Blender 3D for Beginners: Learn to Model a Cute Gnome With Real Hair | Harry Helps | Skillshare
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Blender 3D for Beginners: Learn to Model a Cute Gnome With Real Hair

teacher avatar Harry Helps, Professional 3d Artist

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      1:48

    • 2.

      Setting Up Our File

      5:07

    • 3.

      Modeling the Body

      20:34

    • 4.

      Modeling the Feet

      30:23

    • 5.

      Modeling the Hat and Nose

      38:16

    • 6.

      Painting the Vertex Groups

      11:48

    • 7.

      Creating the Mustache

      26:26

    • 8.

      Creating the Beard

      12:51

    • 9.

      Texturing the Gnome

      33:39

    • 10.

      Lighting the Gnome

      23:22

    • 11.

      Rendering the Gnome

      16:20

    • 12.

      Our Class Project!

      1:45

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About This Class

Hi, my name is Harry and I’m a professional 3d Artist!

I’ve worked for over a decade as a professional artist in multiple different industries. Most recently working as the Studio Director for an award winning Architectural Visualization studio.

In this class I’ll guide you through a fun beginner exercise where we’ll model, texture and render a cute gnome with a real hair beard. We’ll go through each part of the process step-by-step, so you should find it fun and easy to follow along 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.

Download Blender 100% free here!

A gnome might seem like an odd choice for a beginner project, but it really is a perfect place to start!

While modeling your gnome, you’ll learn:

  • Modeling - which is how we’ll create the body of our little gnome
  • Modifiers - that add additional modeling effects such as smoothing
  • Texturing - this will add color and detail to the clothing of our gnome and their beard.
  • Lighting - we’ll add lights to illuminate our scene
  • Rendering - which involves positioning a 3d camera and generating a picture of our gnome
  • Compositing - that will add a background and fun pattern behind our gnome render

At the end, we’ll have a cute gnome to render to our heart’s content. It’s also a character that can be easily altered to give them a different look pretty easily.

Our class project will have you take all of the techniques you learned making the gnome, and then apply them to make a unique gnome of your design. This would include adjustments like changing their hat shape and style, clothing colors and fabric or their beard style and color. 

I hope you’ll join me on this fun little beginner’s journey through Blender by making your very own bearded gnome!

