of placing each of these ten Rocks along the sides of our path. You can keep these Rocks somewhat large as they won't impede the path of the Bumblebee. Really a good place to put them is that the base of the grass clumps and enlarge or open areas, feel free to adjust the scale of your Rocks to make them larger if you'd like, just make sure that they stay out of the path. I'm going to speed up this part of the video as my place, my original ten Rocks along the edges of the path. I'll see you in just a moment. Okay, so now I have all of my larger rocks placed wrong path. And you can see I kind of tuck them in here in these natural gaps that were formed between the Grass, such as here and here. Then I also stuck some behind the Grass and then some in front of the Grass like these. So you might have noticed as always placing these that I was using something to rotate them. We'll use this object as an example. So normally when you just hit R to rotate it, it's going to rotate it based on your screen space. So it just kinda just rotates it in a circle based on whichever direction you're currently facing. However, if you double-tap are, you can roll the object based on wherever you move your mouse. So it's an easy way to flip over Iraq if you need to see like maybe a better side, maybe one side smoother, one side's a little bit more rough. You can hit R twice and then roll the rock over CEC, the side that you'd like. A little bit easier than getting the camera into the exact position you want and then rotating it. Again. That's just a little bit of a tip here. But otherwise, as long as you have your Rocks placed similarly to mine, you can see some of them are a little bit bigger as well. I kept some small. You should be fine for now. Now let's work on placing some small rocks actually in the path itself. So we can consider these Rocks essentially at this scale. So these are tiny boulders and comparison to the bumblebee. But now we want to add some pebbles essentially along the path. We're gonna have a whole bunch of rocks here along the path that are really tiny, so even smaller than this one here. I would say probably half the size of this rock would be the size of the Rocky one on this path. Because again, we have to remember that we don't want to impede the path of this bumblebee. So you can see there's very little space underneath this, this bumblebee here is we need to make sure the Rocks probably aren't even as, maybe half as tall as this gap here. The first thing we wanna do is select all of our Rocks again from the list. So we can select the first one here. Hold Shift and then select the last one. Now we can hit Shift and D to make duplicates of all of these. We're just going to place them here. I know that they're going underneath the surface here, but and I'm going to have to move them anyway. So I'm just gonna hit Shift and D to make duplicates. I can click once to confirm that duplicated. Now I'm going to hit S to scale these down, and I'm going to scale them down. It doesn't matter that they're all scaling to the center because we're going to replace these anyway. Let's Kelly's down really tiny. Probably about here. So in this case, down to probably, we'll say 0.15 of its scale, its original scale. So they're roughly about that large. Now I can zoom in here, going to move them all up so that they're poking back through the surface again. Then before I start placing these, I'm actually going to flip all of these over on the other side. So right now they're showing the exact same side that's visible for other larger Rocks. Instead, I'd like to flip these over. So I'm gonna hit our than X and now type in one at one-eighth zero and then hit Enter. Now I've essentially taken all of these and you don't have to do this is just a quick visualization here. I've essentially just flip them from this side over. Woops, got a little fast to the side. Now that I've done that, we can go through here and just start placing these Rocks. Now we don't need to make any more duplicates. Ten Rocks are ten. We'll call these pebbles. Pebbles is plenty for this path here. We don't need to have a ton of rocks here. I'm gonna go up into my top view. This will be a little bit faster to place them that way. Now, my top view, we can just start placing these around and I'm going to speed this portion up again as well. But just trying to follow along with the rough placement and rotation in size that I'm doing for my pebbles. I'll see you in a second. Okay, so I have all my pebbles place now along my path. You'll notice that I kept them pretty small and made sure to space them out as randoms I could. You've probably noticed me moving some around a little bit to the left, a little bit to the right. I just wanted to make sure that the spacing of them was as generally equal. So it filled up the entire length of this path. But also not so obvious that it was just up, down, up, down, up, down. You also want to make sure that you don't forget to put some near the Bumblebee itself. Because otherwise there'll be a gap that's in the middle of your path. If you don't put any kind of close to the Bumblebee like this one is. Again, I made sure that they ran from edge to edge as close as I could. Now, these are pretty spaced out, so I don't need to have them touching at the edges here. I just need to make sure that the gap between this edge, this edge is roughly the same. The last thing we need to do is attach all of these rocks together so that they're easier to animate later, we're gonna be doing pretty much the exact same process as we did for the Grass. Will go over here, select the very first rock, go down to the very bottom, and select the last. I have all of these selected. Now we can hit Control and J to attach them all together. Then we're going to hit Control and a at the same time for the apply menu. And we'll choose all transforms. Now if we rotate, our view, can see they're all attached and our origin is right in the center, just like the grass was. If we rotate down, we can just make sure that the height of these Rocks, none of them more P, impede the movement here of our bumblebee. At this point, we're officially done with all of the Modeling We'll be doing for this entire class. In the next lesson, we'll be placing Our sunlight and are Camera. I'll see you there 9. Placing Our Sun and Camera: In this lesson, we'll be placing Our sunlight and our camera in our scene. Let's begin. Let's start by getting our camera in place. You should still have a camera in your scene from when we first made the file. However, if you deleted it, That's no problem. We can make another one. So again, if you still have your camera and you're seeing from when we started, it should be roughly here. Then you won't need to follow this step. But if you've accidentally deleted your camera, we can hit shift and a and then go down here to where it says Camera. And then it'll create a brand new camera and it places it directly underneath your, your bumblebee. Okay. So that's how you would make a new one if you needed to. I'm gonna delete this camera since I already have mine in here. Now let's select our camera. Then we can go down here to the object data properties, which is this little green button here that looks like a little camera. Then we can see the settings. So by default there are two types for our camera here that we're going to have the option to use. So we can either use a perspective or we could use an orthographic camera. Now let's explain a little bit of between the differences of the perspective and the orthographic camera. For this class, we're actually going to be using a perspective type Camera for this render. However, we'll be giving its settings to make it almost look like it's an orthographic camera. The main difference between a perspective and an orthographic camera is how it handles focal length. The perspective camera, which is the most common type of camera, as well as the closest thing to real life. As a typical focal length of roughly 18 to maybe 150 mm. The lower the number, the more obvious the distance between objects is. As the focal length gets higher, the image gets flatter, so to speak. And it's harder to tell how far apart two objects are in distance. In orthographic camera takes in all the visual information from the Camera and displays it with an infinitely large focal length, which essentially means that every single object you see in the camera appears as though it was the same distance from the camera, making the visual very flat and stylized. Now in our case, I actually prefer the look of the orthographic camera for our animation. However, there are some things you can't do with an orthographic camera, specifically depth of field, without a true focal length, you can't do that the field effectively with an orthographic camera. So we'll be changing settings within our perspective camera to almost mimic the look of an orthographic camera while still keeping it perspective type, allowing us to use depth of field. Let's start by creating a view port devoted to our camera view. So we're gonna go up here to the top left of our viewport. And just up in this top sort of rounded corner area, we can see that if we hover over it, our mouse changes into a little plus sign. Once it's turned into the little plus sign, we just click and hold. And then we can start dragging it over to the right side. And you can see we can drag out a brand new viewport. Now on this view port, we can devote this to seeing what the camera sees. To do this, we can just click this little tiny Camera icon that will pop this view directly into what this camera is actually seeing. This now if I go over here to the right side, I move this camera. You can see it actually changes the view on the left. We're also able to resize this window. We can make it a little bit smaller. Then we can also on this side, we can pan around and we can also zoom in. So let's zoom in so we can see a little bit more of our camera. So this orange line here is the bounding box of our cameras. So this is actually what would be in-frame. Anything outside of this and this sort of darker shaded area is not actually in view. We're also going to switch this left side, our camera view into the render view-port mode. To do this, we're gonna go up here to this top bar. Then we're going to click in our middle mouse button, and that will allow us to pan this bar. The reason we need to do this as because this bar used to run from all the way from the left side, all the way to the right side. But now that we have two smaller viewports, we can't see the entire bar, so we have to pan across it. It's kind of scroll it across. So again, clicking your middle mouse button when this top bar. Then we can pan it over. Then here our viewport and modes. And we're gonna be switching to rendered, which is the furthest right one. Now that we've clicked this, it switched our viewport here to the rendered mode, which is giving us an approximation of what the actual final render would look like. It's not quite the exact same, but it's really close, so it helps us get a better an idea of what are render we'll look like in the Lighting we're seeing here being produced by this light right here. So again, if I move this, we can see what it looks like from our camera view. If for some reason you've deleted your light by accident, much like the camera, we can hit shift and a then instead of going up to mesh or anything like that, we're gonna go down to light. Then you can make a brand new point light and then move that. This point late here is just the same thing as what was already in the scene, although it is a little bit dimmer. If you have deleted your light and you're noticing now that your camera viewport, the left side is really dim because either you didn't have a light or now you just added a brand new one, but it's really dark You can just change the power on this to 1,000 and then hit Enter. Now you'll have the exact same brightness as the default light that used to be there. Now, if you already have your light, don't worry about creating a second one. We won't need this. This is just for people that might have deleted. There's by accident. Okay. Now let's get into the process of actually placing this Camera. Notice our camera doesn't have a very good view of our bumblebee, but that's not a problem. We can move it to get a better camera angle. To make this process a bit simpler, I'll be walking you through the exact values you need to type in to get your camera placed correctly. However, feel free to experiment after this lesson to find a look you might prefer. We should have our cameras selected. We should