Meet Your Teacher

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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. I've worked for over a decade as a professional artist in multiple different industries. My jobs have included creating user interface Art for a major video game development company and working as the lead 3d Artist and later Studio Director for an award winning Architectural Visualization studio. In this class, I'll guide you through a fund beginner exercise, where we'll model texture and render a cute gnome with a real hair beard. We'll go through each part of the process step-by-step. So you should find it funny and easy to follow along 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. A fuzzy little gnome might seem like an odd choice for a beginner project, but it really is a perfect place to start. While creating your gnome, you'll learn Modeling, which is how we'll create the body of our little gnome Modifiers that add additional modeling effects such as smoothing, Texturing. This will add color and detail to the clothing of our gnome and their beard. Lighting. We'll add lights to illuminate our scene Rendering, which involves positioning a 3d camera and generating a picture of our gnome. And lastly, Compositing that will add a background and a FUN pattern behind our gnome render. At the end, we'll have a cute gnome to render to our heart's content. It's also a character that can be easily altered to give them a different look without too much effort. Our class project will have you take all of the techniques you've learned while making the gnome, and then apply them to make a unique gnome of your own design. This would include making adjustments like changing their hat shape and style, clothing colors and fabric, or their beard style and color. I hope you'll join me on this fund little beginner's journey through Blender by making your very own bearded gnome. I'll see you in the first lesson. 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 and Blender will accomplish this, but short and focus lessons that cover each topic from it 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 getting some initial settings out of the way before we begin our project. Let's begin. The first setting we're going to change is our display units. We can do that by going over here, this setup tab. This will change our scene settings. Then we can go down two units and twirl this down. We're going to change this from metric to imperial. I'm more familiar working in imperial units such as inches and feet. For the purposes of this lesson, I'll be teaching it in imperial units. However, this is optional if you'd rather use metric, that's fine. However, I'll be changing mine to Imperial. So if you'd like to follow along, you can switch that. Now. We're going to switch this from metric to imperial. Then we're going to change our default length from feet to inches. We're now going to enable our graphics card within our Blender settings. So to do this, go up to Edit Preferences. Then we're going to go down to the system window here on the left. Then you want to switch it to optics. If you have the option to. If you can't use optics, then you'll have to use cuda. However, optics is the preferred method if you have access to it. And then you want to make sure you have both of these boxes checked. Now you might see different names here for each of these because this will show your actual computers components. In my case, I have an AMD processor and an NVIDIA graphics card, but we want to have both of these checked. And that will allow Blender to use both of these hardware pieces in order to render our image, which will make it faster. We can now close this window. Then we're gonna go back over here on the right side. We're going to choose our render properties. Here's where we're going to set our render engine. For our purposes. We need to use cycles for this lesson. We're going to change it from EV to cycles, and then we're going to change the device from CPU to GPU compute. Now we're going to scroll down here to viewport. And we're going to change our max samples from 1024 down to 500. We won't need a full 1024 samples. We can also scroll down here and twirl down the de-noise option. And we can check this box. We want to change this from automatic to optics instead. Because we want to force it to use optics and this situation. Now we can continue to scroll down. Then in our render settings, we're going to change our noise threshold to 0.07. Then hit Enter. Then our max samples, we're going to change this to 2000. And then hit Enter. Then we're going to twirl down this de-noise menu, just like we did before. We just wanted to double-check that it's set to open image denoising. For this case, we do not want to actually use the optics. The OpEx is good for the viewport render because it's fast. However, the open image denoising or is a lot more accurate even if it is a bit slower. So these settings that we just adjusted here in this render column will only apply to the final render, whereas the viewport settings will only apply to the viewport render. And then the last setting we need to adjust is by going to our output properties. This little symbol here that the left. Then we're going to change our resolution from 1920 by ten at instead a square resolution of 2000 by 2000. And then hit Enter. Now when we make our final render, It'll be a nice square image. Now that we have all of our settings changed, we need to actually save this file. That way when we start modeling, the file will have all these settings changed for it. We won't have to do these again. We're gonna go up to File. Then we can do Save. And then we're just going to choose where we'd like to save our file. In your case, I would suggest saving this file somewhere like your desktop or your documents folder or on a separate drive that way you know exactly where it is and you can come back to a time after time that we each lesson, you can be building upon the same file. You don't want to lose the file between lessons. Down here we can change the name to something simple like gnome class. Then once we're satisfied with the name, we can just hit Save Blender file. In the next lesson, we'll start modeling the Body of our gnome. I'll see you there. 3. Modeling the Body: In this lesson, we'll begin the modeling of our gnome, starting with its body. Let's begin. Make sure you have the saved and setup file from the last lesson open before you start modeling. The first thing we're going to do is unable to free and built-in add-ons within blender to make our lives easier. So first we're gonna go up to Edit and then down to Preferences. Then you go over to Add-ons. And at the top here, and you can search the name of an add-on. So the first one when you want to search is extra objects. You type in extra objects and then you should see this here. So you'll want to have the add mesh extra objects checked. So that will enable it and that'll add new objects for us to use these primitives. The next one you want to enable is called modifier tools. So you just type in modifier tools. So you want to check the box next to this interface modifier tools. With those two add-ons enabled, we can now close this window. Let's start by selecting our Cuban, the center. And then we're going to delete this using the X or the delete key. And then we're going to go over to this list at the top right. We're going to click the little eyeball next to the camera, and that's just going to hide it within the viewport. It's still there. We haven't gotten rid of it, but we just don't have to see it in the viewport now because it's large and it's sometimes in our way. Well now hit Shift a to add a new object. And then your list here, you should see more objects now than you had before. The one we want to add is round cube. We can click on Round Cube. Then that's going to add this cube here that has these rounded edges. Now we're not actually going to be using this as a cube. Instead, we're going to convert this cube into a sphere, but at the sphere will be made up entirely of quads. So four-sided polygons. We're going to open up this drop-down over here because we want to make sure we don't click off of this or else we'll lose the options here. So if you've done that, just delete the cube and then re-add it, and then open up this menu. By default, this opened up with a two size free EBX, the Y and Z direction. However, if yours didn't open it to make sure you type into for each of these, you can either just type into and hit Enter for each, or you can click on the top one and drag down to highlight all of them. Now, just type into and hit Enter and it will change it for all three of the fields. The next thing we'll do is change the radius at the top. And that's actually what's controlling this rounding. So if we zoom in here, we can see that the rounding is occurring on the edges. As we turn this value up, the rounding actually gets more pronounced. So we actually want to set our rounding to one. So what that'll do is essentially make this entire thing into a sphere. It's rounded it off so much that it's turned it into a circle. And then lastly, we want to change these divisions here. So by default it starts with four. However, we want to bump hours up to ten. And you can see when we type in ten. Now our circle is a lot more smooth now and you can still see each individual face. However, it's a lot more round on the edges and it's not quite as jagged as it was before. Now that we have our sphere created, notice that it's sort of looks like a golf ball and that's because it's not set to shade smooth. So right now it's shading each individual polygon by itself. So with your sphere selected, just right-click on it and choose Shade Smooth. Now it's a nice smooth sphere, except we're also seeing this X pattern on it. So it's mostly smooth except it has these lines down it. And that's a symptom of the edges in the middle overlapping. So it's relatively easy to fix. You're going to hit tab with this sphere selected. And that'll bring you into edit mode. Now we're going to go into our edge mode by hitting to. And that'll switch this to edge. Now what you wanna do is find the central line here. So you're gonna have to, central lines will have a horizontal one and you'll have a vertical one. So to start with, hold down your Alt key and then click on this central line. That's going to select a line all the way around, contiguous, around this object. However, you'll notice it looks kind of dotted and dashed. And that's because there's actually two lines sitting on top of each other which is causing that weird seem that we're seeing. Now that we have just one of them selected by holding Alt and clicking on this central line, we can hit X on our keyboard. Then we're going to choose dissolve edges. So we don't want to actually delete the edges because that'll delete the face is associated with the edges as well. We wanna, we wanna do is just remove the edge itself but leave the faces behind. So we're going to choose dissolve edges. Now that's cleaned up that central point. Now we're going to do the same thing for this horizontal line. By holding Alt and selecting the central line. With this horizontal line selected, we can hit X on our keyboard and then choose dissolve edges again Not to remove that line. Now we have just one more to remove. And it's this line here. So it's the one that's lined up with this y-axis, the green line on your grid. We're going to again hold down Alt, select this line. Now we can hit X on our keyboard and then choose dissolve edges. Now that we've removed all of those edges, we can hit tab on our keyboard to go back to the object mode. And we can see that it's nice and smooth ball. Now. Now we're going to start shaping the body of the gnome. We'll be doing that by sort of squashing and stretching this sphere into the shape that we want. So to start with, let's hit Tab on our keyboard to go back into edit mode. Then we're going to choose our Vertex mode at the top, which is one on your keyboard. Then we're going to use something called proportional editing to turn that on the top here there's this sort of bulls-eye shape. It's next to the one that looks like a magnet. So we're going to click on this bullseye and then I'll turn blue. So that means we have proportional editing on. Now, what proportional editing editing does means that instead of just moving a single vertex like we were before in the video where I showed you the different tools. This is going to move the Vertex we have selected, and then we'll also remove every other vertex around it a varying degree until it eventually falls off to a point where it's no longer moving these. So just make sure movements a lot more gradual. And it allows you to work with this as if it's a ball of clay or something like that. Before we started editing this model, however, we need to discuss something called X-Ray mode. So to enter X-Ray mode, you're going to hit Alt and Z at the same time when your keyboard, and that'll make your ball and every mesh within this scene look as if it's see-through. You can see a little bit of the stuff from the front as well as this stuff from the back. Now initially this is a rather confusing view because everything overlays on top of it. However, X-Ray mode has one specific advantage. So by default, if I switch back out of x-ray mode by hitting Alt and Z, the same time. When I drag select over these Vertex in the middle, I drag select and I can select everything here on the front. However, if I spin around to the back, I haven't selected anything through the model. So it will only select the Vertex that are visible. Now a lot of times that's not how you actually want to work. You wanna be able to select like this and you want it to select the entire top half of the models. So when you start moving it, you're not just moving the front half of the model that you could see. You want to actually move everything behind it. And that's where X-Ray mode comes in handy. If I switch back to x-ray With Holt and Z at the same time. Now if I drag select through the model, you'll notice that it actually selects everything throughout the model. So it selects directly through it and it'll select things on the backside as well. And that's a very important when you're modeling. It's something that's pretty easy to forget. So have you ever find out that you've started moving something and you forgot to use the X-Ray mode, you'll have to control Z back a few steps before you started moving it. Go into your x-ray mode and then remake your selection and start moving it. To make sure we're working in a nice flat view. As we edit this, we're going to use this little toggle up here where we can click on one of these letters. It will make our view nice and flat against this view. We can see here I'm looking straight down the model, but soon as I rotate, it'll snap back to what's called the perspective view. So these views Up here are your orthographic views, which are very technical and very flat and 2D views. And then if I rotate my camera at all, it'll pop me back into this perspective view, which is more of a three-dimensional view. But for working on something really precise, using these orthographic views can help. If you mouse over one of these controllers here it will also show you the shortcut, in this case to jump into the X view, which is the view we'll be using. You can use NUM pad three. Why is controlled numpad one? Then the shortcut for the Z is numpad seven. I find it a little bit easier just to click on these. So I'm just going to click on the X nominee X view. Now I'm just going to select these top two vertices here. So I'm just going to drag select over top of these. So now I have them selected. And since I'm in X-Ray mode, it's going to select through the entire mesh and it will select the Vertex on the back as well. And that's very important. So make sure you're an X-ray before you do this. Now, we have these top center Vertex selected. We can switch to our move tool I clicking this symbol here. Then we're gonna get our gizmo. It's now we can start moving this blue handle up to start shaping this sphere. And you can see what this proportional editing is doing. It's moving the ones that we had selected, as well as everything else around it almost as if it's made of elastic or clay. Now if when you move this, you notice that you don't see this circle. So you can see I here I have a circle on my screen. This is just showing the falloff. So this is the influence of this movement, the proportional editing movement. If you don't see that circle, that's probably because it's way too big or it's way too small. And the way you can adjust that as while you're moving these Vertex. So just keep clicking down while you're moving it. And then you can use your mouse wheel Scroll it in or out to make this circle either larger or smaller. You can see the size of the circle up at the top-left. And my screen here at the very top left, up here, you can see it says at 69, " right now, I'm going to make mine a bit smaller. In our case, I think something more in the 40 range might work. So our goal here is to make this shape into a teardrop shape. Maybe like a melted cone could be a way to describe that. We're going to pull this up here. We can continue to edit this. You don't have to get it perfect. And the first try, it's we're going to move it up here. Maybe I'll make this a bit smaller. So something like that. So it's a bit of a teardrop shape. Now, I want to flatten this bottom out because I don't want it to be entirely round on the bottom. This is going to be the butt of the gnome. And we're going to have this sit on the grounds. So we want to be a little bit flatter on the bottom. So we can zoom in here, select just these bottom ones here. We can pull these up. And now I might want to make this influence a little bit larger for this time. I'm gonna scroll it up a little bit. I'm just going to flatten it out a little bit. In this case here, I might want to select all of these Vertex here in the middle. So I can hold Alt, the Vertex here in the center, and it will select this horizontal line across. Now, maybe i'll, I'll scale this in a little bit. So I can hit S on my keyboard to quickly start scaling it. I don't want to narrow this out a little bit. Somewhere about there. And it's still using the proportional editing for this. You can see it's moving everything around it. If I didn't have proportional editing on, I'll just show you quick. You don't have to do this yourself. If I turn this off by clicking this button here, and I do scale again, you can see the difference. It's only moving what I have selected. So it's making this really jagged line. Now in our case, we definitely don't want that. We're going to leave proportional editing for one, for the time being. It can, I can go back to scale and I can adjust the size of this with my scroll wheel. The proportional editing fall off to make sure it's moving things as I want. Maybe I'll scale it in a little bit. I can try again at the bottom, maybe I want to round out the bottom a little bit more. I can hold Alt and click on one of these Vertex down here to select this loop around it. Hit S again, maybe all fatness up a little bit. I want them a little bit pudgy on the bottom and then the top here, this is the top of his head. Now, most of this is going to be covered by the hat so you don't have to get too specific with the top here. But it just helps knowing the general shape of the entire body, even if we're going to cover it up with some clothing that way we know what it should look like underneath the clothing. Again, I'm going to hold the Alt, I'm going to select. So you can see here it's trying to select the verticals here. Just click around until you find where you want it to select. We're going to select maybe this one here. We'll just scale it in a little bit. It's just kind of sort of massaging the shape into what you want it to be. It's very now we have this melted cone shape. It's also maybe I've flattened teardrop. So if I rotate my camera around, you can see what we have here. If I hit Alt and Z, I can hop out of the X-ray mode to make it a little bit easier on the eyes. That's what we have right now. We also don't always have to work by selecting an entire loop or an entire piece. We can also just select a single vertex and move that as well. So maybe we just kind of flatten it out here. If we consider this x-direction here on our little compas up here, if we consider this to be the front of it, maybe we'll make it a little bit, little bit wider in the front. So we're going to select the central one here. This is gonna be sort of his belly and where does beard sets? And then we can pull in the area here where his nose will be less back a little bit. We're just trying to think of what the end product will be, maybe the back-end, we can leave a little bit more round. And then the front end, we'll have a little bit flatter because a lot of this is going to be covered up with his beard as well. Once you get your gnomes body to a shape that you're happy with. Again, this is about what it should look like for this tutorial. Sort of a flattened teardrop or a melty cone shape. We can hop out of our edit mode by hitting tab. You can exit your x-ray mode by hitting Alt and Z again, just a little bit easier to see. The last thing we're gonna do is add a modifier to help smooth this out a little bit. You can see up at the top here where we've pulled these, these Vertex, it's gotten a little jagged again, the areas where we didn't move at a whole lot, it stayed nice and smooth, such as the bottom. But up here we can see since we stretch this out and we didn't add any more Vertex or faces up here. I've got a little jagged. So we're gonna go over here. So this little blue wrench icon, this is your modifier panel. We can click Add Modifier. We want to add the subdivision surface modifier. Once we add this, you can notice right away it started smoothing it out. However, we can exactly see what it's doing. In a way to, to fix that is to go up to this menu here with these overlapping circles. We can click this drop-down. Then down here we can check on Wireframe. When we check this on, it allows us to see the wireframe of the object. Now we don't always want it at 100% opacity. We can set this down to 0.25, so it's only 25% opaque. Now when we click off of it, we just see a light indication of what the wireframe looks like. Over on the modify panel, we can see this little monitor icon here as well, little camera icon. So when we click this blue monitor icon, that means it's disabling it in the viewport, but it won't disable it in the render. If we have this blue camera icon on, this is the symbol for render. That means that this change, the smoothing still exist once we make our final render. However, it won't exist within the viewport. If we zoom in here and we turn it off in the viewport, we can see the amount of difference that it's making in terms of the smoothing of this, these numbers down here, or what is actually causing the smoothing. So if we turn this up another level, we can see it gets a little bit smoother and you might have to zoom in to see this. So we turn it back down to one. We can see the sort of jagged edges we're getting here. And then we turn it up to two. You can see it's gotten just that bit, a little bit more smooth on the edges. This is the viewport display. So this is only showing us what is going to do in the viewport. However, at the render time, this is the setting that will change that. So if we turn this up to say four, that means when it comes to the render time, it will be twice as smooth as what it would be in the viewport. So we can work with it a little bit less smooth to save ourselves some processing from our computer, because the smooth ER we make it here, the more heavy this scene will be a little bit more difficult for your computer to use it. So you either want to have these numbers either identical in both set to two. If you're smoothing is relatively realistic and not super high, or if you need it to be much higher for the render, make sure you're only using the, the render toggle here to make it higher for the render. For our case, we're actually going to just leave both of these at two. So that'll be plenty of smoothing for this. A lot of this is going to be covered up by hair and a hat. So we don't have to make this body, body really, really smooth. Now you might also notice that we haven't actually added any visible faces to this. So when we turn off this viewport toggle, it starts looking more jagged, but we don't see any more cuts on this. And that's because this modifier is actually hiding those cuts with this optimal display. So when we turn this off, we can see how many more cuts it's actually adding. If we change these numbers here, every time we changed the number, we can see that it's cutting the model up more and more each time. So here it's so small you can almost can't see it unless you zoom in. So that in our case is this is much too high. So we're going to turn this back down to two. And I would suggest you leave off optimal display in this case because that will be important later on in knowing the resolution this model, resolution meaning how many faces, how many polygons this model has. That'll be important once we get to a step for adding the beard. For now, just have it set to two for both of these settings. Make sure you have all of these little buttons up here, turn blue. So these three here. And then just uncheck optimal display. Now that we're done with the body, make sure you save your file by going up to File and Save. Or you can do Save As if you'd like to branch the file for any reason. But I would recommend just doing Save. We can see here it's saved the file now. Then you'll be ready for the next lesson. In the next lesson, we'll be modeling The Feet of our gnome. I'll see you there. 4. Modeling the Feet: In this lesson, we'll be modeling The Feet of our gnome. Let's begin. To begin this lesson. We're going to enable another add-on. So we can go up to Edit Preferences, go down to Add-ons. And in the search bar at the top here, you went to type in loop tools, and that's one word. You can usually just see if you type in loop, you want to enable mesh loop tools and just click this little checkbox next to it. Once you're done with that, you can close this window. Now, let's select the body of our gnome and then go into the X view. So by clicking on this little X symbol up here, it goes into that nice flat orthographic view. And then we're going to move it up so that the bottom of our gnomes body is lined up with this green line here. That way when we make our next object, which is going be the Feet. The Feet are already lined up wherever they should be anyway. So we can go back into our move tool or you can just hit G and then Z and then move it up and just get it as close as you can see the bottom of the green line here. It doesn't need to be perfect. We just wanted to pretty close. So if I zoom in here, that's about how close minus it doesn't need to be better than that. We can rotate around to get out of that view. Then the next thing we're going to do is hit Shift and a to add a new mesh, I'm going to add a cube. The cube is just going to pop up here in the center. That's fine. We don't have to move it the 3D cursor off the origin here because we're just going to quickly move this foot off anyway. We went the size of this cube to be about 24 " in relation to the spotty, that should give us a nice size for the foot. Once you have a 24-inch cube made, you can just click off it and now it's created. Now let's select our foot, this cube that we've just made. We're gonna go back into one of these orthographic views so you can use either the X or Y. It doesn't really matter in this case. Then we're just going to move this foot up so that it's lined up with this line again, because we want the this is the bottom of the foot essentially that we're lining up. And that should meet up with roughly where the bottom of the gnome body as well. We're going to align that up. Now we can rotate around. Then let's just move it towards the front of the gnome. That way it's not inside the body. So this should be a good place to work on it. You can move it off a little bit to the side here if you don't want it overlapping with the body as you work on it. Before we go too much further, let's start naming these objects that we're creating in our scene. That way we don't have just a bunch of cube and round cube and sphere and everything listed in this scene collection over here. We want it to be pretty obvious what we have in our scene. Right now we have the cube selected and which will eventually be a foot. So let's just double-click on the name up here in this list where it says cube. We're going to type foot. Then we can do dash left, just so we know that eventually this is going to be the left foot. And then when we duplicate this foot after creating it, we can do foot dash right away. It's obvious which is which. Now we can select this round cube, which is actually our body. Just double-click on the name Round Cube and we can type in body and then hit Enter the collections within this list. Here are essentially folders that contain certain items or lights or cameras or meshes. So let's make a new one and then we'll call that gnome. So first we're going to click on this little box, this little folder box here next to scene collection. Now we can right-click and then make a new collection. Now we have collection to down here. Let's double-click on the word collection to and just call this gnome. Hit Enter. Now we can select the items from the list here, so we can click the body and drag it in. There, we can click foot left and drag that in. Now we have these items nicely categorized here. Eventually we can rename this. So we can name this now collection. Instead of that, will name it render studio. We won't be doing anything with this collection yet. But in the future, this is where we'll build our render studio. Now that we have everything named, select this little box next to the gnome collection here. That way anything we create will automatically go into the gnome collection to begin with, rather than going into the, either the scene collection or the render studio collection. Now that we have the organization done, Let's go back to the foot by selecting it here. Then we can hit Tab to go into our edit mode. Then we're gonna go right into the X-ray mode as well. So we can hit Alt and Z at the same time to go into X-ray. Now we want to start shaping this into them. More foot shaped object instead of this big cube, this wouldn't look very good As that foot So the first thing we're gonna do is drag select over the top for Vertex here, so that we have the entire top of the box selected. Then we also need to make sure that we turn off proportional editing. We won't need that right now. We can just click this little blue bulls-eye. Now it's off. Then we're going to hit S to scale. And then why? To make sure that it's bound to just the y-direction we will wanna do here is to scale this inward a little bit. So that's more of like a wedge shape. The top of this right now is going to be the toe of the foot, and then the bottom will be the heel. So we're going to start now by just shaping it out a little bit. So we've pinched it a little bit. Let's pull in this side as well. So we're just going to drag select over all the backside of the foot. So this will be the top of the foot as well as where the leg will come out. We're going to just move this inward a little bit too thin the foot out. Think about there. Then we're going to grab just these top ones here. Then we're going to pull those down towards the sole of the shoe that we're going to give him. If it seems like it's still a little too thick. Also, just grab these bottom ones here and pull them in a little bit as well. So nothing we do here is permanent. We're just moving around points if anything seems a little off on yours or you want to deviate a little bit from what I'm doing. Feel free. Now that we have that setup and we have this roughly wedge shaped object, we're going to hit Control and our spring Akbar Quick cut menu. Now you can see as we mouse over the model, it's popping up this little yellow line. And wherever that yellow line is, when we click, it's going to leave a cut behind that will add more vertices for us to work with. So first we're going to click with this horizontal line selected like this. Now when we click, now it's allowing us to slide this around a little bit. We're going to start by sliding it down to about maybe the one-third point, maybe the 25% point of the bottom of this foot. About here is fine. And again, we can always move that. Now what we're going to do is select the bottom four vertices at the bottom here, IT S and then Y. Then we're going to scale those in a little bit as well. Again, if it seems like your scale is moving a little bit too fast or it's a little too sensitive, just hold shift down as you move it and it'll slow it down a lot for you. We're gonna do something like that. So you can see now that we're starting to shape this foot out Up at the top here is the toe, and then the bottom is the heel. This is the bottom of the foot. So this is where the sole of his shoe would be. Up here is where the top of the shoe is and then roughly where the leg will come out eventually. Now let's add another cut here. So we're gonna do Control R again. This time we're going to cut vertically. So we want the yellow line to be going up and down. We're going to click. And we can just click again to set it. So we don't want to move it at all. We wanted to write in the center, so we don't need to slide it back and forth. Now with this, we're going to grab these top two vertices up here. And then we're going to just pull these up to round out the top of the foot. So make the top of this the shoe that the foot or whatever you want to call it, a little bit more round. Then we're gonna do a similar thing at the bottom. We're going to grab these down here, some holding shift now to drag select over the other side. That way I'm selecting both of them. We can just move those up a little bit too, round that out. And maybe now I'm seeing this. I might want to move this middle lineup. So I'm just going to drag select over this and pull this middle line up a little bit to make the shoe a little bit more of a almost like a teardrop shape similar to how the body is shaped. We don't need to cinch it in, in the middle like we did with the Body. But it's roughly the same shape. We might have narrowed the toes out a little bit too much too. So we're just going to hit S and Y with the selected. Just scale them up a little bit. Now, again, this is only scaling it in the y-direction. So it's just making the foot wider. It's not also making it larger overall. Then the last thing we're going to do with these cuts is to control our we're going to add one more cut. We're going to add it here on the top half of the foot. Then we can slide it down. So this is giving us the bounds of where sort of where the shoe stops and then the ankle and then into the leg. We'll start. We're going to pull it down to about here. It's a little bit above this, not quite as same distance as the bottom. It's a little closer to this midline. So essentially we need to define where this leg is going to pop out of the top of the foot. Now with that cuts selected and placed in the model We can now go into our face mode with three on our keyboard. Now that we had three, we're in face moon. We're going to hold shift. And we're going to select the four faces on the back here. So we're going to select the area where the leg is going to pop out of the top of the foot. You want to select roughly where this black dot is. So if you select too far past that, you might select through the model to the other side. But if you select close to roughly where this little black dot is showing you the center of the face. You should be able to select the actual facie one. I held shift. Select it all for these faces. Now I'm going to hit I on my keyboard. I'm going to scale this in. I'm going to scale it into about here. I don't want to scale it in so far that the lines start crossing over. I'm gonna scale right before that starts to happen. So by inserting these faces, we've created an area that's thinner than the top so that when we extrude this out, there'll be a little bit of an edge here to show where the top of the foot goes around the leg. It's the backside of the shoe. And then the leg will be extruded out of this backwards. But before we do that, we need to now use the add-on that we installed at the beginning of this loop tools. So first we're going to hit N on our keyboard, 3d at the end key. Now we can go down to Edit tab here. We can twirl open loop tools. Then we're going to also twirl open the circle option here. So this will give us the options for the circle Loop tool. Now that we have the circle tool open, because a few different things we can do. First we can just click on this circle button. And what that'll do is I'll take all of these faces we currently have selected, will form them into a vaguely circle shape. Now it's obviously bound to what it has access to in terms of Vertex. So it's more of a, an angular circle here, but it's doing its best job to make this into a circle. The reason we want this to be a circle is because we want the leg that we extrude out of this TB more circular. Rather than if I hit Control Z. This sort of flat, kind of almost trapezoidal shape that we have. Now, that's the first option. We can just click circle and it'll just try to average it all out and make the circle as it is. Alternatively, you can hit Control Z. To undo that, we can instead define a radius that we want. Now, if we hit circle, it's going to use this radius value to make a circle. So by default, one is much too large. But we can make this a little bit smaller down here at the left. Make it roughly the size that we want. In my experience, I think about one point or 0.12 is okay. You can maybe go up a little bit higher if you want it to be a little bit bigger. But I would say 0.13, maybe it's the largest. You can make it not. Let me have that set. I can rotate around, make sure nothing is intersecting. And I think that looks pretty good. Now hit N on our keyboard to hide this menu since we didn't using it. Then we're going to hit E on our keyboard. And that will start the extrude process. We can extrude this back and you can see now it's starting to make the leg of the gnome. This leg will eventually just intersect into the body. Back here of the gnome, it'll just kinda run into the body and hide itself behind the beard. So I don't really have to worry too much about the leg. I would just make sure it's long enough that it has enough room to intersect. You don't want to make it really short. Because then you might see the top of the leg here. Then we're going to actually delete the faces here at the top. So with these faces still selected, just hit Delete or X on your keyboard. Then we went to delete faces. This will be important later on when we apply smoothing to this. If we left those faces at the top here, the smoothing we get kind of crazy Up at the top and I would start pulling this into a point at the top, rather than leaving it nice and round as we have. The last thing we wanna do here for this ankle one leg intersection, as we want to make it a little bit less abrupt right now it's very, very square here. So we're gonna go into our edge mode, which is two on the keyboard. We can hold Alt. And then we're going to click on this edge loop here that goes around the base of the ankle. We're going to select that. Then we can either drag it back using these controls here on the gizmo, like this. And we can just kind of I it up and make sure it goes back relatively straight. Or alternatively, we can be a little bit more precise with this movement rather than having to guess what straight. Because we can see here if we just moved it along this axis, it's moving at horizontal along the world axis, but it's not taking into account that the slag is actually going back in space, a little bit angled. So to fix that, we can go up here where it says global We can switch it from global to normal. Now you can see here that it's actually rotated this gizmo. Now it's rotated it a little bit off-center here. The Z now is going towards the back of the leg rather than going up. However, that means that we can now just grab the Z handle and move it and it moves it exactly along the leg. That's because it's following the normal the leg. So it's a lot closer to the actual rotation of this leg. We're going to move it to about here. Maybe we switch back to our Vertex mode. We can select this. We pull this up. So we just want to round this out, make sure it's not quite so stark. The difference between where the ankle and foot run into each other. Movie, pull this up to about here. We just want to soften this out. If at any point it seems like your leg maybe it's too thin. We can just drag select over the leg. I'm going to select the ankle first. Then I can hold Shift and select the top of the leg. Now I can just hit S on my keyboard. And then scale this up a little bit subtle, make the leg a little bit wider. And then I can go back to my edge mode here. Select this edge around the ankle, make sure I'm in normal mode, and then just slide it back a little bit. Now it's a lot more gradual here. Nothing that looks better. Let's go back up to the top here and switch back from normal to get global. Now we're going to add smoothing to this foot because Our next few steps, we need to know roughly how smooth the foot is going to be before we start extruding out for things for like the soul. And then the rim around the base of the shoe. With this object selected. It doesn't matter if you're still in edit mode, that's fine. We can go to our modifier panel, which is the little blue wrench here on the right. We're going to add modifier subdivision surface again, just like we did for the body. And this time we're going to set our smoothing to 3.3, 3.3 for both of these values and we can leave optimal display on. We can see here now that our foot is much more round. So if we hit Alt and Z, we can leave our x-ray mode. We'll notice here that it's that golf ball look that we had before on the body. That's something we can fix now if you'd like, you just hit tab to exit your edit mode. And then with your foot selected, right-click. Shade Smooth. Now it's nice and smooth. Again. Now we can go back into edit mode with tab. The first thing we're gonna do is make a border around this foot, the edge of this foot here right now it kinda looks like a sock or just like a sort of a cloth closed foot. We want to make it look at least more like a shoe, because we're going to add a little leather sole at the bottom of this. Once we get to the Texturing step, the first thing we need to do is hit Control and our, on our keyboard. Then we're going to be placing a line that goes around the foot. Then once we place the line, we can slide it down to the bottom. You'll notice it starts making the bottom of this foot a lot more flat. Right now, this subdivision surface modifier is averaging all these points out and it's smoothing between each one of them. But the more edges you have, the less smoothing you'll get between them because it's averaging less distance between each one. As we add more edges to this foot, the foot is going to start taking more of a hard shape wherever those edges are. First we can click on this. So we want this horizontal line, I guess it's vertical, in this case, vertical going around the foot. We can click and you can see right away the flight already gets a little bit more square. If we start sliding it down more towards the bottom, well, notice that the foot starts taking more of a shoe like shape at the bottom rather than a sock. So we're gonna put it right about, right about here. We went a little bit of a border here at the bottom. We're actually going to be extruding this board or outward to make a rim around the bottom of the shoe. Now let's switch to our face mode using three on the keyboard. We're going to select this new ring of polygons that we just created with that cut. We hold Alt and then click on this ring of polygons. You can see here it's selected all the way around the foot. Now we're going to hit Alt and E at the same time. So that's going to give us more options for the extrude them we had before. We had Alton E, we'll get