be in our Object Data Properties tab here, which is this little tiny green Camera. Now we're going to start adjusting some of these settings. So first let's set the focal length really high. This is how we're going to make it look more like an orthographic camera. First, type in 300 for the focal length and then hit Enter. Now you'll notice here our camera gets really long. Then it looks really zoomed in essentially. And that's because of this type of focal length that we're using. The higher the number, the more zoomed in your image is going to be in the flatter your image is going to look, which is actually what we're going for. Now hit N on your side menu here to bring up the side menu. So we've had it on the right viewport. Wherever you hit N, it'll pop up the side menu there will be doing it on the right side. Now we're going to type in specific values for all of these settings here. And this will place your camera exactly where you needed to be. So starting from the top, we're gonna go from the X location. We'll type in negative 24 and then hit Enter. Then for the Y, negative 31.5, hit Enter. For the Z. 16.5, then hit Enter. Now we can adjust the rotation so that it's actually looking at the Bumblebee. For the X rotation, we'll type in 70. We'll leave the Y at zero. Then we're going to set our Z rotation to negative 37 and then hit Enter. We'll see that this was actually the main one. That was the issue here and that's because our camera was placed in the correct spot, but it was actually facing out in space over here. Now that we've rotated it towards the Bumblebee, we can now see the Bumblebee is nicely centered in the frame. We can see a little bit of grass and the Background and Iraq as well as some Grass peaking up through the bottom as well. You might notice that parts of your SIM seemed to be clipped off. And that's because of something called viewport clipping. When our side menu here, we're gonna go to our View tab. And then we're going to change these clip values. Your clip value here might be a little bit larger than mine, and same thing with the N value as well. So we're just for the clip start, just going to set it to 0.01 m. Then for the clip end, which is most likely causing your issues, you're probably not seeing the backside of your render here. We're going to type in 1,000 and then hit Enter. But those changed. Now everything in your viewport should look like mine with our camera in place. Let's start in working on Our Sun. So we're going to select the light that was either left in the scene or the one that you just created if you had accidentally deleted in the past. And we'll make sure that we're still in the object data properties, which now it looks like a little green light bulb because it's changed for the light settings rather than the Camera Settings. And we're going to switch this to the PSTN type. Every single light that you create can just be turned into any of the other types. So by default it started out as a point light. But if we click Sun, now it's a sunlight, or we can change it into a spotlight or an area light. For this time, we're gonna be using Sun. Now we need to change our strength because it's using the 1,000 that was already typed in before. We're going to set this down to six, then hit Enter. Now right now the camera seems really blown out and really bright with our sunset to six, but I wouldn't worry about it once we get to the Texturing phase and further, further lessons, they won't look so bright and we'll be setting the colors and everything will look nice and balanced. Now that we're using the Sun type light, there are few things I want you to understand. A sunlight is directional, so all the light comes from a specific determine direction. And we can see that direction here with this orange line on our light. However, it isn't like a typical spotlight because it doesn't matter how close it is to your object. Will notice that if I move this light closer to my B, are further away, it doesn't change the brightness of the scene. This is meant to mimic the real life distance of the sun. There's not really any way for you in real life to move this on closer or further away. It's essentially, for our purposes, it's essentially infinitely far away and it's just casting late at a certain brightness value. So the only way for us to make Our Sun brighter or dimmer Just be to change the strength value, moving it closer or further from the subject does nothing. It's now on our right view port here. Let's just move Our Sun over here towards this front corner so it stays out of the way. Again, it doesn't really matter how high or how close it is. Just move it up out of the way that it's not interfering and overlapping with our bumblebee. Now, again, when our side menu, which again is brought up with N, we can go to item and then we're going to adjust the rotation. Let's set the X rotation to zero, the Y Rotation to negative 35. Then the Z rotation to 30. This will give us a nice light direction where we still see some shadows. And it has a mid day, maybe two or 03:00 sunlight value. Now the last thing we need to do is set up our depth of field on our camera. Again, this is the reason why we use a perspective camera rather than an orthographic. We're kind of tricking the viewer into thinking it's an orthographic camera while using perspective settings. So I'll go back over to our list and select our camera. Then make sure that we're still in the object data properties, this little green Camera. And now we can check on depth of field, will see right away our Camera got really blurry because we haven't really changed any of these settings. However, before we change the settings, we do want to change something over here. We're gonna go back to the regular gray shaded view. So we're just going to click this and we'll see all that blurriness goes away. But we're gonna go up here to this little drop-down and then go down to the bottom and enable depth of field and turn that on. Working in this view is a lot easier to tell when things are in or out-of-focus when we're working in this rendered view, it's all really bright right now. It's gonna be hard to tell when things are inner out-of-focus because everything is kind of blown out at the moment. So we're going to be doing this in the shaded view, just this nice gray view, which is really easy to see. But in order to see the depth of field, you just have to make sure that you open up this drop-down and then enable depth of field. Now let's go over here into our settings. We can twirl open the depth of field settings. There's basically two things. We're going to be adjusting the focus distance as well as the f-stop value. So f-stop basically just determines how blurry Is this going to be. The lower this number, the blurrier it'll be. The higher the number, the less blurry it'll be. The focus distance determines what is blurry and what isn't blurry based on this f-stop value, we'll have to find an exact measurement for the focal point of our objects. In our case, we're gonna be using this front I. Let's start by adjusting the f-stop value. We're going to set it really low because we want to stylize looked for this render. We'll set it to 0.20, 0.2 for our f-stop value, which right now it looks insanely blurry. It's almost completely invisible at this point. And that's because we haven't adjusted the focal distance yet. We're going to start by setting this focal distance to 40.85 and then hit Enter. It seems like a really specific value and it is. And that's because we're using such a small focal distance, we need to have a very particular area that we're focusing on. It's now on this left side here. If I zoom in, we'll notice that these little tiny highlights on our eyes are nice and sharp. We can still see sharp edges on them. And then as it gets further and further away, leaving just parts of this I like this I here is already starting to get blurry. That's because we're using such a shallow depth of field, won't use or really small number. There's a very small sliver of area of your render That's actually going to be in focus if this number was bigger and we wouldn't have to be quite so prescribed in the focal distance. But because we're using a very small number to get this really dramatic depth of field on the Background and even the foreground. We need to be very specific with this number. Now this number that we typed in, again, 40.85 for the focal distance, that should be the perfect number, assuming you're using the exact same camera's position and angle is me. If you decided to go with a different camera angle, you'll need to adjust the focal distance value until it looks correct for you. If yours is still a little bit blurry here, again, use these little highlights on the I as your focal distance. If we zoom in here and we wanted to be pretty close so we can tell whether it's in view or not, whether it's in-focus. Rather, you can click and hold on this number here. And again, this only matters if you've used a different camera. If you're still looks good like mine does. Don't change this number. But if it's out of out-of-focus for you, click and hold on this number down here and that'll let you use it as if it was a spider. Now if you hold Shift while you move that slider, it'll move it even slower so you can really fine tune it and get it exactly where you need it to be. If it's really out-of-focus, you'll have to move it pretty fast first, then let go of the slider, then click on it again, and then hold shift to really fine tune it. But I'm going to set mine back to what it was because I think it looked good before 40.85. With our depth of field setup, we can now zoom back out so we can see the whole camera. Then we can set it back to our rendered view. And now we can see the render view. It has this nice depth of field back here, and it's lit again. It's a little blown out, but that won't be an issue for very long. In the next lesson, we'll be texturing our scene with cartoon style materials to add a bit of color. I'll see you there. 10. Texturing the Bumblebee's Body: In this lesson, we'll be texturing our Bumblebee's Body with cartoon style materials to add a bit of color. Let's begin. Let's start by making sure that our left viewport is set to the rendered mode like this. Up at the top bar, you can use your middle mouse button to pan this all the way to the right. So you can see the viewport modes. And then make sure you have the rightmost view port mode selected, which is the rendered mode. Now we can begin adding textures to our scene. Let's switch to the shading workspace here at the top. We can do that by just clicking on the word Shading here at the top center. That'll switch us to the shading workspace. Now let's remove the leftmost viewports here. We won't need either these and they're just taking up space. Let's go up to the top-left corner, right here of this larger view port on the top, we're going to wait until our mouse turns into a plus sign by hovering over the corner. Once it's a plus sign, we can click and then drag it to the left. It'll turn into an arrow. And then we can let it go and delete that view port on the left. Let's do the same process here down the bottom. Hover over this little corner here until it turns into a plus sign. Click and hold, and then drag to the left until it turns into an arrow. And then let go. Now backup on the top view port. You can go over here and click on this little tiny Camera icon. And that'll switch us into our camera view. Then we're going to switch back into our rendered view as well. Right now we're in the material preview view, but we're gonna get a better preview of what our actual render looks like. If we use the full rendered view, we're going to click this little right button here so that we can see all of our actual Lighting. And then let's zoom out a little bit when this using our mouse wheel so we can see the full Camera with all of that set up out of the way, we can move on to our first texture. Let's start with the yellow for our Bumblebee's Body. First, select the Bumblebee in this viewport at the top, we want to select the body that includes the Eyes, the Legs, the mouth, everything like that. Now down here on the bottom center, we're going to click the New button. And that'll create a new material where it says material O1. We're just going to click on this and then rename this yellow. So we know what this material is in the future. Over here on the right side, we're gonna go to the material properties tab, which is this little red circle with the checker pattern on it. So you can click this. And this will just give us a simplified view of