this little box popped up. And before what we did was just extrude faces. This time we went to extrude faces along normals because we want the faces to extrude outward from the foot rather than all in one direction. We're going to choose extrude faces along normals Now as we slide our mouse, you can see it start extruding all the way out around the foot. We don't want to extrude this out too far because we don't want a really pronounced rim around the bottom of the shoe, but just a little bit as fine. Remember you can hold Shift to move it a little bit slower so you have more control. So we're going to extrude it about that much. Show you mine so you can see it substituted about, about that distance. The actual distance is not particularly important, but just visually about similar to mine. Again, we can see here that this is a very smooth transition. If we wanted to make this a lot harder here to make it look more like a son seem that goes around the shoe. We can hit control. And are we want to place a cut on the inside here of the shoe? The shoe seem that we just extruded out in the top side of it. Since we click as we move it closer to the base of this actual shoe, we can see that it's making that seem harder. It's more of an actual sewn seam. We're going to move it about here. I'll show you a quick on mine. It's right about here. I've moved it closer to the toe of the foot and it made that seem a lot tighter on the inside of the foot. That's what mine looks like as I spin around just for reference. You'll notice here, I don't know that we've actually gone over this before because it was so, so similar on the body when we added the smoothing. But this cage that you're seeing, this sort of transparent cage, that's the actual model. The sort of smoothed out version of it is actually what the results of the smoothing is from the subdivision surface modifier. If we just turn this off in the Viewport here. So we click this little monitor icon. This is what the foot actually looks like. This is what we just did. And that's what that cage looks like. But when we turn our smoothing back on by clicking little monitor back on again, this is what it will look like once becomes comes to render time. So this is the result we want to actually pay attention to, even though the actual foot itself is very low poly and sort of jagged, the end result is nice and smooth like this. Now let's create the little leather sole at the bottom of our shoe. Let's switch into our face mode by hitting three on the keyboard. Then we're going to hold Shift and select each of the faces on the bottom of the shoe. It's now I haven't them all selected. Then we're just going to hit E to extrude this out. You don't really want to extrude these out very far. So just a little bit, just about that much. You can see here roughly the distance. Then we're going to scale these in a little bit by hitting S and then just moving them inward. About that much. Now we're going to hit Control and our, we're going to place an edge right in this, this distance of the new extruded soul that we did. Right-click here. And then we can pull this back to about about here, similar to what we did for the rim of the shoe that we extruded. We're going to place that they're now you can see here that we have just a nice little soft soul on. Someone hit tab to exit this edit mode. So it's a little bit easier for you to see. That's roughly what the bottom of your shoe should look like now. Just gives the indication that something is different here, the bottom material of the shoe, this is the transition point between them. We can see at the top here a nice crisp edge when this little rim that we put on the top of the, or the bottom of the shoe here. Then it transitions backwards into the leg. And we don't have to worry about making the top of the shoe here. We're just going to assume that this foot, he's wearing maybe high boots or something. And most of this pretty much everything beyond about this point here back. So most of this leg is just going to be covered up by the Beard. We really don't need to waste their time putting too much effort ends at the top of the shoe when it's just going to be covered up anyway. Now that we're done with the sole, make sure you're out of your edit modes. So make sure you're in object mode like this. You can use tab to enter, enter and exit. So once you're in object mode, select your foot. Now we're going to start placing it. We can just slide it over. We want to have it pretty tight against the body, almost the top of the foot, touching the belly of the gnome here. We can slide it back a little bit. We also probably don't want the Feet poking directly out at a 90 degree angle from the body of the gnome. We want to have them sort of tilted outward a little bit and maybe rotate the toes outward a little bit as well. It'll look a little bit more natural given the gnome a little bit more of a Cute sort of pudgy look to them. So we're going to place the foot roughly about there Now we can hit R and then Z on our keyboard to rotate the foot outward a little bit. And also while you're doing this, have you hold Control while using rotate. It'll snap it in five degree increments. So maybe we want to rotate it out about ten degrees. So in this case it's actually negative ten. And you can see that at the top left of my viewport here as I move it and you can see the number change. I'll do about negative ten for this one. Now to rotate the toes outward. So rather than just the entire leg, the right now the foot is still perfectly up and down. We're gonna go up to the top and switch it from global, local instead. So normal is going to look at the faces and the orientation of the edges of the model. Whereas local is going to look at the orientation of the entire object as a whole. So now you can see when I switch it, I'll do it again here. Quick. Global, you can see this red line is sort of off kilter. So if I tried to rotate this, it's going to rotate it all over the place. Now if I switch it to local, it outlines it up with the rotation that we just did that negative ten rotation on the foot. Now we can go back here. We can go into our rotation tool here if we want to. So we wanted to use that instead. Now we can just rotate it here on the x-axis. Again, you can hold Control to make sure you're rotating it by certain amount of degrees. Maybe another ten this time as well. Ten and the Z up and down, and then ten and the X. Now that we have our foot rotated a little bit and looking a little bit more natural, we can switch back from local to global instead. Because then our next operation here, we want to make sure we're moving along the grid. Instead. We're going to select this foot here. And now we're going to make the second foot here, which is just gonna be a duplicate of the left foot. We can hit shift in D for duplicate. Then we can see here as we start moving it, now we have a second copy of it. However, we want to make sure that we're copying it along this grid line. So along the y-axis so that it stays horizontal. It doesn't look like he has one shorter or longer leg. We're just gonna hit Y to make sure that we're doing that. And that's why we switched it off of local back to global. Because we did local first, it would move it along the local axis, which in this case is no longer lined up. So we're gonna move it roughly to about the right spot. So about there is correct. But now his feet are both rotated the same way. What we're gonna do is mirror it. So we're gonna go up to object at the top with this new right foot selected object. Then go to mirror. Then we have options about how to mirror it. So in our case, we want to mirror it along the Y global axis. If we did, why local? Again, that's going to look at the orientation of the foot itself, not where it is within the world. So we'll do why global? You can see it pops it over. Now it's the correct rotation. And we can go back here and just make sure that it's be placed it roughly about the right spot. These don't need to be exact. You might have his legs a little bit rotated more one way or a little bit further apart one way. And this will all be hidden once we have the beard anyway. Now with that done, we have both the little feet and we have the Body created. In the next lesson, we'll be modeling The Hat of our gnome and giving them a Nose. I'll see you there. 5. Modeling the Hat and Nose: In this lesson, we'll be modeling The gnomes Hat and giving him a Nose. Let's begin. Let's start by creating the base mesh for the Hat, which will be a cone. We're going to hit Shift a and pick up the add menu that we can go to Mesh. I'm going to go up here to cone. So you can click that. Now it's going to generate the cone here underneath the gnomes body. That's okay. We'll be moving in here in a second. Let's start with, let's change our vertices to 20. We don't need 32 cuts for the Hat because eventually we're going to be smoothing the hat. So we don't need to start out with so many vertices to begin with. So 20 will be plenty. And that'll make it a little bit easier to shape it when it's in the low polygon format. Before we apply the smoothing for our radius, we're going to type in 24 ". That way it's a little bit wider. Then the radius for the number two, which is actually the top of the cone. We're going to leave that at zero. That way it comes to a point. Then for our depth, we're going to type in 60 ". That'll just make it a little bit taller, a little bit more head shaped. But again, we're gonna be shaping this hat. So don't worry too much about how this looks now will be making adjustments. Once you have that all set, we can just grab this Z handle here with our Move tool. And we're just going to move it up roughly to where we want. Our goal here with this hat. So we can see here the orange outline that we have around it. We want this to be about the midpoint of the Body. Sort of rate, rate right here where this body tapers in. That's where I'm considering the top of the head start. I want it a little bit below that. I'm going to put mine right about here. And this is purely up to you wherever you put it. I would suggest that it's roughly about that mid point though, because we want to have enough room for a nose. And then eventually a big Mustache, and then the beard that will come down from that as well. I think they're looks okay for now. We can now switch to our scale tool, which is over here on the left. It's this sort of growing box icon. We're going to scale this up just in the X and the wide direction. That way we can widen the bottom of the Hat. We're going to scale it up just until it starts peeking through the body here. So we can see it's intersecting here, but we'll be dealing with that in a minute. But we want to scale it up so it's about the same size as the bottom, the bottom of the Hat rather. It's about the same size as the width of the body. I think that looks good. Now we can scale it up a little bit as well. We have two different ways we can do this. Here. We can just scale it like this and make it taller. And then we'll have to move the hat. Or we can control Z that we can instead go into our edit mode by hitting tab. Make sure we're in Vertices Mode, which is one on your keyboard. And then we can just grab this top vertices and move it upward. I would suggest probably doing it this method because then it doesn't, you don't have to move the bottom of the hat again. We're just going to move it up until it's about, about here so we can see that it's not, it's not intersecting with the body anymore. I'm gonna hit Tab to go back to our move into our object mode rather. We're going to slide this hat back a little bit because as we shape the body, at least in my case, he the body wasn't perfectly symmetrical front and back. So I need to make sure that the Hat accommodates them. About here's good. Again, don't worry about this stuff where it's just clipping through a little bit. We can always fix that. While we're still in the object mode. Now's a good time to right-click on the model and then do Shade Smooth. Make sure you have the model selected when you do that. Now it's sort of smooth, but we can see we're having some issues here and we'll be fixing those here in a minute. It's got a bit of a shadow at the bottom and a shadow at the top. The shadow at the top. We'll fix a little bit later, but the shadow at the bottom we can fix pretty easily. Now let's go back into edit mode with tab. We're going to switch to our face mode, which is three. When the keyboard. We're gonna go into our x-ray mode by hitting Holton Z. Then we can click just this bottom face here on the hat, the bottom of the cone, then we're just going to delete that delete faces. Now if I hop out of x-ray mode With Alton Z, I can see that the shading is much better at the bottom. It's still a little weird at the top, but again, we'll be fixing that student. Let's go back into our x-ray mode With Alton Z. Now we're going to switch to our Edge mode, which is two on the keyboard. Then we're going to drag select across all of these edges here in the middle. So we're just going to drag a box and select all these edges here in the middle. Now right-click. Then we're going to choose subdivide. Subdivide will add cuts across the edges that we had selected. And it's a little bit different than the control R. And then the little yellow line that we were dropping. Because this is going to add them in uniformly and we can tell it exactly how many cuts to add all at once. So right now it's set to one. If I click this up Can see there's two or two cuts here. We can add as many as we want here. So to start with Berlin going to add two because we want to work as low poly as we can. Because we know that will be smoothing this afterwards. And the more cuts we have, that's more polygons and more vertices that we have to deal with prior to smoothing. And it might cause some smoothing issues later on. So the less we have to work with, the better. In our case two is plenty. Once we have that, we can click off. Now we have two cuts across the center of the hat. Let's switch back to our Vertex mode with one on the keyboard. Now our job here is to go into be, to start making a really rough curve, curl in the hat. It's right now, it's just going straight up. However, in the example that you saw in the thumbnail, and probably what drew you in was this sort of curly hat that we had. It makes it a little kit, a little bit, a little bit more cute, little less rigid. So let's start doing that now. So to start with, make sure you're an x-ray mode, that's very important here. We're going to just drag across these and then we can start rotating these. So I'm going to switch into my Rotate tool here because they find it a little bit easier to have the gizmo to work with. And most of these cases, I'm just going to start rotating this and I can use the white handle because it really doesn't matter that I'm rotating it specifically on an axis. I just want to rotate my camera around. Rotated here. And then I can just hit G on my keyboard quickly to move it back. Again. It doesn't matter that I'm moving in a specific axis right now because I'm doing something pretty organic. In this case, I'm not trying to be super precise and mathematical. I just want to give it a nice little curl to that. So maybe that's enough for the bottom one. So we'll just drag, select the top. Rotate this a bit more, hit G to move it back. Now maybe I want to rotate it around this way. It curves a little bit to the left. Again, just hit G. Move the hat that you want to get a little bit clearer, look at it. You can hit Alt, see periodically just a hop out of the X-ray mode. See if it's a little bit easier to see. What we have so far, don't worry about it popping through here will be fixing that later. So you might notice here that it's actually kind of twisting itself. These edges here seem to be like a cork screwing and going around this way because of the way we've been moving it. So there's a few different ways we can fix it and we can just line it up a little bit here. So we're looking straight down this point. Then grab this white handle and then just rotate it. So that's a quick way to do it, to straighten these out. We can also switch to normal mood like we were before. And that will realign this. In this case, it's a complex like twists that it has here. But it's doing a better job than it was before. So we could just grab this blue handle here and rotate that as well. To help twist this back to the, a little bit more of a straight flow here, rather than having a corkscrews, it goes back. So that's our curl so far. Maybe I want to make it a little bit more severe so I can just hit G. Pull this down a little bit. Let's not to Ben. I had to go back into my x-ray mode here to select a cross these. You'll notice here that when I tried to select that there, I had to stop a little short because I couldn't quite get my selection without hitting the top here. There are different selection modes we can use. However, at the top here at the left, there's a little square icon. If we click and hold on that, we can change that to select the Lasso. If you choose select lasso. Now when you click and drag it doesn't make a box. It makes us free drawn circle that you can make. That way you can very specifically choose which vertices you're selecting. So there specifically chose just the top and the bottom. If I wanted to do that, I avoided the middle. When you're working on stuff that's a little bit more twisted and rotated. Sometimes this select lasso is a little bit easier to get the exact selection that you want. I'm just going to move this up a little bit. I'll hop out of my x-ray mood with Altman Z. Just look at it. I think that's pretty good so far. I'm happy with that. Given the amount of Vertex we have here to work with, we can really make it a nice smooth curve yet. Now that we have the general shape of our Hat created, we can go to our Modify panel, the Modifiers panel over here on the right with the blue wrench icon. We're going to add modifier. And we're going to again add a subdivision surface modifier. We can see here that it starts smoothing the Hat out. Except we want it to be a bit more smooth than that. It's, we're actually going to turn this up to 3.3. I believe that's what we actually used within the feed as well. That'll make the Hat and nice and smooth. Except you can see up here it's got this weird jagged point that it's coming to at the top. That's what we're going to fix next. Once you have your Modifier applied the subdivision surface at the 3.3, select this vertex here at the very top. I'm going to select this. I'm actually going to switch back to my square Selection tool now that I'm done shaping it. So select box. Again, I'm just bringing this up by clicking and holding on this button. So anytime you see a little, little triangle at the bottom right of one of these tools, that means that there's more options hidden underneath it. So if you click and hold it will reveal those options. Select box. Make sure I have the tip selected here. I'm going to right-click. And I'm going to choose Bevel vertices. So you could also do Shift Control B if you're, if you prefer using the keyboard shortcut. So bevel vertices. Now as I move my mouse, it starts flattening out that tip. We're going to flatten it out a little bit and you can see it makes it a look a little bit better actually as we flatten it out, you wouldn't think it would. But having it flat at the end allows the smoothing to do a little bit better job. We're going to bevel it out to about here. We're going to almost have the length of it. We can always adjust this later if it seems like it's getting to shorten, we're going to bevel it to about there. So about half, maybe a third shorter than it was. Now we'll switch to our Edge mode with two on the keyboard and it might already have them selected like it did for mine. It doesn't already have this edge selected. You can just Alt click on the edge of I, just Alt click here. It'll select the whole ring around it. Now with that selected, again, can right-click and we're going to choose bevel edges. Or you could just do Control B if you prefer that bevel edges. And again, we can start beveling this, but instead of beveling the Vertex now it's beveling the edges that we just selected. So as we slide this back, we can see we start sort of cutting that edge and half, so we're getting rid of that hard corner, sort of rounding it out. However, if we scroll up on our mouse wheel, we can add some in-between cuts there to make it even smoother. So we're going to add a fair bit of them. I don't think it actually tells you exactly how many you are adding. Actually at the bottom here. A little hard to see, but right now I currently have six. The bottom there I see it says segments and then parentheses six. I think that's enough. I'm going to bevel it here and I don't want a bevel. It's so much that it collapses in the center here because we're actually going to try to fix this weird circle that we have in the center. I'm going to bevel it until about here, right before it starts collapsing in on itself. And I can see that after I clicked actually does tell me here on this option box. So it's exactly six segments which the amount of cuts that had added there to round it out. Now we're going to zoom in here on this kind of crushed circle that we've made at the end, we're going to hold the Alt. And we're going to click one of these edges here that comprise this circle here. With that selected, we can hit one on our keyboard. It should have these Vertex automatically selected because we had them selected as edges first. Now we're going to hit M on our keyboard to bring up the merge menu. We're going to choose Merge at center. So when we do that, it's taking all of those vertices that we had selected and it's merging them down. It's sort of welding them together into a single point at the center, the center of the center of gravity. You can think of it that way of those Vertex that we had. Now it's centered that out and smashed them all down into just a single point, which you can see it looks a lot cleaner here, not the end. Now there is a little bit of a weird smoothing that we're getting here. And we can still fix that. With the center vertices still selected. We can go up to Select at the