all the textures that we have applied currently to our bumblebee. Right now it's just this default material renamed yellow. Down here in the bottom viewport. We're gonna be using these nodes to create the look for our texture. This is the very first time you're seeing the node system within Blender. Let me give you a very brief rundown. First, I'm just going to make this window a little bit larger so that you can see it. You don't have to make yours larger. This is just so it's a little bit easier for you to see during the explanation. Again, we can zoom in and out on this with our mouse wheel. And then we can click in our middle mouse button, clicking the mouse wheel. And then that'll allow us to pan around within the shader editor down here. Each of these squares is called a node. So right now we have two nodes. This one, in this one, nodes pass their attributes from the left side to the right side. Each node has colored dots on it called sockets. You can pass the properties of a node on the left to a node on the right by connecting it's sockets together with wires. This node right now is passing all of its properties via this wire to this node on the right. Tad more complex effects. You simply add the appropriate node and then connect it together with the nodes in the system using wires. We're going to keep most of our textures very simple and stylized for this project. So we won't be using too many notes. We're going to be keeping most of our textures and very simple and stylized for this project, you won't be using too many nodes. Now let's begin editing our yellow material, as I'm sure you remember from the thumbnail and then introduction video for this class, we're going to be making cartoon style materials for this render. That means we'll be going through a process that is pretty different from typical renders. Rather than letting the properties of material, such as reflectivity and glossiness dictate the look of the material. We'll be using a node that allows us to flatten all of the Shading and colors into simple blocks of color. This will help us mimic the look and feel of the sharp Shading breaks you see in some cartoon styles. I'm going to start by resizing this window again. So it's a little bit larger on the top. Now the first thing we're going to do is change the base color on this principled be SDF node. By clicking on this, we're going to click on this little white square here at the very top called base color. And then we're going to change the value of this 2.5. So all we need to do is click on this and then type in 0.5, which essentially means that it is currently half black and half white. So it's a perfect 50% gray. You might have been expecting us to make this a yellow color. But for this process, only the brightness of this color matters to us. The color will come from a different node later on. This 50% gray will provide a nice neutral base for us to work from Now let's add our first brand new node. To do this, Let's zoom out a little bit. Then we're going to hit shift into a just like we were before. And this will bring up an ad menu. We're going to type up here in the search bar. So we first just click on this. Then we're going to type in shader. This will show every option here that has the word shader in it. In this case, we want shader to RGB. So we will click this. It'll create a brand new node. Before we click to place this, we actually want to hover over top of this wire. As we hover over top of it, you can see it highlights it in white. So now when we click to place this node, who actually automatically link it for us. So it'll start out by linking up the correct wires for the outputs. The shader to RGB node by itself won't do too much, but it's actually the key to their cartoon look. Very simply. It takes all of the complex data the principled be SDF node is generating to the left and flattens it all down into simple color data. This is how we'll achieve that simple blocky Shading that we're looking for. Now we need to add another node right away to start adjusting, the color. Will hit shift and a again to bring up the Add menu. Then in the search bar, we're going to type in color. And then we'll see color ramp. So we'll choose color ramp. And then again, we're going to highlight over top of one of these wires. In this case, we're going to highlight to the right. So we'll drop this down between these two outputs that will automatically link it for us. This color ramp node is how we'll adjust the color of raw material, as well as determine how much of the shadow is present on the model. Before we begin Changing the colors, however, we need to change what type of gradient we're using. On this top rate dropped down. We can see right now it's set to linear. We want to click this and then switch it to constant. Soon as we search at the constant, you'll see it turns all black. And that's because we haven't moved these sliders yet. If we move this slider further to the left, you'll notice on our model now we're actually getting that cartoony comic book look. And the further to the left we move it, the more and more white is present on our model, we're actually getting less and less of this black shadow color. This constant gradient mode is also how we're going to get those nice hard, sharp differences between the colors on our model. Now let's begin actually Changing the colors here. So first, select this slider. And then down here where it says POS, which stands for position. We're going to set this to 0.5. So essentially we're setting it exactly right in the middle. With that slider set, we can now change the color down here. So we're going to click on this little white box. And then we can type in the exact values we want for the color. Before I tell you the exact value is we're going to use for this yellow. I want you to know that you can just click and drag these little dots on here. And then just kind of freeform, pick the color and those sliders at the bottom will update. If you didn't want to follow along and make it exactly yellow. Or if you wanted to use this trick in a different project or a future class, know that you can just click on these little dots up here and be a little less rigid with your colors. You don't need to know the exact number for every color you want. You can just click this to change the hue, as well as the saturation, moving it closer to the center. And we can also change the value over here by clicking and dragging this dot to make the color darker or brighter. In this case though, I'd like to just type in a specific color. For our hue. We can just click into this value and we're going to type in 0.11. Hit enter. Then for all three of these sliders, we're just going to turn them all the way up to one. So 100% for all of these, we can see now that that gave us a nice warm yellow color for our bumblebee. Now, down here on the color ramp with the sliders still selected. We can see here it's highlighted. That little white triangle above the slider is highlighted, which means we have at currently selected, we're going to click the little plus sign here, and that'll add another slider here to the middle between these two. So it's always going to add your slider to the left. So we click the plus sign, it'll just add one to the left between the last two. Now with this new slider selected, we're going to set the position for this 12.12 and then hit Enter. Now we can begin changing this color as well. So we're going to click on this little black box down here. Now for the color, we're gonna again type in 0.11 because we want the same color, yellow. We're going to set the saturation all the way up to 100%. Then for the value, we're going to set this to 0.5. So it's the exact same color as the last yellow, but we can see it's just a bit darker now. So that's a nice transition between these colors without making it too smooth. Now let's select the last slider here, which is currently set to black. We can leave this position at zero. And because we want it to be the very last color, which is our shadow color. We can click on this black box down here. Now for our hue, we're not going to type in 0.11. This time. We're going to type in 0.85, which will give us a slightly warmer color. We'll set our saturation to 100%. Then our value, we're going to make it pretty dark by setting it to point 115 and then hit Enter. We've made our shadows a little bit more red. It's still just as saturated, but it's even darker than the last color. Now we can see over here on our model that we have this nice bright yellow color that's slowly transitions down into a slightly maybe more brown color for the shadow. If that last color set, we've officially completed our first cartoon material. Let's go through the process now of applying a similar material to the rest of our scene one at a time. The first thing we need to do is with our be still selected, we're going to hit tab to enter edit mode. Then we'll hit three tensor, our face mode, then Alt and Z, denser our x-ray mode. Now we're going to be determining the areas where we'd like the black for the Bumblebee. So we're gonna be making black stripes as well as a black head. Let's start by switching into our front view. So we get a nice even look at our model. We can do this just by clicking the little negative Y bubble or hitting Tilda and then choosing front. Now let's zoom in on the B so we can see the entirety of the body. We don't really care if the Legs are cut off right now. Let's start by clicking off of the model. We don't want to have anything selected to begin with. Now hover over the middle of the body and then hit L on your keyboard to select all linked faces. So in this case it's selected every piece of the body. But it didn't select things like the Teeth or the Stinger or the Eyes because they're actually separate pieces of this model. It's only selected faces that are actually attached. Now what we're going to do is deselect the areas we want to stay yellow. In this case, we're going to pick out the areas that we want to keep yellow. And then anything that remains selected, we're going to be applying a black material too. Let's start by picking out a stripe here that's basically about as wide as the distance between these legs. So we're going to hold down Control. And then we're going to drag select over the model, roughly the width of the stripe that we want to remain yellow. Now we've done that. It's de-selected all of these, you can see that this has turned black and these remain orange, which means they're selected. I can zoom in here and see that it's selected all the way through the model. And just make sure when you drag select, you drag select from the very top of the model all the way down to the very bottom of the model. Now let's do a similar process here on the back. So again, we want to zoom out just enough that we can see the top and the bottom. Now hold down Control. And then we're going to click and drag all the way out here because it doesn't really matter where we start on the outside. Right-click and drag all the way out here, move our mouse down. And now we're determining where the rest of the yellow is going to be. In my case, I think right about right about here a little bit ahead of this back leg is where the rest of the yellow is going to be. In this case, these two orange areas in our head. And then the single stripe here, we're going to be black. Now we can go over here to the list of materials we have and we can add a brand new material to this object. We're going to click this little plus button here on the right. This will adding brand new material slot. Now we can click the New button to apply a new material to that slot. Let's start by renaming this. I'm going to call this black. Then hit Enter. Then we're going to click the assigned button, but make sure you have this black material selected. I know right now it's white, but that's because we haven't changed anything yet. But just make sure you have the material named black selected and then hit Assign. So what a sine is doing is it's applying this specific material just to the assigned faces. Now we can click off of the model over here on the corner. Now we'll deselect this model here. Then we can hit Alt Z to X at our x-ray mode so we can see the texture a little bit better. Rather than go through the hassle of doing all of those same steps we did on the yellow of creating the new nodes, Changing the positions on the slider and then changing the color. We're actually going to copy some of that hard work we've done already and just apply it directly into this new material. So first, let's click on the yellow material here over on the right side. This will show us the yellow material that we made previously. Now we can click and drag to highlight over these three nodes. So everything but the one called material output will highlight over all three of these. Now we can hit Control and C at the same time. So copy, we're going to copy these with control and C. Then we can go back to our black material. Click on this over here on the right side. Then we can hit Control and V to paste these new nodes. Now we'll notice that I pasted them directly on top of the other ones. That's okay because they're still selected. So we can just click on any one of them and move it over here. That will move that out of the way. Now at this point we have to principled be SDF nodes. But this one is set to the 50% gray that we wanted. So we're actually just going to delete this one, select it, and then hit Delete to remove it. Now all we need to do is drag this color socket. So this little yellow dot here on the end of the color ramp, we're going to click and drag that over to the word surface on this socket here. That will reconnect the material for us. Now all we need to do is just change these colors to the block that we want. And all the other work that we needed to do is done. Let's zoom in down here on the color ramps so we can start changing the color. We'll start by selecting the very first node, which is the highlight color, the brightest part of the material. We can tell we have it selected because one, the color down here matches the color we want to change, as well as this little tiny triangle above this is highlighted in white. We can click on this color and then we can begin adjusting it. So let's change our hue to 0.05. It entered. We'll set our saturation to 0.3. So we're leaving a little bit of saturation here, but overall it's mostly desaturated. Now set the value 2.1 and then it entered. So we can see right away that this material is starting out much, much darker than the yellow was. Our highest value on this is only 0.1. Now let's adjust the middle color. We'll select the middle slider by clicking up near the top of it. Click on this color down here. Will change the hue to 0.05. Again, We'll set the saturation to 0.6. This time, we're actually making it slightly more saturated, but we're going to make it over all a bit darker. So we'll type in 0.03 and then hit Enter to set the new value. Now lastly, let's change the last color here. Click on this slider to highlight it and click on the color bar at the bottom. We'll set it to 0.05 for the hue, 0.5 for the saturation. Then our value, we're going to set really low 2.01 and then hit Enter. So at this point it's almost entirely black, but it's still just a little bit saturated. You can see rather than a pure black color, we're really going more with a dark, dark brown, almost like a chocolate colored brown. Now let's apply this black material to the Legs and Stinger of our B. First we're gonna go up here into our top viewport. We're just going to hover over the Stinger, then hit L to select linked. Now remember we're still in edit mode. If you hit ed are tab to exit your edit mode and make sure you go back into edit mode. And then select faces, hitting three on your keyboard to go back into the face mode. Now, hovered over top of our Stinger. We can go over to the black material and make sure it's still selected on the right side and then hit Assign. Now our Stinger is the same exact black color. Now let's apply the same material to our legs as well. Now to see your legs, we are going to have to rotate our view port at the top. So I'm just going to rotate around my viewport to go back into our perspective mode. I'm going to click off the model to deselect the Stinger. Then I'm going to hover over each one of these Legs and just hit L for linked. So I'll hover over this one, hit ****. It L again. I'm just hovering over each one of them. And then hitting L to select all the linked faces. Now I have all six legs highlighted in selected. Make sure I still have the black material selected and then hit Assign. Now all of our legs are black as well. With that material assigned to the Legs, we can click off the model to deselect them. Now let's go through a very similar process of adding white on the rear end of the Bumblebee. So we're just going to rotate around in our viewport here. We don't need to be in our front view for this. We can zoom in a little bit on the back-end. And then we're going to choose the very first face here that we want to start for the white on the back-end. So Bumblebee's typically have black, white or black, yellow, black, a little bit more yellow, and then the rear-end of them there but is a white color. It'll be white and fuzzy on the backend. Let's mimic that on ours. So I'm going to start mine. If we zoom in on our model here, we actually can see where this model used to be, a rounded cube. You'll see this face right here where it has all three of these lines kind of coming to a point. We're going to select a little bit past that. It doesn't matter exactly where you select. Just know that the first line that we select here is going to be the start of the white and then everything to the right side. He's going to be white as well. Let's just try to make sure that this last yellow stripe isn't too much smaller than the previous. We're going to start about here. In this case about four or five rows in. I'm going to start by holding down Alt. Then I'm going to click on the line between these two phases, right on this black line here. I'm going to click We can see that that's selected all the way around the model. That's selected, that whole loop going all the way around. We're actually going to do a trick to select the rest of these faces over here, because it's not particularly easy to select these two to the fact that this is kind of curved here, we wouldn't be able to just click and drag select through these. We would end up getting little bits and parts of other rows, but not the entire row here. So to start, we're actually going to hit H to hide this row of selected faces. So we'll hit H and that will hide it. Now it looks like it's deleted it, but they're just hidden for right now. Now we can hover over the back end here, the part on the right side of this hidden face. We're going to hover over that and hit L to select it. So that will select all of these linked faces. But it will take into account the little gap that we made won't select the rest of the body. Now we can hit Alt and H at the same time to unhide that first selected row of faces that we made. And now we've successfully selected all of this backside here without having to do a drag selection. Now we can go over here to the right side. We're going to add a brand new material slot by clicking this little plus button here. We'll click the New button to add a material into that slot. The more name this white. Make sure I spell it correctly. There we go, it white, or hit Enter for white. And now we're going to click Assign with this new white material selected, that we'll assign it just to the selected faces just like before. Now we can click off the model to deselect these faces. Now let's begin editing this white material. Down here on the bottom. We're gonna do the exact same processes we did for the black. Now we don't need to copy these yellow nodes again because they're still in our clipboard. So we can just start out by clicking on this principled be SDF node, that is NR white material and delete it because we know we won't need it. Now we can hit Control and V to paste in these yellow nodes. Then again, just reconnect them by connecting the color socket to the surface socket here. Now let's zoom in down here on the color. Will select the first one. Click on the color bar. We'll set our hue all the way down to zero. Our saturation also all the way down to zero. Then leave our value and our Alpha set to one. This will make our highlight completely pure white. Now let's select the middle slider. So we'll click on here. On the color bar. Set the hue down to zero, saturation down to zero. Then our value, we're going to set to 0.65 and then hit Enter. Now the last color, look, click on the last slider. Click on the color bar. Again, you to zero. Saturation is zero. And then set the value 2.32 and then hit Enter. Now that the colors are set up, let's apply this white material to a few more pieces of the model. On our top view port here, we're going to rotate around, click off of our model to make sure we don't have anything selected. Then we can hover over the Teeth and then hit the L key to highlight the top and then the bottom. Now we're going to go over to the side with the white material selected and then click Assign. Now again, click off your model to make sure you have nothing selected. I'm gonna zoom in to the Eyes. And we're going to hover over these three little highlights that we added on both sides. Not the actual eyeball itself. Just a little highlights on them. I'm going to hover over each of these highlights and hit L to select them. Rotate around to the other side. Again. Just hit L. Select each side. Now, assign this white material. Now let's apply a material into the actual eyeball. So start by de-selecting everything, by clicking off the model. Hover over the each eyeball, which are currently yellow. We're going to hit L to select each one. Now we have just the I selected. We're going to go to the right side, click the Plus button to add a new slot, new data, new material. We'll rename it here. We're going to call this eyes and then hit Enter. Now the same as before. We're going to again delete this node here and we won't need it. We can hit Control and V to paste this. Move it over here. Then reconnect the colors socket to the surface socket. Now we can begin adjusting these colors. Let's zoom in here. We'll just the brightest color here on the right side. Select the slider. Click the color bar And then we're going to set our hue all the way down to zero or saturation also down to zero. And then our value 2.16, and then hit Enter. Now let's change the middle. Select the middle slider, click the color bar. Hue to zero. Saturation is zero. Then the value to 0.02, and then hit Enter. Then one last time. We'll select the last slider. Select the color bar. Hue to zero. Saturation is zero. Then the value 0.05. Then the value we're going to set really low, 2.005. So almost entirely black, just a shy, shy bit off of it. Now if you're more than I was, you might have realized that I have forgotten to apply this material with our I selected. We're just going to hit a sign, making sure that we still had just the eyeball selected. Now we can click off the model to see what it actually looks like. Good job if you've caught that and have already applied them. Now before we call this material done, we're actually going to adjust some of the slider positions so that it looks a little bit more shiny as if it's actually the eye material. So we're going to select the rightmost slider. We're going to set the position 2.63 and then hit Enter. So we're making highlight a little bit smaller. Then we're going to select this middle one. It's in the middle slider. And we're going to set this all the way up to 0.5 and then hit Enter. Now we're getting a lot more of the shadow color, present, a little bit of the middle color, and then a bunch of the highlight color as well. All we have left the texture now is just the Wings of our bumblebee will need to hit Tab to exit edit mode because the Wings are actually a separate object. Now we can select on the Wings themselves. We can click the New button here, that a brand new material. And then again, we're going to rename it. We can name, name it here in the middle. We're just going to call this Wings and then hit Enter. Now we can zoom out, click on this leftmost node and delete it. Then hit Control and V to paste in the yellow nodes and then reconnect them colors socket to surface. Now let's begin Changing the colors. Can select the rightmost slider, click the color bar, set the hue to 0.5. The saturation to 0.3, then Leave the value set to one as well as the Alpha. Now we can do the middle slider. Select the middle slider, click the color bar, hue to 0.5, saturation to 0.5, and then the value 2.35, and then hit Enter. Then lastly, the shadow color. Select the last slider. Click the color bar, set the hue to 0.5, saturation to 0.5. And then the value pretty dark. We're going to set it to 0.05 and then hit Enter. We can click off and we can see the color for our Wings. Now in our top view port here, we can click on this little camera icon so that we can see our bumblebee from the actual camera view. And that's it. At this point, our bumblebee is fully texturing. In the next lesson, we'll be finishing up the Texturing of our environment. I'll see you there. 