top. And then we're going to go to select more, slashed less. And then we're gonna do select more. Or you could just do Control numpad plus if you have the numpad on your keyboard. Now we have all of these selected here. Then we're gonna go to the circle tool that we used before. So we're going to hit N and then go to your edit tab. Make sure you twirl down loop tools and then twirl down circle. We can hit circle, the button here, we have radius checks. Now by default, 0.13 is gonna be way too big, but we can always change that in the bottom-left after we hit circle. Circle here, I can see again it's too large. I think 0.03 is actually the right size for this. So I type that in down the bottom left hit Enter. We can see it's a lot closer and it's made it more of an actual circle here. So that should help with some of that weird smoothing we got at the end of the Hat. It's also a little bit twisted, but we can fix that with the rotation tool. So we can go back to our Rotate tool now. And I'm currently still own normal. So let's see. It looks like normal still lined up. We can just grab this blue handle and rotate it so that's a little bit straighter. Now if we click off of this, That can actually jump out of my edit mode by hitting tab. I can get a look at the end of the hat. The end of the Hat is a lot smoother now. It doesn't have that weird jagged point that it had before. We can zoom out here. We want, might want to make this a little bit softer. At the end. We can hit tab and go back into edit mode. I'm gonna go into my x-ray mode by hitting Alt and Z can also hit N to hide your side menu here if you don't want to have that up. We can drag select over all these vertices that we just made at the end. Then we can right-click and then choose smooth vertices. So smooth vertices is going to try to average everything out and make sure nothing is too, none of the vertices are too tight together. So it's doing something similar to what this subdivision surface Modifiers doing, except that's not adding any geometry, It's just taking everything that's currently there and trying to put them into a little bit more of a smooth configuration. And we can adjust that by adjusting the smoothing value here. So if we turn that up, it'll try to smooth it out more. And then we can tell it to repeat this level of smoothing a certain number of times as well. So this one gets really sensitive here. The more you turn this up it's repeating this. And the higher this value is, the more of those repeats actually make a difference. So if we turn this down, we can see the repeats make up a little bit less of a difference. I usually just turn this up to one. Then typically I'll whoops, I hope to Control Z that. So right-click. That happened because I clicked off of it. So I'll right-click again, choose smooth vertices. And again, I usually keep this usually at one end and hopefully just setting the smoothing to one is enough. If not, you can try to and then maybe Adjusting the smoothing down a little bit. We're going to smooth at about here. So this is more of a personal preference here. I have mine at 0.8 and then repeat to. It's now when I click off of it, I can leave my edit mode by hitting Tab. And I can hit Alt Z to jump out of this. Now I can see the end is a little bit more smooth, except it's got this kind of corner at the top. We can just grab these with Alt Z. So that's x-ray. Grab this. I'm going to switch into my proportional editing tool. Then I can just stretch this out a little bit to get rid of that corner. That corner is happening because we have some, some edges here. There are a little close to each other. The more I pull this out, one the longer the hat gets. So if you wanted to add more length, this is how I would do it. The tip of your hat. We can also rotate this down. Just kinda play with the shape of the Hat. This is really a personal preference thing. Here is a very organic shape that we're making. And you don't have to match the exact curvature of my hat. That's not going to make your gnome wrong or right and whether or not you're hat matches mine exactly. So I would just play with it here or using your proportional editing, again, using your mouse wheel to make it larger or smaller the influence, just try to shape that the tip of the hat a little bit. Once you get it to something you pretty happy with. We can turn off our proportional editing, can have tab and then hit Alt Z to jump back. Now I have a hat here that kind of curves up and has a bit of a curl to it. It's got a little bit more life than the hat that just went straight up into the air. So our next step is actually going to be to add the news prior to finishing the Hat out, because the hat is actually going to drape around the nose. And if we don't have the Nose in place, it's going to make it more difficult to know exactly where we should stop the hat in the front of the face. So let's start creating our Nose by hitting Shift and a. To create a new mesh. We're going to create a round cube like we did for the Body. For the round cube here, you want to set your radius to 0.25. Then your size 2.5 for all the X, Y, and Z. And if you want to change all these at the same time, just click and drag on the X and drag down. It's actually have to do a little bit faster. I think you have to click and drag down when the X down to the Z and then point 0.5 and hit Enter. And that'll change all three of them for you rather than having to do them each individually. Now that we have these parameters set, we can grab our nose and move it up towards the front of the face. We want to line it up sort of where the Hat meets the body here. So in this little intersection here, we can right-click on this to shade smooth away. It doesn't look like a golf ball. Now we're going to start squishing this into more of an oblong, sort of wide No shape. So we can just switch to our scale tool here. And then we can just grab these little controllers here. Just start squashing it down. We want it to be sort of still round, but maybe a little bit flatter Something more in that range. So an egg shape almost. So we can slide it back and then make sure it intersects with his body a little bit because we want to make sure the nose looks like it's actually attached to them. Positioning right about here. So it's just touching the top of the hat here and it's still intersecting with his body. Now let's, before we move into the rotation, we're going to first switch back to global. Now we need to rotate the nose so that it matches the slant of its body. And before we do that, we need to switch from normal. If you're still in that for messing with the Hat, switch it to local instead. Let's now run local. Then we can switch back to our rotation tool. Now, on the left side, we can grab this green handle here. We're just going to rotate it so that it's roughly the same rotation as this length of the Hat and the slant of its body. That's a little bit too much there. It doesn't have to be precise. Just try to approximate it because we're going to be bending this Nose backwards so it doesn't stick so far out on the sides. And it'll help if it's matched to the same rotation as his body. About there's good, I think. Before we get too far into editing this Nose, let's make sure we rename this. So we're just going to go to the list on the top right. Just double-click it and rename Nose and make sure you're both of your feet are renamed as well. From the last lesson. You can also rename its head from cone to hat instead. Let's go back to the nose. We're gonna hit Tab to go into our edit mode. Now we want to be in our Vertex mode here and go into our x-ray mode as well. By hitting Alton, see, we're going to try to select just the edges of his nose. So the furthest most vertices here. We want to select these on each side. Now let me just a little bit, just these first three here. I actually selected one, one-to-many on this side. I can just hit Control and then drag select around the ones that I don't want. I have about three selected on either side. Now I'll turn off my x-ray mode again. So that's a little bit easier to see. I'm going to select my move tool and then make sure I have proportional editing still turned on because I want to gradually bend the edges of this Nose backwards towards its body. As I move this back, I'm going to need to make this a little bit smaller here so that it's not moving quite so much. I'm just going to pull this back to about here. I want to basically pull it back until the selected Vertex are almost touching the face. Depends on which ones you selected, but near where you selected. And I'll be touching the face. We can see here from the top, it's sort of bent this Nose backwards. Now it looks like it's connecting all the way around and it's not floating on the edges. Now if the Nose is a little bit too pointed for your tastes, again, this is just purely personal preference. We can hit a on our keyboard to select all of these vertices. Can right-click. Then we could do smooth vertices. We can just smooth these out and it's going to average all of these things out and make them a little bit, a little bit smoother, a little bit softer of a curve. Now it is making the nose a bit smaller, but we can always scale that up. As we see marooned. We can just start have smooth that out to the roundness that we're looking for. I'd say about there for my tastes pretty good. If you wanted to copy exactly what I did here, I have one smoothing and 24 repeats to really heavily smooth this out. Now I can hit S on my keyboard to scale these up. Back to roughly about the size that it was before. And then maybe I'll go back to my scale tool here and just squish it a little bit more. It's a little bit flatter. Slide this up to the Hat. I think the Nose is good now. Now that are Nose is complete, we can go back to editing hat. I'm going to hit tab to exit the edit mode for the Nose. Select the hat now, and then hit tab to enter the edit mode for the hat instead. The next thing we want to do is start pulling down these, these kind of ear flaps that the side of this hat gives. So one, it makes it one at hides the years, so we don't have to worry about modeling them. And it just gives the hat a little bit more life. It looks like it's more of a slouches sort of loose fitting hat that drapes down over his nose, kind of covers where his eyes are and then drapes down along the sides of his body. So to do that, we're gonna go into our Y view here. I'm gonna just click this little green thing at the top right. We want to select an even amount of vertices on this side. First, I need to be in my x-ray mode so I can select through it by hitting Alt and Z Now this here is my sensory point. So I'm going to select out a certain number of points here to make sure that I'm selecting enough. So let's start with selecting five total vertices. So the center one and then to further out on each side. Now have both of those selected. Both sides because I was in X-Ray mode here. Now we can just start pulling those down and you can turn off your, your proportional editing and you can go back to moving in global axis rather than local. I'm moving these down now. We're going to move them down to about here. This is another thing that's just kinda preference. I'm going to remind down to about here. I'm going to exit my x-ray mode. So I can see a little bit better here. We can see as we pull these down and actually started pushing them back into the head because we only move them straight down. Effects that we can just hit S and Y on our keyboard. We can scale them out just in the directions. So the left and the right direction to move them back towards the sides of the head. We're going to want to move it out to about the middle, or the middle is now poking out and then we can fix the other sides. So about there. So just the middle stuff now is poking out. Then when you have these areas here that are still inside the head. So I'm gonna go back and X-ray. We can just start selecting each of these and pulling them forward. So it'll help if you do this sort of uniformly. So right here I can see that this is the matching vertices on this side. I'm just going to hold Shift and select that one as well. So now I have both of them selected. Again, you're going to just have to keep popping in and out of your x-ray mode here to make sure that you're actually intersect or not intersecting them. It's a lot easier to tell if they're intersecting when you're not in X-ray. It's a little bit annoying having to hop back and forth. But I mean, you can technically see here that it's intersecting, but I find it a lot easier to see it when it's not X-ray. Police forward. They're not intersecting and we can deal with this here later. Then I'm going to select this vertex and the back and just do something similar hold Shift to select this one. Pull this back. So this one is actually doing a little bit better job of non-intersecting. Then we also have these Vertex in the back here. We can move those down as well. I'm going to drag select over these. I'm going to pull the back of this Hat down. I want it to pull up a little bit here, so it still looks like there's ear flaps on the side, but it can be a lot lower than the front of the Hat is somewhere in that range. And then maybe I want to round this out a little bit more by selecting just these two edge ones. Holding Shift to make sure I'm adding to my selection. Just pulling those down and then pulling them out to make sure that it doesn't intersect. Then I can pull that up. Then I just have a nice rounded back on the back of the hat. Then it really drops off in the front. So let's round off this front edge here. So our goal with this, the front of this hat is what you actually want it to make it look like it's hanging across the nose. So we're really going to hug it up against the nose here and then have it slopes down towards the front ear flaps of the Hat. So let's start by grabbing these two. I have two vertices selected here. I'm going to pull those down. Now I can click this one, hold Shift, grab this edge, pull these down, and then pull them towards the front. We can see here now we're getting that sort of draping look where it looks like it's kinda hanging off of his nose. That's what we're going for. Just continue to shape this hat a little bit. If there's any curves that seem like they're either too curved or not curved enough, just grab these vertices and start pulling them. We have these spots here that are still intersecting on the side of his head. We can just grab these points here by holding shift to grab both of them. Let's see what happens if we just scale these outward a little bit. Sometimes it only takes just a little bit of a scale outward to fix those issues. So that's usually the easiest way to fix them. So my case, I'm just scaling in just the y-direction. So I hit S and then Y. Then I'm scaling them out. And I was holding shift there to make sure it's scales a little bit slower because my body isn't entirely symmetrical. It's a little bit lumpy or on this side it seems I can just grab only the side vertices and just pull them out just a little bit. We only need it to non-intersecting just by a little bit. It doesn't need to be way Separated from the head. Because if you have a too far separated from the head, then it looks like it's kinda floating. We want this to look like it's at least attached to his head, still. Might need to pull some of these vertices here. I'm gonna go into my x-ray mode for this switch back to my Lasso tool. So select lasso. Select all of these. Leave my x-ray mode. Then I'm going to move this in the x-direction, so I'm going to G and then X. To just slide this forward just a little bit here, because I had a little bit of an intersection there. Now if I spin around, it looks like it's all it's all handled. Now that are hat is shaped correctly. We can go through here and add a rim on the edge of the Hat, sort of like what we did when the shoes. So we're kinda, kinda carry that design detail now into the hat. So we're going to hit Control and R to bring up this cut. And we want the cut to go horizontal. So it's gonna look like it's way too high. Eventually we're going to just slide it down here. But you want this horizontal cut like this. Just once I click. Now I can slide it down. And I'm gonna make this brim just a little bit larger than I did on the shoes because that's just bigger than the shoe. So the brim would also probably be bigger. I'm gonna do it about that far. Now I can go into my face mode with three. I'm going to hold Alt and click on these faces so that it selects this entire ring. Now we want to extrude this, but remember we need to do Alt and E rather than just E because we need to choose extrude faces along normals. That's important pretty much anytime you're extruding edges or faces off of something that is round. So we'll choose this, extrude faces along normals and just extrude this out just a little bit. To about here. We can see here it's adding this sort of roundedness to the edge of the hat. Now this is a choice of yours. So you can choose to do this next step or not. If you liked this more gradual, sort of softer look to that, you can leave it as is, or you can do what we did for the shoes and hit Control R again and then add a cut going around with this newly extruded brim that we added to that. Click that, and then you can move it. If you'd like the more soft, sort of Fabrycky look, you can do that or you can do this and give it a little bit harder of a son rim around the edge of the hat. There. Now we have a nice little detail going around the edge of our hat. With the rim on that done, we can hit tab to exit or edit mode. We can click off and we can see what we have now created. If there's anything you notice on your hat as you spin around, like in this case, I'm actually noticing that my hat gets a little flat on the edges. It's pretty easy to just go back and adjust that. So we'll hit tab. Go into my Vertex mode with one. I'm going to go into my x-ray mode With Alton Z. Then I can just select maybe just the center ones here. I can move those down with them. Move down just to round out the bottom of this hat a little bit. To now get out of that by just painting my camera around and rotating it rather than it'll pop me back into this 3D view. Alt and Z, then S and Y. To just quickly scale these, Howard a little bit. I might need to pull. We need to pull just these here as well. I can see it fix that. Then. I think this side yeah. In this case, the sign wasn't wasn't an issue, but I'll probably just pull it out for the sake of symmetry. There we go. Now the sides of my hat or a little bit more rounded. You'll notice sometimes you might be seeing it on mine. I'm not sure if the compression is eating it up, but it looks like it's intersecting here. But as I zoom in, it's actually not intersecting. And that's just a problem with the view port basically not being exactly sure how far, too far apart these are when you zoom out. So it's sort of just allowing things to show through that aren't there. If you're noticing that on yours, but when you zoom in, it seems like it goes away. You don't have to worry about it. If it if you don't see it when you're close to it, then don't worry about it when you're far away. It won't actually show up in the render. Now in my head is fixed and it's shape, it's a little bit more round on the edges. I think we're done. The next lesson, we'll be setting up the Vertex Groups that will tell our beard where to grow. I'll see you there. 6. Painting the Vertex Groups: In this lesson, we'll be painting the Vertex Groups for our gnome. The Beard knows where to grow. Let's begin. The first thing we need to do is select the body of our gnome. And then go down to our modifier panel here on the right, the blue wrench icon. Then we need to look at our subdivision surface modifier. Makes sure that yours is set to 2.2 for both of these. And then we're going to be applying this subdivision surface modifier, which means we will be baking in this smoothing into the model. So it will no longer be something we can toggle on and off. It will just be part of the model. It'll be permanently higher resolution. And the reason this is important is because when we go to paint in the areas using the Vertex paint, we need to have a lot of different Vertex in order to paint nice smooth lines. If we had less amount of Vertex like this. I'm not sure if you can see that I might be better. The less Vertex we have, the more blocky the painting is going to be. So we need to make sure that we have a lot of Vertex that we can paint relatively smooth lines. So we can make nice rounded areas for the Beard and the Mustache. So just make sure that you have the Modifiers still toggled on with the little monitor icon here. It's set to 2.2 for the levels in the viewport and render. And then just make sure you also have the model actually selected. Now we can hit the apply all button and we can see the Modifiers disappeared. But the model is still nice and high resolution, which means we've actually baked that modifier directly into the model. Now with your model selected up at the top-left, we can see us as objects mode. We're going to click on this drop-down here, and we're going to switch it to wait paint. Since we click this, the model is going to turn blue. And also our mouse is now turning into a brush. At the top here. This is the controls for the brush in which we're going to be painting the weights on with the weight of the brush, the size of the brush, and then the general strength of it. For our brush, we're just going to leave it at a one wait, for our radius, we're probably going to want to have this. I can just click on this up here and type in 25, someone, my brush to be a little bit smaller. Now I'm going to go into my X view up here at the top-right. I'm just going to click on the little red X bubble that we, I'm a nice straight view. The first thing I'm gonna be doing is painting in the area where the Mustache is going to go. So simply just click on your model. You can see here as you click and drag on your model, you're actually painting in areas that eventually will be telling hair to grow in. So we're gonna be painting in currently we're painting in the area for the Mustache. So we want to paint it out. And this is gonna be a relatively large Mustache for this gnome because we want it to be sort of comical. We want it to be a little oversized. So I'm going to paint in sort of like this kind of rounded must been shaped thing for his Mustache here. In the red areas here are full influence and then the yellow or less influence. So it's going to grow a little less hair on the yellow areas. Then as it starts fading out to blue, blue means that there will be no hair on it. So what we're doing is just painting in this area here, saying that all this red stuff should have a bunch of hair in it. And then as it fades off into closer and closer to blue, the hair will eventually stop growing. And try to make your Mustache relatively symmetrical, but you don't need to worry about it being absolutely perfect. Even for people in real life, there are Mustache might not be exactly perfect on either side, so we don't need to worry about the gnome having perfect Mustache symmetry. Now one thing you do want to make sure you're doing is don't paint underneath the nose and don't paint underneath the Hat. Because anywhere we paint there's gonna be hair growing out of it. So if we paint up underneath the nose, then there's going to be hair growing underneath the nose and then poking out. We want to prevent that by just not painting under it to begin with. Just continue shaping your Mustache, getting it to something about similar to mine. Again, it doesn't have to be perfect, either left or right or matching identically. But just make sure it's something similar to what I have. And don't worry about this jagged area that we're seeing here on the right side of mine, that's not going to be noticeable once the hair grows in because it's gonna get all filled in here, you won't notice this little sort of stair-step area. I think that's about good for my Mustache. Again, just take some time to make sure yours is roughly similar in shape and size to mine. If you want to thicken it up a little bit, Go ahead. Okay. So I'm happy with this. Now that I have my mustache painted I'm gonna go down here to the bottom right. It's this sort of triangle icon here with the forward or three squares on each corner. And click that, that's your object data properties tab. Then we can see here are Vertex Groups. So currently we have one vertex group and it's just called group. So instead of that, we're just going to double-click the word group. We're going to call it Mustache. And then hit Enter. That way we know what exactly this group actually is. Now that we have our Mustache group named, we can hit this little plus icon here to make another Vertex Groups. Then this one here is called group, but we're going to double-click on it and call this Beard. Now we can start painting our beard. However, you can see that we can actually see where the Mustache was and we don't want the Beard to overlap the Mustache, were intentionally drawing these as two different areas because we want to give them different properties and we want to style them differently and we're going to curl the Mustache. Whereas the beard we're going to combed down into a point. When we're painting this, we're going to need to go back and forth between these and just click back-and-forth between them as we paint to make sure we're not painting on top of each other. A little bit of overlap is not the end of the world, but you don't really want to paint way up into your Mustache when you're making your beard. So we're just going to try to remember what we see here, this curve here, I find it's easier to kind of look at this quickly. Switch back to your beard and then just try to mimic what you remember seeing. I'm just going to do something like this. Really quick outline and now switch back to my Mustache and make sure that I haven't overlapped anywhere. I'm just going to quickly fill in this area here below. Now let's say as you're drawing this, you accidentally draw up into it by accident. Way you can fix that is to go up here to where it says draw. We're going to click on the icon next to draw. And instead of draw, we're going to choose Subtract. Once I click Subtract. Now when I paint, It's actually erasing what I've just painted. So it's sort of your eraser so you can paint over a little bit and then go back and clean it up with the Subtract brush. And I can just switch back and forth between these. Make sure I'm not overlapping anywhere. And you also want to make sure that you don't leaving big gaps here. So I think there's actually a gap between these, or I should actually paint this in. I'm gonna switch back to my drawing brush, which is the one that adds the color. I'm just going to fill this in a little bit more. And it helps getting this, this transition between the Mustache and the, the Beard done first that way, then you can just focus on doing the other stuffed afterwards. Okay, one more, Chuck. I think that's pretty good. Now, I can actually make the radius of my brush a little bit bigger here just to speed this process up. So maybe I'll go back to 50. So I'm just going to double it here. Now that I'm happy with the transition between the Mustache and the Beard. And I'm just going to start painting this in. So you want to paint it into about the halfway point of the Feet. We're going to paint it down to about there. Just kinda drawn like little circles here to make sure not leaving little gaps. If I did that and left it like this, I'd have this patch right in the middle of my beard where the hair doesn't grow and it's thick. Want to make sure that this stuff stays all read anywhere that I want a lot of hair. I want that to stay red. We're going to paint this out to about here. Don't worry about drawing on top of the Feet because you're actually painting through them. You don't have to stop. When you paint over top of the Feet. It's just painting right through them. And it's painting one to the body behind. Just like the Mustache don't paint up underneath the, the hat. You think you might've painted up underneath the Hat. And you can hit Alt and Z to see through the model. So you're switching into your x-ray mode and it lets you see how much you've painted underneath it. This little bit of blue and green here is not an issue. You just don't want to paint a bunch of red up underneath it because then you'll have Hat growing out through your hair, growing out through your hat, which is going to look pretty odd. We want to round this off here. Anymore. This is red. That's where the hair is going to grow. We're giving it a nice rounded beard. The Beard is going to be much longer than this because the hair is going to grow outward from it. We're just telling the hair like where the roots of the hair going to start. And we can style it from here. Now we might want to rotate around and try not to paint too much into your legs. It's not too bad to have it painted, like right behind the foot but don't paint it down into your leg area. Try to leave it from doing that. I think that looks pretty good. Maybe just round some of these corners off here. Oops, Control Z that, so that was actually me holding Alt and doing that by accident. So I can just Control Z that change. That by default is actually, I'll do it again just to show you. I hold Alt and drag, it's making a gradient. But in our case, that's not really helping for this. So if that happens to you can just Control Z it, but the way it happened is by holding Alt and dragging. I'm pretty happy with this. If for some reason, once we get into the actual creation of the hair, if we want to add some, some extra width here to the edge, all we have to do is go back to these Vertex paint things and paint in more, more area and the hair will update. So none of this is permanent. We don't have to get it absolutely perfect. If we find some overlap here between our Mustache and our beard, It's not the end of the world. We just come back to our Vertex paint and just adjust some of the positions here and the hair will update after we actually have Hair attached to the model. Now that we're happy with our Vertex paint, you can hit Alt Z to get out of our x-ray mode. Now we can go up to weight paint and just switch it back to object mode. And we have all of our Vertex Groups here saved already in the Vertex Groups, even though we can't see them, they're still there. In the next lesson, we'll be using these Vertex Groups to create the Mustache. I'll see you there. 7. Creating the Mustache: In this lesson, we'll be adding the Mustache to our gnome and then combing it into shape. Let's begin. The first thing you'll need to do is make sure you have the body selected. Then we're gonna go down to our particle properties tab, which is these four blue dots here with lines connecting them. We're going to select that. We can see here it's empty right now. We'll just hit this little plus icon here on the right. Now it's created a particle system. Let's start by renaming this so that we know it's the Mustache. Can just double-click on particle system here at the top. Just type in Mustache. Then we're going to switch it from emitter to Hair. Emitter would be something that you would use for particle effects like sand falling or water droplets, things like that. However, this same system can accomplish hair as well just by switching it to the hair function instead. So when we switch it to hair, now we can see we have a whole bunch of hairs that are just exploding out of this body right now. And we'll be fixing that here soon. Now let's scroll down on this list until we find Vertex Groups. So that's down here at the bottom. And then under density, we can just click on this field for density. And now we see those two Vertex Groups that we created. So we're right now we're making the Mustache. So let's choose the Mustache Vertex Groups. We can see here now that it's limited the hairs to only pop out of the Mustache area, which is why we painted these areas to begin with. Now, currently it's incredibly long. So let's fix that. We're going to scroll back up to the top. And under hair length here at the top, we're going to switch it from 157, which for some reason is the default to instead 10 " 10 ", then hit Enter. Now we can see the Mustache is much more short. It's still poking straight out of the face but will be combing, get into shape here soon. And then the last thing we want to change as the segments. So right now it's set to five, which is how many segments, essentially how many Vertex each one of these hairs have. Right now it has five Vertex, which means it can be relatively smooth. But the higher we make this number, the more smooth the bend on the hair can be. Let's turn this up to eight instead of the phi that default because we're gonna be doing a sweeping sort of curly looking Mustache and we want it to be nice and smooth. So having a higher value here will help. Next, we're going to twirl down the render drop-down area here. Then we're gonna go down to path, which should be already dropped down. But if not, just open up path and then check the B-spline checkbox next to that. And that's just another thing that will help give us a little bit more smooth curves when our hair is just in case they look a little jagged. This B-spline things should help. Now that we have those initial settings done, I can zoom out here and re-center. And we're gonna go up to object mode. At the top-left. We're going to instead switch it to particle edit, which you can see kinda looks like a cone. Since we switch to that, it will by default switch to the cone tool, which is what we're going to use first. However, we're going to want to adjust some of these values up here. So for the radius, Let's set this to 75. We want a larger cone, so it's not take quite as long to combed the Mustache. We can leave the strength at 0.5 and we can leave deflect a meter set. Right now this is set to 9.84. I'm just going to set mine to a nice even ten. This is just make sure that the hairs don't lay exactly flat against the surface here. It just gives it a little bit of a buffer. Now with those settings set, we can actually start combing the Mustache. I suggest you at least in beginning here, follow along with my steps because it'll make sure that you don't get too many overlaps here in the middle. We're going to start out by just Coming these edges outward and don't worry about the shape right now, we just want to get everything going to the left or the right. So just come this stuff straight out. Combed this stuff over here. Now the tricky part here, and this might take a little bit of finesse here in the middle, because we want to try to split these hairs in the middle. We have found the best way to do that is to split the Mustache and half here, is to just find the midpoint here or is close to it as possible. I mean, again, it is a naturally growing things, so it doesn't need to be perfectly symmetrical. And we just want to start combing these here to the left. And we can see we're starting to slowly nudge the hairs in the middle here to the left. And we want to make a left side of the Mustache and a right-side. The closer you are to the middle of this brush, it'll influence it a little bit more. You'll notice that they move a little bit slower when they're on the edge of your brush. Again, don't worry about the shape of our Mustache yet, we're just trying to part it. Maybe a little bit more, maybe one more row of hairs here. Almost have it. Okay? I think that's about middle or pretty close to it. Now that we have the one side off, it's pretty easy to just move this one over now because we can be a little bit more direct with her movement of it. Let me have a Mustache pretty separated now, pretty well separated. And you can see here I have this grid and my screen. And that's actually relatively easy to turn off because we're gonna be doing a lot of combing from below and above on this. So to turn off your grid, go up to the area here where we added the, the wireframe to it. We can twirl this down. And then we can just uncheck floor. And that will still leave our axes here. So we can still see the X and the y-axis. But it gets rid of that kind of annoying floor that we were looking through there. And again, that's just in the same drop-down here, the overlapping circles. This is your view port overlays panel here. And then you just uncheck floor. Okay. Now we have our Mustache pretty well separated and left and right. Now we can begin the process of combing it into shape. So I'm going to start just by combing it down at the same angle as the hat because we're going to want to make sure that we don't have it coming through the hat at all. We're just going to keep clicking here and just, we were just combing the hair. Essentially, we're just combing with almost seems like stiff wet hair. That's why it's acting a little bit, a little bit odd here. We want to try to flatten this stuff out in the middle. Then once we have a sort of combed down, we can do this side-by-side here. I'm going to come this straight out again. Now I'm going to start curling the bottom up. So we're trying to give it a little bit of a, sort of a twist at the end, a little bit of a point. So it looks like, kind of like that sort of stereotypical cartoony Mustache on the edges. Now that the left side is mostly to shape. And we can see here that it's actually really flat. And we'll be fixing that in the next step. But for now we just wanted to get the rough shape down. And that way we know we have enough Hair sort of separated to the left and the right. This also gives us an idea of whether or not we need to adjust our Vertex Groups at all. I think in our case here it looks pretty, pretty good. We're going to just try to make it somewhat symmetrical. You don't want it to be perfectly symmetrical what the other side, because then it'll look a little bit too artificial. But make sure your hair isn't poking through your head, it off the top. Just kinda drag over the hat so that it cones that stuff down. If there is anything there. I think that looks pretty good for right now. Now let's go back up to the top here where it says particle edit. We're going to switch back to object mode. Now when we do that, and you can see our hair now is no longer those thin black lines. Instead it's showing the actual hair that we have here. Except you'll notice right away that one it's very flat, which will be fixing. And two, it's very sparse. So you can see almost directly through it. It's very thin Mustache. And then we were going to fix that is by adding children to each one of these hairs. Currently, every one of these hairs is just a single hair. However, if we go down to the children drop-down on the right side, we can toggle this down. Now it's set to none, which means there are no children hairs. It's just the thousand hairs we started out with, which is how we define it up here. Now, since we've started combing this, these parameters here are locked out. So you had to have changed the hair length and the segments prior to coming. So as long as you're following along that you should have. But right now we only have 1,000 hairs. We're going to scroll down to children and then we're going to switch it to interpolating. You can see soon as we switch it to interpellate it here, the Mustache thickens up in the amounts here. So this is the display amount, which is going to be the viewport. And then you're render amount, which is how much it'll make when it's actually at render time, which is similar to how the subdivision surface modifier works. You have two independent values that you can type in. Now just like the subdivision surface modifier that we've been doing, we're going to make these both the same number. And we're going to change this to 35 for both of these because we want to see exactly what it's going to render. So we're just going to have the same number for both. Now we haven't set the 35. Each one of these hairs now is actually 35 hairs. So it's made children around each one of those 1,000 hairs. So we can see our Mustache as much thicker and it looks a little thin right now, but that's mostly because it's flat. So once we puff this up and give it a little bit more volume so it looks more realistic. This hair will look a lot more realistic as well. We can see here in the middle, then you might, this is entirely basically how you combed it and how the children are laying out, but actually have a little bit of overlap here in the middle. I don't think that looks bad. I don't I don't think this looks unrealistic. But if you have something worse than what I have here, we'll see how I have a few hairs here that are just kind of almost poking out straight down. You're going to have to go back into your, your edit mode here. So go up to the top-left Article edit. You can see here that you can't exactly tell which one's doing it because there's children are being generated off of much less hair. So it's hard to tell exactly which one is. It's actually causing the issue here. But we can go up to the top-left here, next to particle at it. We're going to choose the far right one, which has the, the lines with little squares at the top. And then we can choose just a single hair here. So we're gonna go into our selection mode up here at the top-left. So the little selection box. We can just drag select over one hair. So maybe it's this one here. Now we can go back to our combing. So switch my to my cone tool and we can start pulling this one outward a little bit to help separate it. Now I'm going to go back to the selection mode up here at the top-left. Couldn't remember what it was called. Now let's just try to peel this one backwards and see if maybe that's the one that was causing the issue. Now it's possible that I might have made it worse, but we'll see, again, I'm going have to sort of reshape this kind of fix it again. Go back to my selection, switch, to my selection tool again, and see if there's any other ones here that maybe would be causing the issue. I can see there's some here that are kind of poking outward. Going to try to flatten these out. Just going to go back to my selection tool, switch to my selection mode rather than go back to the selection tool, just drag to deselect them. I'm gonna go back to the first mode here. Okay? So hopefully that, that fixed whatever I had going on in the middle or at least didn't make it worse. This part here is pretty finicky in the middle when you're trying to part this stuff in the middle, It's not really an exact science. You just have to keep tweaking it until it looks correct. So I'm gonna switch back to object mode. And it might've helped a little bit. I think I see a little less hairs here. So I think for my purposes I'm just going to leave it as is. But if it's something that bothers you when yours, you're going to have to try to figure out which of those hairs is causing that roughed up middle area. You can do it with the method that I just showed you. So let's go back to our particle Edit menu here at the top-left. Then once we're in here, now we're going to switch from the cone tool instead to the puff tool, which is the third from the bottom. I have my puff tool selected now. My radius is set to 50 and your strength should be set to 0.5. It should be set to add. What the puff tool does is it's going to try to leave these hairs where they're at in terms of how they've been combed and curled, except it's going to try to puff them outward. So it's going to add volume to this, so it's not quite so flat. Now it is going to mess up some of your your combing and we'll have to fix that later on. But it should hopefully leave a general sense of the shape that you had before. The areas we really need to puff up are these big flat areas here in the middle as well as on either side of the part. So when we click on it, you can see you don't want to click a very long. The longer you hold it down, the more it's going to puff it. But we're going to just click on this either side, just really short bursts of clicking. And as we click it, it's pulling it away from the surface here. We can see here it's really kinda puffing it outward here. We're just gonna keep doing that until we have some, some actual physical volume to this. So that's roughly what it looks like from the top here. I'm just gonna keep doing the, you can see from the front it doesn't look that much different. But from the side here it really adds a lot of volume to