11. Texturing the Environment: In this lesson, we'll be finishing the Texturing of our environment. Let's begin. To start with, make sure you're in the shading workspace, just like last lesson. To do that, just click on the word Shading here at the top. Make sure your top view port is set to the rendered viewport mode using this little far right dot here. Then also click the little camera button here to make sure that you're reviewing your camera view. Let's start with the Background plane texture. So start with selecting your Wings. Drag, selecting over top of all three of these furthest left nodes. And then hitting Control and C to copy them, just like we were doing in the last lesson. Now select the Background plane by basically just clicking anywhere here on the floor. Now, we can click the New button to create a new material. We're going to select the principled be SDF node and delete it just like we were before. Now we can hit Control and V. And then link the colors socket to the surface socket here on the material output. Then lastly, and what's not forget to rename the material. We're going to call this Background and then hit Enter. This material will be just a little bit different than the rest, as we'll only need two colors, the lit areas and the shadow areas. We're gonna go down here to the color ramp. We're going to select the furthest right slider. And we're going to hit the little minus button here to delete it. Now select this middle slider here, or at least the old middle slider. And we're going to set the position here, 2.18 and then hit Enter. Now we can change the colors. This is ultimately your choice, but I'll be using a blue-green color for this demonstration. It matches the other colors in our scene and gives the impression of maybe a little bit more Grass. We can zoom in here. Select the furthest right slider. Click on the color bar. And I'll set the hue to zero point for the saturation to 0.75, the value 2.55, and then hit Enter. Now this is the color that the light in our scene is going to create for the Background. Now we can change the shadow color as well. I'm going to select this slider here. Click on the color bar. Set the hue to 0.4, saturation to 0.65, and then our value 2.25, and then hit Enter. Just two more materials left. Now, let's move on to the Grass. Select any one of these grass blades. It doesn't matter which one. I'm just going to select here. Now I can click the New button to make a new material. I'm going to start out right away by renaming this Grass. It denser. Now we can zoom out, delete the leftmost node, hit Control and V to paste in those old wing nodes that we had before. Re-link the color to the surface. Then we can change the colors as well. This material will also be a little bit different than the rest, will remain given colors split a little bit more even for the rest of the grass. Let's select the rightmost slider. We're going to set the position here, 2.6. Then we're going to select the middle slider here and set this to 0.3. That way we have a little bit more of an even distribution of these colors. Now we can begin effecting the colors will select the furthest right? The colorbar. Set the hue to 0.3, the saturation to 0.9, then the value 2.65, and hit Enter. Now we'll go to the middle slider. Select the color bar. Again, hue to 0.3, saturation to 0.9, and then the value 2.25. So just a little bit darker. Now the last color will select the last slider, select the color bar, 0.3 for the hue, 0.9 for the saturation, the value 0.15, and then hit Enter. Now we can see you in the Background are Grass has some nice Shading and a few different color shades of green. Then lastly, we just have the Rocks left in our scene. Let's select any one of these Rocks. They're pretty easy to pick out now because they're pretty much the only white thing left in the scene. We can click New, Rename the material Rocks it entered. We'll zoom out. Delete this principle, be SDF node Control V. Then relink the color to the surface. For the Rocks, these sliders are fine where they're at. So we're just going to change the colors. Select the rightmost slider. Click the color bar, hue to 0.1 to saturation to 0.6, and then value to 0.9. Now we'll do the middle color. Click the color bar, 0.12 for the hue, saturation, 0.6. And then the value, we're going to sit down to 0.5, so it's a little bit darker. Now the last color, click on the last slider colorbar, and then 0.12 for the hue, 0.6 for the saturation, then the value down to 0.25 and then hit Enter. Now we can click off of this, zoom out. Now we can see over here on our top view port that Iraq's have this kind of nice sandy color. And that's it. Our entire scene is fully textured. In the next lesson, we'll begin the process of animating our little bumblebee. I'll see you there. 12. Animating the Wings: In this lesson, we'll be starting your animation by making the Wings flap up and down. Let's begin. To start. Let's make sure that we're in the layout workspace, the workspace that you're seeing here. And this is where we did much of our camera placement as well as our modeling. To get back to the layout workspace, simply go up here to the word layout and then click on this tab. We also need to determine the length of our animation. In this case, we're gonna be making a six second loop at 30 FPS. That means that we're going to need 180 frames total. We can down here to the bottom right where it says to 5,000 end. And we're going to set this to 180. Now we are animation starts at frame one and then ends at 180. The first thing that we need to do is parent the Wings to the Body of our bumblebee. This one sure that when we eventually animate the body moving around, the Wings will remain attached to the Bumblebee. To do this, we're going to start by selecting the Wings. Then we're going to hold Shift and then select the body of the Bumblebee. You want to make sure that these select the Body last and the Wings first. Now hit Control and P at the same time. To bring up the Parent menu, we want to choose Object, keep transform. Now if we select just the Body of our bumblebee and we move it around, we can see that the Wings are attached to it as well. So anything we do to the Body and we'll bring the Wings along with it. I'm going to Control Z, those movements. Now if we try the same thing with the Wings by selecting them and then moving those, will notice that the Wings move independently of the body. And that's because the Wings or the child object and the Body is the parent object. Which means that wherever the parent goes, the child will follow. However, you can move just the child by itself. And that's important for animating our Wings. We want to make sure we can freely animate the Wings without actually animating the Body with them. Now we can begin placing keyframes for our Wings. The first thing we need to do that we're gonna go down here to the bottom are our timeline is we're just going to click and drag on this border between these two viewports here and move it up so we can see a little bit more of the timeline. Now that we can see more of the timeline, I'm going to hover over top of that and then hit the Home key. That will re-center this timeline so that it centers it out. And I can see it right in the middle. You can find the Home key on your keyboard above the arrow keys towards the right side. And it's near where Delete and page up, page down. You'll see home there as well. So that's the key you can hit to re-center this timeline. Now on our right viewport, we're going to hit the N key to bring up our side menu. We're going to be changing some of the rotation here for these Wings. Now we won't be keyframing this rotation. This is just getting the Wings in a better starting place than they are now. Wonder our rotation, we're going to change our Y rotation to negative nine and hit Enter. And then we're going to change the Z rotation to 15. Then hit Enter. So notice now if we zoom in on a be our Wings or just kind of tilted a little bit. It looks a little bit more natural having the Wings kind of go back in space this way and not having them perfectly flat. You can hit N again to hide this side menu, we won't need it for right now. Not in town on the bottom timeline, we're going to move our play head here and this little blue line icon, we're going to move it up to frame one. Now over on the right side, we're going to go to the object properties. That's this little orange square here with the brackets around it. Let's click this. The object properties show similar information to what the side menu was showing us. There are just a little bit more options down here. But overall it's pretty much the same thing. I'm going to hide the side menu again, and now we can begin actually Placing keyframes. So again, make sure you're on frame one. And then we're gonna go over here to where it says X rotation. Then this value, we're going to type in 20 degrees. So just to zero, we can see it's rotated our Wings up. And then we actually need to place this keyframe because all we've done at this point, it's just changed the default position to place the keyframe. We can go over here to this little tiny dot next to it. And we're going to click that. And we can see here it's turned the number of yellow. It's changed this dot into a diamond shape. If we look down here at the bottom, we now see that there is a little yellow keyframe placed on frame one. Now let's move this play head, this blue icon up to frame four. Then we're going to change this number. Here. We can see that the number is now green and it has a diamond here, but it's not filled in like it was before. So green is just letting you know that this value has been key framed in the past. But currently it is not key-frames. That's what this little open diamond is telling you as well. So we're gonna do is change this value. We're gonna set it to 10100. It enter Now we can see again a different color. So in this case instead of yellow like it was before, it's orange. So it's letting you know that you've changed the value, but you have yet to place a keyframe. Just warning you that, hey, you've changed the number. I understand that you've changed the number, but if you move the playhead or you do anything else without placing a keyframe, I'm going to forget what this number was because I'd already has a previous keyframe. So to fix that, we're just going to click this little tiny diamond icon next to it. Now we can see it's back to being yellow. And if we look down here on the timeline, there's now another little yellow keyframe. So it's a really quick explainer of what exactly a keyframe is. If you're unfamiliar. Keyframing is just a, essentially a value noted on a timeline. Then you animate between them. If I go to frame one over here it says 20. And that if my next keyframe is set to 100, in this case on frame for over those four frames. So this distance of time between these, it's going to animate between those two values. So you can see if I move one frame, it's now at around 40. If I move up to frame three, that's at 79. And then right by four are basically read as it hits framed for, it's now at 100, which is what we told it to be. This is really a really simple basis of Animation. You're basically just Placing keyframes at different values on the timeline and then giving them different, either rotations or placements are a myriad of other different parameters. And it's just animating between those values based on where you place those keyframes on the timeline. Okay, we're almost done Placing keyframes. Now let's move up to frame seven. And over here and we can see again, number is green, letting us know that it has been Creek keyframing in the past. Just not right now. We're going to type in 20 again, which was our first value that we typed in. It turned just turns it orange, letting us know that we've changed the number, but we haven't placed to keyframe. And then we can click this little diamond here to actually place the keyframe. Now down here, if we drag back-and-forth across these three keyframes, we can see that we have a nice, really simple flap animation for our Wings. However, will also notice that we only keyframe to really small portion of time when this timeline. So basically the animation only happens where these three little keyframe dots are. And as soon as we get past that, the Wings just remains stationary, it would be pretty tedious if we had to do this over and over again along the timeline until we fill up the entire wing-flapping Animation. Luckily, Blender has already thought of that. It made a tool that helps us easily repeat portions of our animation across the entire timeline. To get to this tool, we're going to need to switch to the animation workspace up at the top of the interface. So if we go up here where it says animation here at the top, when we click on that, I'll switch us to a different workspace. Let's quickly make some adjustments to this workspace. So first we're going to move this over on the right side. Then we're going to click the little camera button here. We can see our camera. Now on the left. We're actually going to change this so we don't have to have two cameras here. We're going to switch this to something called the Graph Editor, which is where we can actually get to this tool that's going to allow us to repeat this animation. To get to that, we're gonna go up here to the top-left and we're going to click on this little icon here with the grid and then the ball sitting on top of it. Then we're gonna go over here underneath the animation column. And we're going to choose Graph Editor. Now that we have our graph editor up, we're getting going to hit the Home key, which will remember is above our arrow keys and near the delete and the page up and page down button. This will hover over this left side, hit home, and then that'll re-center it. So we can actually see the animation. This red line that we're seeing represents the keyframes that we've placed on our animation. The high point is our keyframe at 100 degrees. We can see that correlates here to 100. And then the low point is the keyframes we placed at 20 degrees. Now that we can see our keyframes over here, let's just click off the line and then select a single keyframe here at the top. You can do that just by clicking on one of these little tiny dots on this line. Now we're gonna go over here to this little side window. And this is brought up by hitting N, just like any other side window. So if I hit N again to bring it back up, we're going to go over here to the modifiers tab. And then we're going to choose the cycles modifier. So be sure not to confuse this cycles modifier that we just applied to the cycles render engine that you might have heard about in Blender. It's unfortunate that they have the exact same name. However, they are completely different things. 90% of the time if you hear somebody referred to cycles when talking about Blender, they're actually talking about the render engine, not this modifier we just applied on the left side here. You'll notice after we applied this cycles modifier, if we zoom out using our mouse wheel, this red line now continues over and over again, essentially for infinity in both directions. So what this modifier is done is it has cycled this animation over and over again. So now if we go down here and hit our play button at the bottom sensor, we can see that our Wings just continuously flap over and over again. All it's doing is repeating these first three keyframes we placed and over and over. The cycles modifier is a great way to repeat simple kind of mechanical animation such as wings flapping on a bumblebee. In the next lesson, we'll be animating the body movements for our bumblebee. I'll see you there. 13. Animating the Body: In this lesson, we'll be animating the body movements of our bumblebee. Let's begin. First, make sure that you're in the animation workspace that we used last lesson. So if you're not in there yet, you can go up to this top tab where it says Animation. Just click that button. Now let's begin animating the body movements up and down. We're gonna go down here to the bottom where it says dope sheet. We're going to move this all the way over to frame zero. In this case, the dope sheet is essentially the same thing as the timeline we animated the Wings on. It just has a little bit more detail shown about our animation. Now over on the right side, make sure you select the Body of your bumblebee. Then go to the object properties tab like we were in before, this little orange square with the brackets around it. Double-check that you're still on frame zero. Now we can place our first keyframe. We're going to be animating the Z value at first. So let's place a keyframe here at 2 m for the Z value. We can do that just by clicking this little tiny dot next to Z. And we're animating the location as well. Now let's go down to the dope sheet and we're going to move this up to frame 30. 30. Now we can go over to the Z value. We're going to type in 1.6. It enter. Then place another keyframe by clicking this little diamond. Then one last keyframe, we're gonna go up to frame 60. Then change the Z value to 2 m. It enter, and then click this little keyframe value. Just like the Wings, we're going to be adding the cycles modifier to this movement. So we don't want to repeat it by hand. Go over here to your graph editor and then hit your home key so that it reads centers your view. Now click off and then select just a single keyframe here, we can just select this bottom one. We can go over here to our modifiers tab. And then click the drop-down for add modifier and then choose cycles. Some will notice just like last time, it's repeated this animation over and over again, infinitely in both directions. Now if we hit the Play button, we can see that this wing or this body movement we added now goes up and down forever. Now let's add a little bit of a horizontal movement side-to-side. We're gonna go back to frame zero again. We'll go over to our location again, and we're gonna be adjusting the Y location this time. Let's set this to begin with to negative 0.25 and hit Enter. And now let's place our first keyframe. Now I can go down to frame 30 again. We're gonna go back to the Y location, and we're going to set this to positive 0.25. Now place our keyframe. Then one last time. Go down here to frame 60. We're going to set it back to negative 0.25. Hit Enter, and then place our keyframe. Now again, let's apply this cycles modifier. Let's go back over here to our graph editor. Hit the Home key to center it out. This time we're going to be adjusting this little green line at the bottom. Let's deselect. Select just a single point on this line here. Make sure you're in near modifiers tab, Add Modifier cycles. Again, just like last time, if we hit Play, we can see that that motion now repeats over and over again. Now let's add a little bit more complexity to this body movement. Instead of just moving it up and down and left and right, we're actually going to be changing the rotation now. Again, we're going to go over here to frame zero. Now we're going to be animating the Y rotation. Let's start by setting the neck RY to negative two. It entered. And then place your keyframe by clicking this little tiny dot down here. Now go to frame 30. We're going to set this to positive two. So we just hit to hit Enter. Police are keyframe. And then one last time, go to 60. Change the Y Rotation to negative to hit Enter, and then place our keyframe. Just like the last few our motions here we're going to be changing or adding the cycles of modifier. So we can hit home to re-center this over here on the left. Now this line we need to select here is actually this really steep one here. We'll select just one point on this vertices On this line here. Good to them modifiers tab, and then choose Add Modifier cycles. So we go down here in play. We can see now that it rotates back and forth as it's moving. So the motions getting a little bit more complex. Now, let's add one last set of keyframes here. I'm gonna go back to zero on our Dope Sheet. Now we're going to be animating the X rotation. So we'll go over here to the right rotation X. We're going to start this one out at two. So positive to hit Enter, place a keyframe by clicking the little dot, turning it into a diamond. We'll go over to frame 30. We'll set this to negative two. So we basically just reversed to these, these values here. So whenever this one is two, this one will be set to negative two. Don't forget to place your keyframe by clicking this little diamond. Then go to frame 60. Make sure you're actually on 60. There we go. Then set the X rotation back to positive to hit Enter and then place your keyframe. Just like always we're gonna go over here. I'm going to click off to deselect. We will actually, once you select this really steep red line we're seeing here, select just any one point on this red line. Go-to modifiers, add modifier, and then cycles. Now let's hit our play button here and see what our animation looks like. We can see here the body bobs around, moves, rotates left and right, Up and Down bobs around moves left and right. However, will notice that the animation looks a little bit robotic right now. It's because all of these keyframes we placed, while it was easy, we placed them all directly on top of each other. So there's no offset at all in this movement. Every movement happens at exact intervals along this timeline, either at 00:30 or 60. It's actually relatively easy to offset these and make this animation look a little bit more organic. I'm going to pause the animation down here. We're going to start by going down here to the dope sheet. We're going to twirl open Object Transforms. So we twirl this open now we can see all of the four different types of movement. Both the rotations as well as both the location movements. We can see all of their actual keyframes. Now, now that we can see all the keyframes down here, Let's begin the process of offsetting their movements. So let's start with the Y location. We're going to horizontally drag over top of just this row here that has the Y location keyframes and we'll drag it over just these. You can see here just these ones on the bottom or yellow. Don't worry about the ones at the top being yellow. That's because this set down here as part of every one of these other sets. Now that we have our Y location selected, we're going to move our play head here to frame eight. Then we're going to click and drag on one of these three yellow dots. We're just going to drag this up to eight so that it lines up with this blue line. Now let's do the same thing here to the Y rotation. So we're going to horizontally drag over top of the Y rotation. This time we're only going to move them for, so I'm going to move my playhead back to four. Going to drag this over, moving it over to frame four. And then lastly, we're going to move the X rotation. So I might actually need to make this a little bit taller here so that this little option box doesn't hide it. You might need to do the same. So to do that, you can just click on this little border between these, and we can move it up to make it a bit taller. Now I'm going to select over top of just the X rotations. I have all three of these. And when these we're going to move up to frame eight as well. I'm gonna move my playhead to eight. Then just drag this over to frame eight. Now let's give our animation and play to see how it's improved. We can go down here and hit the Play button. And we'll see that the animation now is very similar to what it was before, but it's a lot less robotic. And that was just by the simple offsetting of these movements. That way everything doesn't happen all the exact same time along the timeline. So the movement now is a lot more fluid, a little bit more organic, little more floaty. I think overall it's just an improvement. What you see on screen now is an example between the original unshifted keyframes and then the after where we actually shifted the keyframes around and offset the animation. You can see how robotic the original one was versus how relatively smooth and floaty. The second one is. By this point, I'm sure you've noticed that the Bumblebee is flying in place. We'll be faking the forward motion of our bumblebee by animating the Background instead. In the next lesson, we'll be animating the Background. So it looks like our bumblebee is flying forward. I'll see you there. 