it. I'm just going to keep clicking on it until it essentially looks like what we had before. Except it's sort of sticking straight out. It's almost like he was shocked by electricity or something. Okay. I think that's enough volume for now. We can always adjust this. I'm gonna switch back to my comb tool. Here on the left. I'm going to look at it from the top and the bottom. I'm going to do my best not to come in at all from the front because that's how we ended up making it really flat. So the way you can avoid that is by combing it from the bottom and the top or the sides just somewhere that's not looking directly at it. And now we're going to curl this back slowly so that we're leaving some of that volume and still puffing off of the surface here. But we're smoothing it out so it doesn't look like it's just going straight out of his face. Try it again over here. It's better to go slower on this rather than see I'm working with the edge of the brush and that's because I wanted to have a little less influence and I don't want to accidentally move too much. So the more on the edge of the brush that I work, the slower and more gradual these changes will be. I'm just kinda curling it back, smoothing it out. If anything here, like right here, I can tell that there's some hair poking through the hat here. So I can do that from the front. I can shape the, the overall front shape of it so I can hit the edges of this, but I really don't want to be dragging across the middle of it like that. The only thing I wanted to be doing from the front is just twisting it, sort of hitting the perimeter of the Mustache. I can introduce the curl back in from the front, but I don't want to be overall shaping the entire Mustache. Add my curl back in here. Yours doesn't have to look exactly like mine if you'd prefer not have to have the curly edges on yours and you want it to go straight down. That's fine too. Coming the Mustache here is really just personal preference. This is just what I've found, looks the nicest and it also matches the thumbnail, which is hopefully what drew you into the the lessons. I'd like to show you how I made that. Specifically. This is just a lot of spinning around and making sure that nothing looks too flat or two puffy or two straight. You're just clicking in shaping it. I think that looks okay for now. It's actually seeing from here, from this angle here I can tell it's a little straight here. I'm gonna try to flatten this out again, rather add a little curve to it. I suggest you look from the bottom and then top one yours as well, because there might be areas just like mine that you missed more around now. Okay. Now we have a relatively back to shape and it's a little bit more puffy. Let's switch back to our object mode and see what these actually look like. Someone we're combing these, obviously you can tell we're not seeing what the hair is actually look like. We're only seeing the guides for them. So let's switch back to object mode. We can see our Mustache. This a lot more puffy now. It's still very straight, which will be getting to hear in a second. But overall, it's a lot more puffy. It actually has some volume. It sticks off of his face. I think that's a good spot. Now. Next step is to try to rough up some of this really straight hair that we have here. So overall the right, we have the right shape, except everything is very sort of ruler straight. It's everything, it's a straight edge here. Let's go down to our children menu. Here on the right. We're going to twirl down clumping. Now we have two settings that we need to mess with here. So first one here is the virtual parents. So long story short, essentially what this is going to do is it's going to make are clumps larger, more we're gonna do with the clumping is to pinch the ends of the groups of hairs so that they come to a bit more of a point, but the root of the hair will stay wide. So it'll sort of pinched down into like maybe a paintbrush shape. It's also something that you'll see a lot on like animal for if you see like a 3d render of an animal, or obviously even in real life, there for tents to not just be individual hairs that I'll just go in one direction. Hair kind of pulls together in clumps up. Now all those clumps go in the same direction, but the individual hairs tend to pool into clumps. And that's what we're going to try to do here with the Mustache. So let's start by setting the virtual parent here. It's gonna be a very small value. We're gonna do 0.008 and then hit Enter. You'll see your hairs here move a little bit, but nothing particularly exciting happens. We're now going to open the clump curve editor here so we can check, use clumped curve. Since we have this checked, now we have this seemingly empty, empty graph here. But we're going to do is pull down this little dot here on the top-right corner. We're going to pull that down to about here, about halfway for this like Faint Grid that we can see here. Then we're going to grab somewhere around here in the middle, a little bit to the right of the middle. We're going to pull that just a bit lower than the right side is. Essentially we're just shaping the law clump here. So this is the root and this is the tip. So right now the root is not being clumped at all. The tip is being clumped a little bit and then the middle is being clumped just a little bit more than the tip of the hair is. Then we're going to add our clump noise So we can check clumping noise here. You can turn that on. And now we're going to set this pretty low, 0.05. Just add a little bit of noise to the clumping. We can see here. I believe we just turn this off. It should actually show it a little bit different. So this is what we had before. Here's a very straight. Now if I turn it back on, we can see our hairs are starting to get a little bit more, a little bit more widely. Little C, other kind of pulling together into these little patches here where they're clumping together a little bit tighter. So that's what we're trying to go for. Now let's go down to the roughness. We're going to throw that down. And then each one of these values here, we'll just add a little bit of randomization essentially to the Mustache, to the direction is of the hairs, the curl of the hairs, that kind of thing. We're just going to go through here and change a few of these values. So first for the uniform roughness, we're going to type in 0.01 and hit Enter. And you can see here your moves just a little bit. For the size, we're going to type in 0.1. So this is the size of that uniform roughness. The first one is the amount. The second one is the size of that amount. So essentially how strong is it and then how small is that, that movement? And then for our random here, so random number two, we're going to add 0.015. This is just going to take individual hairs here and make them a little bit more random. So the first one is just the overall shape of the Mustache. The second one is going to try to pick out a few hairs and then make them a little bit more winery. And then for our threshold here, we're going to set that to 0.3. Then that's just a further level of randomization to this. This is Adjusting the threshold at which these randomizations will kick in. The last thing we're going to do to help make this Mustache look a little bit more natural and its movement is to throw down kink. Then under King type, we can choose curl. So right by default it's set to nothing. And we have a whole bunch of different options here, but I'm going to use curl for this one. Will choose curl. Then by default, yours is probably really high. It's probably like 10 " or something like that, which is going to make your Mustache go crazy. But we want something a little bit smaller than that. We want something more in the 0.5 range. This is more of a personal preference for you. So this is just the size of the curl. If you want it a little bit more wiring and a little bit more wild, you can make the value higher. If you want it a little less while you can make the number lower. Also, if you do negative amplitude here is just going to do the curl except it's doing it backwards. You might start getting some weird intersecting if you do it that way. Maybe you're not. If you go a little, just a little bit negative, you could probably do it that but for mine, I'm just going to leave mine at 0.5 " for the curl. We can see now as we spin around here, the hairs a lot less straight and a lot less kind of just all going the same direction. We'll see once we get to the rendering if it looks a little too wild. But I think for now that looks pretty good. It's hard to judge the look of the hair exactly within the viewport because it might not look great here. And then once we get to the rendering step with the, the actual Hair material, this could look a lot, a lot better. I wouldn't get too worried about how it looks immediately. Let's just leave it as, as it is for right now. You can do a little bit more tweaking here. But I think what we have now, as long as yours looks similar to mine, you should be good. At this point. Look over the shape of your Mustache and combed further to get the shape that you'd like. If you'd like it to be a little bit more currently on the edges, you can shape it now with the particle edit using the comb or if you want to curl it down or have a go straight out, those are all choices you can make. Now, in the next lesson, we'll be creating the Beard and styling it just like we did for the Mustache. I'll see you there. 8. Creating the Beard: In this lesson, we'll be creating the Beard and styling it to match our Mustache. Let's begin. The process for making the beard is very similar to making the Mustache, except we'll just becoming it a little bit different. And some of our settings from the children's size and hair length, those would be a little bit different, but overall, it's basically the same process. So to start with, make sure you have your body selected. And then go down to your particle properties setting or your Settings tab here. We can see here we still have our Mustache on, and that's what we did in the last lesson. Now we're just going to hit the plus sign here to add a second particle system. We're going to rename this beard. It entered, and then we're going to switch this to hair. Then just like last time, sort of explodes. We have hair everywhere. It's now we'll scroll all the way down to our Vertex Groups. And then under density, we can click the field and choose beard. Now we'll scroll back up to the top. Then for our hair length here. So 10 " we're gonna do 15 " because we went the beard hair to be a bit longer than the Mustache. Then for our segments, we're going to type in eight. We're going to again scroll down to the render drop-down. And then under path will choose B spline to help with the curving of the hair, just like the added segments do. Now that we've made those changes, we can go up here to particle edit mode and start combing our beard. However, you might notice possibly on your side, that when you click particle edit, the your Mustache actually looks like it changes shape and it kinda breaks. Now this should be only a visual bug. So when you go up to object mode, your Mustache should go back to the actual shape that should be. So hopefully when you're in particle edit mode, hopefully yours doesn't change. But if it does, It should just be a visual bug. Tried to ignore it for now. So now editing our Mustache should be a lot, or rather editing the Beard should be a lot easier than editing the Mustache because we don't need to really worry about partying the beard. The Beard is all just gonna get combed straight down towards the middle here. We're just gonna kinda comb it down into a point, straight down in the middle. And our goal here is to just have it round up over the Feet. So it looks like it is interacting with the legs here because by default the hair is not actually interacting with any of the geometry other than the body that it's attached to. So we want to curl it up over the legs a little bit. Then we're going to bring it down to a point middle. Sort of try to straighten it out again. We have it combed in the right direction. We have the same issues we had with the Mustache, where it's very tight against the body. So to fix that, we're gonna do the same thing. We're going to switch back to our puffed tool, which is the third from the bottom here. For our radius here, we could probably leave it on the smaller one. You might want to turn it up. I'm going to turn mine up to 75 just so it's a little bit bigger because a lot larger area we're working with. We're going to puff up mostly the center here. We can leave the sides here not too particularly puffy because we want to have a hug on the sides, almost like the sideburns or the bottom of the chin. Then the area in the middle is where the most of the volume of the hair is. We're just going to drag this up and down here in the middle, really puff up the center. Maybe a little bit around where it comes up over the Feet and just below the curves of the Mustache. Now we have our beard and that's kinda just jotting straight out right now. That's okay. Same thing we had with the Mustache. That should be good for now. I'm going to go back to my comb tool. And I'm gonna do the very same thing that I did before. So in this case, I'm going to actually want to switch into the X-ray mode. So I'm gonna hit Alt and Z. Just so it's a little easier to see through this. I'm going to use my comb, just the edge of the comb here. The Trying to round this off. So it looks like it's a big puffy beard that's sitting out in front of them. A shape it up from the bottom to give it a little bit of a curl on the bottom. I'm going to try to pull this. Pull this a little bit inward and we're going to try to give them just a little bit of like a little kind of a mimicked curl on the bottom of his beard. So that the bottom of the beard looks like it curls out and away from his body in this sort of U-shaped, sort of like the Mustache does. Let's scroll this word here on the science. Trying to bring it back to a point I'm trying to, to flatten it out too much because we really do want this sort of Puffy beard out in front of them. Just going to curl it a little bit around the Feet. Tried to give the Feet a little room so we're not intersecting the Feet too much. Now I'm going to Chrome it down again. You couldn't have to commit inward a little bit. So you're gonna have to lose a little bit of the volume at the bottom in order to give yourself enough room to actually make the curl. You can see here I'm just kinda shaping enormous into an X, like an S curve. We can make our radius a bit smaller here. And I'm going to sculpt the top in 50, save a little bit of a smaller brush to work with. Kinda try to get this little curl here you can see now forming at the bottom. That's just Optional. I just think it looks nice with the Mustache, How the Mustache has a curl. Just trying to carry that same sort of design into the Beard. Just a cute little detailed add. Then just continue shaping it from the top. The bottom is not quite as helpful in this view because it's so close to the bottom anyway. Just try to shape it from the top and the sides mostly. And again, this is not what really one where you want to be coming at much from the front, unless you're combing it to shape the perimeter of it. If you want to just push in the perimeter, you can do that from the front. I would just suggest you continue to comb your beard to get it to a shape that you're happy with. I think for right now, I'm pretty happy with this is always something you can just come back to if you're not happy with it later. I mean, even up until the very hinge right before the render time use is something you can be Adjusting. So don't get too caught up in it now, it doesn't have to be perfect. You can even do a few renders, decide you don't like it the way it is, and then come back and just commit Quick. It's no different than combing your own hair if you don't like how it looks in the mirror, you just comment again. I'm happy with how it is Now. I'm gonna hit Holton X0 to X at this. Now let's go back to our object mode. We can see here just like I said, the Mustache popped back to how it was. So it's just a visual bug while you're working it one, combing your beard, that the Mustache sort of freaks out. But once we go back to object mode, which is how this is going to render, not an issue. Again, just like our Mustache, we have a very thin, stringy beard, and that's because we don't have our child's turned on yet. We're gonna go down to the child settings. And then we're going to switch it to interpolate it. For the amounts we're going to type in. 35. 35 again. We have our beard just about as thick as our Mustache was. You can always make your beard a little bit thicker since it's a little bit larger, if you want it to, you can type this into like 45 or 50. Then we're going to adjust our virtual parent again. This time we're going to type in 0.03 for the virtual parent. Because this, the Beard is a little bit larger, so we're going to need a, a different value here. We're going to check long hair on as well. Because this Beard is a lot longer than our Mustache, basically in all, all aspects here, these hairs are a bit longer. And if we turn on long hair, It's just, it's generating children that are more suited to a longer hair system rather than the shorter hair that we have on the Mustache. You can see here it actually changes the look of the Mustache. Are the beard a little bit as well? So it's roughing it up a little bit more hair. It's making them not all quite so uniform. We're gonna go down to our clumping and we're going to turn on that are clumped curve again. I prefer using the clump curve because it just gives you a little bit more control over what the clumps are doing. This time we're going to pull this one pretty far down here, almost to the middle here. So about halfway down. And then we're going to round it off by clicking on this line here to add another point. And we're going to put it about here. Now we're rounding this off, so we're making the tips of these clumps a lot tighter than the Mustache was. Then we're having round-off between those. The center of the hair is starting to clump. Then the tip of the hair is really clumped. We're not going to use clump noise for this one. Instead we're just kinda go back down to the roughness area. And for the uniform roughness, we're going to put in 0.075 for the size. We're going to leave that at one. For our random. We're going to type in 0.015. And then for the threshold will type in 0.3. Just like the last time. Then add a little bit more roughness like we did before. The shape of the hairs here. We can go down to kink king type switch that the curl. Then the value that I have here is 1.25. This is again, another value that is sort of up to personal preference. If you'd like it to be a little bit more straight like it was before. You could go down to a lower value like we did with the Mustache, maybe a 0.5. Or if you'd like it a little bit more rough, a little crazier. You go with something like 0.1 to five or 0.15. Let's just roughing it up a little bit. These are all the settings will mess with here. Now I'm noticing from the side here that I think my beard could use a little bit more volume here. So I'm just gonna show you a quick how easy it is to go back and change that. I'm gonna go into my particle edit. I can see here that I have a flat area here. I'm just going to work from the side here and just grab these hairs here in the middle and just kinda puff them up a little bit. And I'm just using the comb here, not the actual puff tool. I'm just gonna give them a little bit more of a chin here and he was kind of lacking a chin, at least underneath the hair here. I could just use the edge of the brush to make my, my adjustments a little less strong. Maybe go back down in from the top view here and round this off a little bit, squish it in a little bit. Now I can go back to my object mode at the top. And now it's not quite as flat. So he has a bit more of a chin where he didn't before. Okay. So I think that's it for the Mustache and the Beard At this point. And then we'll be moving on in the next step to texturing. In the next lesson, we'll be texturing our gnome to add a little color. See you there. 