14. Animating the Background: In this lesson, we'll be animating the Background so that our bumblebee looks like it's flying forward. Let's begin. Start by making sure that you're in your animation workspace, just like the last two lessons. If you're not there, you can go up here to the top, click on the word Animation, and then you'll be in this workspace. Now on the left side where our graph editor is, we can hit N to hide the side menu. We will need the cycles modifier for this. We can also drag this over to make our graph editor a little bit smaller. And the side here a little bit larger. We're actually going have to do a little bit of work over here on the right. Now over on our right side, Let's select the Grass object. We can zoom out and then we're also going to rotate. We can see our entire viewport here. With our Grass selected. We can go over here to our Modifier Tab, this little blue wrench icon. We're going to click Add Modifier. We're going to choose the array modifier. It's up here at the very top of the second list. Essentially this array modifier just duplicates an object a certain amount of times based on the count, and then a certain amount of distance between each of these objects based on some of these values. Here, we're going to be using this array modifier to make basically what I would consider to be a runway for our bumblebee to fly through. So we need to make sure that it's long enough that as it goes to the end, the animation path can loop back and then still be a seamless loop between the ends of the beginning of the animation and the end of the animation. So let's start by adjusting some of these parameters over here. We can leave our count set to, to mix. You have to set for your account that'll make two different objects. Then we're going to change the type of offset that it's using. I'm going to uncheck relative offset. I can collapse that by clicking this little tiny arrow. I'm going to turn on constant offset. And then I can click the little arrow to twirl that open so I can see these. And then for our distance, we're gonna be typing in negative 40. Negative 40, hit Enter. Now we can see here that it's duplicated one copy directly in front of our bumblebee. And that's because we didn't negative 40. If we just did positive 40, it would go behind our bumblebee, which is actually the opposite direction of what we want. So make sure you have negative 40 typed in for the X distance. The reason that I knew 40 was the measurement we needed, albeit negative 40 is because we specifically made this plane earlier on 40 wide. That's why we specifically made that 40. That way this calculation here would be very obvious and easy for us. Now let's select one of our Rocks. Anyone, it doesn't matter within our scene because they're already all attached. We're gonna do this exact same process. So CO2, your Modifier Tab with your rock selected. Good to add modifier array. Make sure your account is set to, to uncheck relative offset, collapse that, turn on constant offset, twirl that open and then set your distance to negative 40. Then it entered. With these modifiers added, we now essentially have a runway made for our bumblebee. However, instead of moving our bumblebee through the Environment, we're going to trick the viewer by moving the Environment past the Bumblebee. This is an easy way to replicate the movement of the Bumblebee without the hassle of actually animating it through space and tracking a camera to its movements. With these two modifiers applied, we can now go back to our camera view by clicking this little camera icon right here. We can zoom in a little bit so we can see the whole camera frame. Now let's start by animating the grass. So we're just going to select any one of these grass blades here. We'll go to the object properties over here, this little orange box with the brackets around it. Now let's place our first keyframe. Make sure your play head is set down to frame zero at the bottom when you're dope sheet. Go over to our location for the X value. Then we're just going to click to place a keyframe. So we're going to keyframing where it's at, at zero. Now take your play head and move it all the way to the very end. We're going to take it right to one at the very end of our animation. We're going to set this to frame our two 40 m for the X value for zero. Hit Enter, and then don't forget to place the keyframe. Now let's do the same exact process here for the Rocks. We're going to select any one of these Rocks. Go to frame zero. You might have gotten a little bit of a preview and the animation there. Then for the x-value, we're going to set it to zero, which is already was. I didn't need to type that. We can click this little tiny dot here to place our first keyframe on frame zero. Go to frame one at. And then we're going to type in 40 m at Enter. And then click the keyframe button Now let's hit our play button here to preview our animation. So we'll click this Play button. I might get to see the animation and motion. We can see here that are animation looks like it's moving forward. However, it has this weird stop and start here at the end. The animation goes really fast, that it slows down almost like our bumblebee is pausing and flying in place. And then it speeds back up again really quickly and it slows down again. This kinda ruins the looping animation illusion that we're going for. Luckily, this is really easy to fix within the graph editor. Let's start by pausing the animation. We're gonna go over here to our graph editor. Then we can hit the Home button to re-frame this so that we can see it. Let's start by drag selecting over both of these keyframes here. Right now we have our rock selected. But this is going to look pretty much the same for both. So start by having your rock selected and then just drag select over both of the keyframes on this line, the start and the end. We'll notice that this line has an S shape to it. It starts out with a shallow slope at the bottom and quickly gets a little bit more steep here before flattening out again at the top. This is due to the type of keyframing replaced by default. Blender places bezier keyframes which have a nice ease in and ease out to each motion. Normally this is a good thing when you're animating something and you wanted to have a little bit of weight to it, bind the movement. Unfortunately, when you're making a seamless loop, those slowdowns make the beginning and they end of the animation really noticeable. To fix this, we need to make these bezier keyframes into linear keyframes. Linear keyframes have consistent acceleration between point a and point B with no slowdowns to ease the animation. With both of your keyframes selected. Hit V on your keyboard. And that'll bring up your set keyframe handle type, the one that we need. We don't see the word vectors are linear here, but we do see vector. We can see here that it's a nice straight line with no curvature to it. We're going to choose vector. Now when we choose vector, we can see that these lines here, it's perfectly straight from top to bottom. There's no more S curve to it. So that'll get rid of the slowdown at the beginning and at the end. Now before we preview the animation, Let's do this again to the grass because it's gonna be disorienting having one object move linearly and then the other one move with a Bezier. Now let's select our Grass. Makes sure we have both keyframes selected. So we're just going to drag select over both. Hit V to bring up the handle type menu. We're going to again choose vector. Now we can hit the Play button here at the bottom. And we'll see that there is no more slowdown in speedup at the beginning and the end of their animation. It's a perfectly seamless consistent movement. We can't even really tell where the animation begins or ends unless you watch this bar at the bottom. And that's the point. So we wanted to make an animation that you can't tell when it begins or ends with that last change made. We're finally finished with the animation. In the next lesson, we'll be rendering out Our Final Animation. I'll see you there. 15. Rendering Our Final Animation: In this lesson, we'll be Rendering Our Final Animation. Let's begin. Let's start by switching to our rendering work-space here at the top. We can do that just by clicking on the word rendering here at the top center. Now, down at the bottom, when your timeline, make sure you're set to frame zero. Then we're going to render a test frame. So there's two ways we can do this. We can either go up here and hit Render and then choose render image, or you can just hit F2 on your keyboard. So we're going to choose render image. And then we'll see here basically in a matter of 0.95 s, in my case, Here's might vary, but it should be very short. We have our render, our vendors looking pretty cool at this point. We can even see the motion blur we enabled in the first lessons, the Wings or getting an obvious motion blur because they are moving so fast. It can also see it here on the background for the Grass and the Rocks as well. There are a couple of things we can add to this render before we render out the full animation. To make it a little bit more interesting, Let's head over to the compositing tab to start working on that. We're going to click compositing appear next to the Rendering tab. I'll switch us to our compositing workspace. First on our top viewport here we can hit N to hide the side menu. And now we're going to drag out a brand new viewport. We're gonna do that by going up here to the very top left corner, waiting until our mouse turns into a plus sign. We're just going to click and drag over. We're going to drag it out to roughly the middle. Now on this right side here, we're going to go up to this drop-down. And then we're going to choose Image Editor. After we've chosen an image editor. Now we're gonna go up here to this drop-down next to the word new. And then we're going to choose viewer node. Now down here at the bottom, we can make this dope sheet a good bit smaller and we won't need this one, just drag it down to it's a small bar at the bottom. When our left viewport, we're gonna go up here to where it says Use nodes. We're going to check that one. And now we can again see a familiar node system. Now, this isn't the Material Editor we were working in earlier. This is the compositor, but it's still using the same exact node system with sockets, wires, and nodes. Now let's add our first node over here. We're going to hit shift and a search bar. We're going to type in view. And we're going to make a viewer node. So we'll choose viewer. Our screen is gonna go black here for a second, but don't worry about that for now. Now we can click and drag from the image socket on the render layers node. When I click and drag that over here to the image socket when they viewer node. Now we can actually see our render. We're actually seeing it twice. That's because by default, most people might work with the backdrop setting, which allows us to see our render underneath the nodes. And I find that pretty distracting. So we're going to turn off backdrop. And then that's why we made this additional viewport over here. With the image editor viewing the viewer node. It's showing the exact same thing that the backdrop would have been showing is just an, a different window and it's a little bit easier to zoom in and out on. Now let's add our next new node. Over here on the left. We can hit shift and a. Go to our search bar. We're going to type in glare, so G. Then we can see here glare. We have this made. Now we're going to drop this in-between the viewer and the image note over here. Just click that to place it. And then before we do anything over here, just click and drag this socket to the composite node above it. That way we have the render being routed through the glare then into both of these sockets over here. Now let's adjust the glare properties. We're going to zoom in down here. There's a whole bunch of different types of glare. But the one we're going to use right now is probably the most simple and probably also at the most common is fog glow. So we'll choose fog glow. We can leave this set to medium. We are going to lower the threshold. The threshold is essentially the value at which the glare will start being applied. So right now it's set to one which is the default. But as you lower this value, more and more things will start getting glow so we can start seeing adhere on the Wings. We're going to lower this all the way down to 0.6. Overall, the glow that we're applying to the render is really subtle. But it is just a hint of glow around things like the Wings. Maybe in the brightest parts of the yellow, around the white, wait for the Eyes. It's just a really subtle effect. If you're not seeing enough glow on your Rendering, feel free to lower the threshold down just by one-click at a time. But I don't wanna go so far that the entire image starts getting glow over top of it. In my case here, maybe we'll stop at, say, 0.6 or 0.5. So I'll set mine to 0.5. We can also adjust the size of this glow down here with the size slider. So by default, this actually stops at six and it goes up to nine. So it's kinda weird slider I'm going to lower mine down to seven. Now with a little bit of glow added, let's add one more effect to increase the distortion around the edges of our frame. If you've taken any of my classes previously, you might know what I'm about to add. It's called the lens distortion node. And it's going to add a sort of rounding distortion around the edges of our frame, as well as this rainbow E fringe. Now this is purely optional if you don't like the look of it. I would first set it up and then if you don't like it, we can just delete it and you can just use just the glare node. I think it adds a little bit of interests to these small one-off projects that we create. On the left side here, we're going to zoom out. I'm going to drag select over these two furthest right nodes and move them over so that there's room for the lens distortion node. Now I can hit shift and a go-to search, then type in lens, so LEN S and then lens distortion. Now again, just dragging on top of either one of these lines, it doesn't really matter. I'm going to drag it on the bottom one. And then click and drag from this side, this socket to the socket as well. That way it's running through both of them and outputting into both. Now we'll notice nothing has changed and that's because we haven't adjusted any of these settings. Let's zoom in down here. The only setting we're going to adjust is this dispersion. So we're going to type in 0.2 and then hit Enter. And now we'll notice over here on the right side, the render actually zoom in, zooms in just a little bit and that's because it's distorting it towards us. But we're also noticing a little tiny bit of rain Boeing around the edges. So we can see here we're getting a little bit of a blue hue, very slim amount of a pinky red color. We're seeing it a little bit here. So it's a really, really subtle effect overall. But it has just a little bit of I, I keep saying interests, but I think it just makes the renders look cool personally. Again, if you don't like this, bio means you can lower it. So you could set a to 0.1 and that'll make the effect a little less strong. Or if you think it looks really cool when you want to go a little heavier on it, you can do like 0.3, 0.5. Just remember that as you increase this one, the distortion is going up. It's also zooming in further on your render. So it's giving this almost like a sort of central motion blur, rainbow distortion effect. It's a complicated effect. But overall, I think it looks pretty nice for our animation. I'm just going to set mine back down to point to and then we can leave it there. If you decided you didn't like the look of this, you can just delete this and then run this image back into both of the top and the bottom nodes over here on the right side. With these effects added, let's go back to our Rendering tab. Appear at the top. Now let's just go to a different part of the animation. In this case, let's go to, at one more test render to see what it looks like at that point. So we'll go to render, then render image, or you can just hit F 12. Okay, so now we can see it a different point in our render here. It's actually right where the Grass starts overlapping in my case. So that's good. We get to see roughly how much of the Grass is going to be overlapping the be I think that looks fine. I think everything looks great. So now we can actually move on to rendering the full animation. To do this, we're gonna go over here to our Output tab. We'll go to this tab here. It looks like the little printer printing out a photo. Now we can adjust our output settings. Let's start by changing the file format. Right now it's set to an image format. So we're going to change it to a video format. Instead. We're going to choose FFmpeg video. So let's use this one. Now we can throw down in coding. We'll see more settings down here. We're going to switch the container from matryoshka to MPEG4, which is one that you've probably heard of. We're going to leave the video codec set to h.264. And then the output quality, we're going to switch from medium quality to perceptually lossless, which is gonna give us the highest quality without making the file really large. We can leave the encoding here set to good. Lastly, let's go up here to this little folder icon. And this will be determining where we actually save this animation out once it's done. So go ahead and click this little white folder and now choose the location. You'd like to save out this video file. In my case, I'm just going to save it where I saved the actual Blender file as well. We can go down here and we can give it a name. I'm going to call mine bumble bee, one word, underscore animation. Underscore 01. This is basically the exact same name is what I named the Blender file. And it's for the same reasons. I know what it is, what kind of file it is. And also I'm giving it a version number. If I wanted to say about a second version of this, maybe from a different camera angle or different Lighting or a different object in it. I can just give it a different number. The only difference to this name, and as I'm going to add an additional underscore at the end of this. The reason being is this is going to give us the frame numbers here listed at the end of our animation. So it'll tell us it started at frame one and ended at frame one at if I don't add an underscore here to give it a space between these. It's going to tack that number directly onto the O1 at the end of it. I don't really want that. It looks a little messy. So I'm going to add an additional underscore here at the bottom. With that setup. Now I can hit Accept. Now it's ready to render. Now when you're ready, we can go up here to render, and then we're going to choose render animation. This should be a relatively fast process because we're using the EB render engine. Hopefully no more than a few minutes for you. If it seems like blender isn't applying the compositing effects to each frame, you don't have to worry. Your final render will still look correct. So I'm going to hit the Render Animation button here. And then I'll see you in a few moments when my animation is finished. Okay, the render is done and it looks great. This video file is ready to be shared with all your friends and family on social media. And the next lesson, I'll show you how to easily convert this video file into an animated GIF by using a free online converter. I'll see you there. 16. Creating an Animated GIF: In this lesson, I'll show you how to create an animated GIF file using a free online converter. Let's begin. The reason an Animated GIF version of your video file is so useful is it's much easier to post your class project as a GIF rather than a video. Skillshare doesn't allow you to upload a video directly to the platform yet. However, we can upload animated gifts with no issue at all. The first thing we need to do is go to the free video converter website. We'll be using a website called Easy gif.com slash maker to make our gifts today. It's a really simple and free way to convert our animation into an animated GIF. We'll start by clicking this Choose Files button here at the top. Now navigate to wherever you saved out your animation from the last lesson. In my case, it's right here. So I'm just going to select my video file here. Then I can choose Open. Now we're ready to click this little blue button down here that says Upload and make a GIF. So we can click this. And now we're led here to this option screen. This is where we can determine the options and the output for the GIF file. We're going to change our size from original. We down to 500 by auto, which means it's going to choose 500 for the largest dimension. And then it'll set the other dimension to whatever it would be scaled down proportionally. In our case, it's just going to be 500 by 500 because it's a square. So let's choose 500 by ado. We're going to set our frame rate to 25, which means we'll have a little bit less frame rate here, but that's okay. An Animated GIF is usually a little less quality than a video would be. Then lastly, we're going to choose convert to give. Now we can scroll down this page here and we'll see this little cat here dancing. That's just, they're kind of a loading bar, which is nice. Then we can wait for our gift to pop-up. Okay, so here we go. We can see that we have an Animated GIF playing. Now, we also see the size of this GIF, which is really important. Right here we can see it's about 14.5 mb. We need to make sure that our GIF is under 8 mb so that we can actually upload it to Skillshare. Skillshare won't allow you to upload any image file, including gifts that are larger than 8 mb. Luckily, this site also has a really easy optimized feature. We can use that now. Let's go down here. This little cogwheel with the broom next to it that says optimize. We can click that. Not only does to the optimized page. Now we can scroll down, then we can adjust the compression level. So to start with, let's just use the original 35 compression level. We can see here that it says 30 is a very light compression and 200 is very heavy. So let's click optimize gift. And we'll see you down here and same thing, little dancing cat. And then it'll pop out the Optimized GIF once it's ready. Okay, Are Optimized GIF is ready. And now we can scroll down and see the size. In my case, 35 was enough to take it from almost 15 mb down below 8 mb. In this case, 7.93. That's pretty close to eight. So I'm just going to optimize it just a little bit more. So I'm going to set this up to 40 for my compression level and then hit Optimized GIF. Now everyone's gift might be a little bit different based on the amount of colors. So if you added more Grass or if he chose a different color, it's going to change the file size. So you're gonna have to play with your compression level here. I won't be able to give you an exact number that works exactly for your GIF, especially if you're optimizing an image that is, say, your class project that is completely different than this bumblebee, your goal should be to use for the lowest compression level possible. So I would just slowly inch it up, maybe 1015 at a time. You've managed to get your image file size down here below 8 mb. Now that our GIF is successfully optimized, we can just right-click on this image here and then choose Save Image As. Now you can navigate to wherever you'd like to save this GIF file. In my case, the same place I saved my animation as well as my Blender file. And I'm going to rename this bumble bee underscore GIF. Then I can do underscore 01 if I want at the end just so it has a version number. And then I can hit Save, and we're done. Now you can upload this Animated GIF as though or irregular image file and Skillshare. So when you go to upload your class project, choose the image upload rather than the video upload. And then you can choose your GIF file as if it was a regular image. But it will still show the Animated GIF instead. In the next and final lesson, we'll be discussing our class project. I'll see you there. 17. Our Class Project!: You made it to the end of the class. Congratulations. Now that you've learned how to make a cartoon bumblebee animation with me, I'd like you to create a new one of your very own and share it with the class. To make your animation unique, you could try things like changing the color of your bumblebee to make it look like a different insect. Changing the shape or adding new parts to make your insect unique. Or Modeling new background elements like flowers, Sticks or leaves, or Another small bug like an ant. If you would rather not create another insect, try your hand at creating another flying animal like a bird or a bat. For my class project, I made this cartoon fly based on the Pixar movie, a Bug's Life. I created it utilizing many of the same techniques we learned during this class. After you've finished your unique cartoon animation, post the render to the project gallery to share it with me and all of the other students. I'll personally review each project posted to the gallery and let you know what I love about your project, as well as anything that could use a little bit of adjustment. I can't wait to see what you all come up with. Thank you all so much for taking my class. I really appreciate it. If you enjoyed this class and want to know when I release a new one, click the Follow button here on Skillshare, please consider leaving an honest review in the class so you can let other students know if it's worth their valuable time. If you liked this class, check out my teacher profile. You might find another class of mine that interests such as my low poly fantasy sword Modeling tutorial. Thanks again, and I hope to see you in another class soon.