9. Texturing the Gnome: In this lesson, we'll be adding a bit of color to our gnome by giving him textures. Let's begin. The first thing we need to do before we begin texturing is to enable another new add-on, which will help us with Texturing. So we're gonna go up to Edit Preferences. Go to your add-ons tab here on the left. And the search bar at the top type in node an ODE. And we're going to enable Node Wrangler. This is just an add-on that will make a lot of really tedious things that we have to do when we're making a texture from scratch. This will simplify a lot of it and just make a key buying that will help auto-generate some nodes for us. So with that enabled, we can now close this. Now, go to your class resources and make sure that you have downloaded the fabric color, fabric, normal fabric roughness, as well as the leather color, leather normal and leather roughness. Don't worry about these backgrounds yet. Those will be for a future lesson. The textures you just downloaded from the project resources I got from ambient CG, which is a great place to get public domain textures for your projects. This would be a great place to go for your own personal projects or for the class projects for this lesson. If you wanted to say change the fabric on your gnome for your class project, you could get a new fabric from this site. So you can go up here. So the top here at ambient cgi.com go to categories. Here we can see all the different categories and it'll tell you how many materials exist within that category on this site. It's maybe we'll go to fabric. Then we could just choose a different fabric from the list here, maybe this red one. Now we get to see all the different ways that we can download this. So it comes in multiple different sizes, from one K to eight K, and you can download it as a JPEG, whereas a PNG. And when you download this, this will give you all the maps necessary. So in this case, if we hover over this, it gives us an eight K version of the JPEG for the color, the displacement, the normal map to different styles for Blender, you'll be using the GL normal map, not the DX. Then we also have the roughness and then a preview for it as well. So I really highly suggest you use ambient CGI in your own artwork because all of this stuff is free. And if you liked it enough, you can donate to the authors. With all that out of the way. Let's go back to Blender. First, we're going to switch to our shading tab here at the top. That will switch our interface here. The first thing we're going to do is to get rid of these two panels here on the left because they're only really taking up room that could otherwise be better utilized by the two panels that we actually need. To hide these panels, we can just click on the top-left here. Then drag over, and that'll hide that panel. Then here we can click on the top-left here and we can see our mouse changes as we do that it turns into a plus sign. We're going to click here and drag over. Now we've hidden those panels. And then we're also going to switch our rendering style up here. And we can see now that it's actually rendering it using this is the EV render. So we're going to switch this up here. Cycles Render. Now this will give us a quick preview of what our actual render will look like. As we rotate around, you'll notice it gets blurry as we rotate it. But then soon as we start moving, it'll start to sharpen up. Now we get a better idea of what our beard actually looks like. We can see here this is what the beard looks like when it's fully rendered. Now this has no textures on it. It's just gray. So it'll look better once it has a Hair material on it. But for now, we get a better idea of what the Beard actually looks like when it comes to the full render. Let's start by selecting the body of the gnome. We'll make sure we have the body selected. Now we're going to click this New button here on the bottom. This will create a new material for us. We can resize these windows here to make this a little bit bigger. At the bottom, at the top of this window where it says material O1. Let's rename this body fabric. You can hit Enter. Now, this node here basically will have all of the different connections that we need in order to create the fabric for this body. It also has some sliders to affect those as well. But the first thing we need to do is get our images that we've downloaded for the class resources attached to this node. And that's where Node Wrangler comes in. With this central node selected the principled be SDF. This green one here hit Control Shift and T at the same time. Then that will bring up an import interface. Now this is where you'll navigate to where your textures have been saved. And you want to save those textures if you haven't already. But them somewhere where you're know model actually is as well. I'm going to navigate to where my textures are. Now. Now that I've found my textures, I can select each texture while holding down Control. And I want to select all three of these fabric textures. So fabric color, fabric normal, and then fabric roughness Once I have all three of these textures selected while holding down control and that way It's flex all three of them. I'm just going to hit this little blue button down here. It will automatically import all of those textures and hook them up for us. So it runs them each one to the correct node. And also it creates a mapping node for all of them. A quick rundown on what exactly these nodes here are doing is essentially the nodes are working from the left to the right. And each one is telling the node to the right of it. A key piece of information. Essentially, this one is telling it how to map the UV coordinates. This one is doing a similar operation here in terms of scale and position. Each of these orange ones here are linking the images that we've downloaded. So you can see here this base color is routed with the fabric underscore color. And then this is running down into the base color on this principled be SDF node here. This one here is essentially like the the overseer node. It's the master node. It's taking all this information and then running it into this material output, which is what we're seeing on the model here. So each one of these is running down into this. Then this is converting it into a material and then outputting it onto the model. This one here is running our roughness, which is running down into the roughness node here. Then this is our normal. The base color does what you might expect. It basically just gives the color of the object. In our case, it's using this base image that we gave it, the fabric underscore color JPEG has the color. The roughness is changing how the fabric is shiny essentially. So it's taking the, It's taking a black and white value in translating that into white is really rough. So then black is not very rough. In our case, this fabric is going to have a mostly white roughness map, which means it's relatively rough, which means it's not that reflective. Which in real life fabric, most fabrics at least are not particularly, particularly reflective. Then the normal map is telling me fabric how Bumpy It should be. It's converting the blue and purple and green and pink map that we put in there. It's taking all those colors and then turning that into information that can be used to tell the fabric how how rough it is, because we don't want to confuse that with the one above it. So we can think of this is how bumpy it is, how textured it is. Like if you ran your fingers over top of this fabric, would you feel anything or would it feel like perfectly smooth like glass? And that's what the normal map is doing. The first thing we need to do to make this actually look like anything, because right now it's just solid blue is we're going to drag this camera node. So this little purple dot here, we can just click and drag that. We're going to drag this up to vector. This is doing, is it's telling the camera to use the projection of the camera as the size and the layout of this fabric. So normally we would go through here and we would unwrap this entire object. However, for the purposes of this beginner tutorial, we're going to use the camera projection, which basically just says, as we rotate around, always make sure that this fabric looks correct from the camera. This is a nice simple way to make sure that a beginner can just get the textures applied to their object. And they'll look pretty much correct from any sort of simple render that we've needed to do. That what we're gonna do for this tutorial. Now we'll notice here that add as we zoom in, this fabric pattern is laying out and we can see that it looks like a knit pattern. However, it's relatively small. It's making our gnome look relatively big. So in my mind, this gnome is actually pretty small and it might only be, say, a foot tall. So in order to make the gnome look smaller and we can make the textures applied to it bigger. That way, the observer looks at this and realizes the gnome is pretty small because the fabric pattern on them is, also implies that there are small because the fabric is large. So the way we're going to change the scale of this is to go down here to where it says mapping. We're gonna hit Shift and a, just like we did in the modeling portion, except this time we're adding a node. We're going to type in here up at the search bar. We're going to type in value. Now let me have value here. Now we can just plug this into the scale. This value here is just overriding all three of those portions, or all three of those values. Rather, for this, we're going to type in 0.4, which going to make the fabric much larger. So the, as we make this number higher, it's making the fabric smaller. And as we make the number lower, it's making the fabric bigger. I think it's important for this larger knit pattern implies that this gnome is actually pretty small because we, as humans know roughly how large this, this knit pattern would be in real life if we were seeing it. So the smaller the gnome is, the larger than it patterns should be. At this point, I'm sure you've also noticed that the Beard is fabric as well right now. Don't worry about that for now. We'll be changing that here soon to make it look like hair. Very now, only focus on what the body looks like. One thing you might like to change about your gnome is the color of the fabric. So right now it's just using the color of the image that we plugged in here, which was sort of a blue-green color However, we are able to adjust that right here between the base color node, which is the top of the three textures that we plugged in. Let's see, yellow line here. We're going to hit shift and a, we don't have to be on top of the yellow line yet. It had shifted a in the search bar here. We're going to type in hue HUD. And we want the hue slash saturation node. Once we have this, you can see as we drag it over top of this line here it turns white. So we're just going to click. And then that will automatically hookup the, the correct nodes, the pathing for the correct node. This does, is it allows us to shift the hue of this color here. So if we wanted to make it a different color and we just have to move this slider here to shift the hue. Now it moves pretty quick. So if you hold Shift down, it'll move a little bit slower. You can hone in on the color that you like. In my case, I'm going to make mine green. So green is, for this particular situation here is about 0.3. I'm going to lower my saturation down. I don't like how saturated it is. I'll do by 0.7, which will desaturate the green a bit. I also think I'd going to make mine a little bit darker. I'll do like 0.5 for the value. Now I have a nice dark forest green. Again, if you want to adjust this, you can just type in any of these values here. If it's now, it's maybe once you make it darker and maybe it needs to be a little more saturated or a little less saturated. You can just change those numbers here. So get it to a color that you're happy with. If you'd like to just follow along with I have I have 0.3 from my hue, 0.75 for the saturation and 0.6 for the value, which gives us a nice dark green. Now that we have the body texture, we're going to go over here to the right. We're going to click on this material properties tab. And that's the little red circle. I've cut into a quarter. So once we click on this, we can see our material here that we have applied to this body fabric. The body has body fabric applied, but we can add more than one material. So now we're going to be adding the Beard material. So let's hit the plus sign here. That'll make a new slot. However, it hasn't added any material yet. So we're just gonna hit the New button here. Now we'll name this beard. Hit Enter. Now I can zoom out here. Now select the principled be SDF node here. We're actually going to be to delete this because we're gonna be creating a new node for this. Now we've deleted that, makes you leave the material output here. We're going to hit shift and a to create a new one. We'll just type in hair. We want to add the principled Hair be SDF node. In order to see this, you must be in cycles. The cycles render into just a refresher on that. You need to go up here to your render settings. This renders property tab and make sure you're render engine says cycles. If this says EV, this node will not exist, this only works in cycles. So if you're not seeing it and make sure you're in cycles, and then try it again. And you should see principled Hair be SDF is a node. Now we can plug this be SDF node into the surface for the material output. Will notice nothing has changed because we haven't actually told the hair to start using this beard material yet. The way we tell the hair on the beard to use this Hair material is by going over to our properties for the particle systems. So here we have both our Mustache and our beard. We're gonna go down to the render tab. Then in the material here, we can see we have Body fabric, a set sign to it. We're going to change that to Beard. So we can see it's now changed for the Mustache, however, we need to also change it for the Beard. So we'll select Beard again at the top, and then choose beard here for the material. Now we can see that our body now is the fabric and our hair actually has this beard material. The change the color of your beard, it's pretty easy. All you have to do is click on this little box here that starts out as a warm brown color. And we can adjust this to whatever color we like. I'm going to just bring mine up, make it more of like a sort of a reddish brown. This is purely up to you. You can make your beard whatever color you like. I find that the more natural colors look a little bit better, like black, brown, blonde, any of those colors in-between. But if you'd like to give your gnome blue beard or a green beard or red beard however you want to, however you want to make it Guide and choose the color. You can adjust the in this little drop-down here, we can see this is the hue which is changing the overall color. So if we slide this back-and-forth, we can see it's making different colors here. The S is the saturation of that color. So how, how colorful is that color? Essentially? Then the V is the value of it. And so how bright is that color? Because it a really dark version of it or is it a really bright version? I'm going to set mine somewhere back to roughly where I had a I'd like they have that more sort of reddish reddish brown color that I had before. So I think something like that looks okay from mine. With those metamaterials done now, we have both our body and our beard textured. It's now let's texture this little nose here. So we can just select the nose right in this view port up top. You can see as we add more materials here, it's getting a little bit slower and that's mostly because of the Beard honestly, this Hair material, while it looks very good and it makes the hair look a lot more realistic. It's also difficult for the computer to render it. So that's why you might notice some slow down. Now you can switch to the other view here. However, you'll notice that your hair is going to turn black because this is using a version of the EV render, which is a render that does not support the hair. Now if you switch back, it'll look correct again. So it's just disabling it for this one. But this will allow you to move around in your camera here. A lot smoother. That's one benefit of EV. Eb doesn't look quite as good. It takes a lot more to make it look as good as cycles. But in general, it's significantly faster. If you're having a ton of slowdown issues, you might want to use EV just for this working, like one more working here, and then only Rendering cycles. I'm gonna go back to my Cycles render here because I want to see what this skin material is going to look like. Now that we have the Nose selected, we can click this little new button here. We're just going to name this skin at the top here, top of this bottom window. Now I can zoom in down on this node. The main three things that we're gonna be changing are the subsurface value, the base color, and then the subsurface color. So let's start with, let's type in the subsurface value, which in our case will be 0.25. So it's subsurface is going to do, you'll see it goes a little rainbow up here, but that'll, that'll dissipate. Subsurface essentially allows the light to shine through an object. So skin, things like milk. So there's a lot of things in the world that aren't entirely blocking the light when the light hits them, they let the light scatter underneath the surface of them and skin is one of those things. If you ever seen light shine through the back of somebody's ear, if they're standing in the sun and it looks kind of pinky or read, That's essentially the subsurface scattering, the light scattering underneath the surface of their skin. And to make skin look a little bit more realistic, we can turn up the subsurface value and we can just set it to 0.25 and that's probably enough. Then for our base color here, we're going to choose whatever skin color you'd like your gnome to have. So we can set a, we might need to actually zoom out a little bit here, so it's not quite so large and it doesn't cover the top. So we can set it to whatever color we like. The only thing that you need to take into account is you want the base color, your skin to be a little bit darker than whatever the subsurface color is because the subsurface color is that sort of light, the light passing through the skin. And we want that to be a little bit lighter than the overall base color of the skin. So if you want them to follow along exactly with what I have, the values, I'll be using our 0.035 for the hue 0.7 to the saturation point to eight. For the value. This is our base color. And then for our subsurface color, which is the other color value down here, I'll be using 0.036, 0.77, 0.58. Now when I hit Enter, we can see our skin is updated up here. And the brightness of the skin wall. So depending on how much light shining on it. So currently we have a single light within our scene, which is just the light that was existing in the scene when we first made it. So when we started out, we deleted what we will actually be hid the camera. We left the light where it was at. And this is that light and the scene amount of light we have shining on this will change the brightness of the skin. So if you're skin values right now seem a little too dark compared to what you've typed in here. I would wait until we get to the Lighting step, which is in a future lesson. And then if your skin's still feels a little too dark from where you'd like it. Then you can adjust it after the fact, you can go back into the material and adjusted. But for now these are the values that I'll be using. Now with our Nose textured, notice as we spin around, this might be more pronounced on my Gnome versus yours or vice versa. But as we zoom in here on the face, will notice some areas here where we might expect to see scan. We're actually seeing underneath the Beard and we're seeing the The fabric underneath this little gap here by his eyes. His eyes would be if we hadn't hit them with the hat. Or you might see a little bit here like where his mouth essentially would be. You might be seeing between this and seeing green here. We're going to fix that. This is, like I said, this might be unnecessary depending on how how tight your hair is here on the face, or how close your nose and your beard comes up to the rim of your hat. But I'll show you how to fix it. Either way. We're going to start by selecting the body. We're going to go again down here to our material properties tab. And we're going to add a new material. Then rather than hitting the New button here, we're actually going to choose this little drop-down here. And this will show us the materials that are currently in our scene. And we're going to choose skin. So now we have a duplicate, essentially a direct copy of the nose skin that we have up here. Now we have that applied to the body as well. And we just need to tell it where to apply it on the body. So we're going to hit the Tab button when our keyboard, while in this view port at the top. And that'll switch us to our edit mode. Now we're going to go into our X view up here at the top right. So we just click this little X bubble. We can now hit three on our keyboard to switch to face mode. Then we can select the faces that we wanted to paint with the skin material. Then we're going to hit C on our keyboard to switch to a sort of like a painting method for selection. So now we can just click and drag on this and you can see it's just starting to paint one, the polygon selection. We want to paint on roughly where we think any of the skin might show through. Now we don't want to go all the ways to the edges because we don't want any skin out here. We want it to look like he has a little face here that's hidden by his beard for the most part. We're essentially just putting this skin in here just in case any of this green shows through the Beard. When we don't want it to go all the way out here. So you just want to make a little, sort of a little round shape here. And this you can go up underneath the hat with, I would suggest you paint up into the hat a little bit. So we're almost making it look like he's wearing like a little sort of a knitted body suit. And then this is just where his little face is sticking out and this is actually where the hair is growing from. We're going to paint it to about here. Then once we're happy with that selection, you can right-click and that will disable now the Painting selection that we were doing, we can hit a sign over here. So with this skin materials selected, we're going to hit this assign button. Now that will assign that skin material to the areas that we adjust selected. Now if we deselect, we can see now we've painted on this skin material that we have. And if we get out of our edit mode by hitting Tab, are beard will pop back on top of it. Now hopefully any areas where you were seeing some of that fabric poking through the inside the Beard and up near the nose and where the eyes would be, that should hopefully now be skin, so it looks more realistic. Now let's start texturing our hat. We're going to select that. Click this New button here. Then we're going to choose from the drop-down here. We're going to choose body fabric. We're switching the new default material to instead switching it to the body fabric material. Now, if you'd like your gnome to be entirely the same color, that's fine. You can just leave this as is, and it will have the same color on top and bottom. However, if you'd like to have the hat be a different color like it was in the thumbnail for the lesson. This is how we'll go about doing that. Now that we have this selected, it's going to be using the exact same material for both of these. So if we make any changes down here to this body fabric, it will change it for both of them. However, we don't want to do that. We're going to actually branch this material into its own unique version of it. So we can do that by selecting, making sure we have Body fabric selected. Then there's this two here telling us that this material, this exact material is applied to two different objects. So we want to break that so that it's using a unique version for this specific object. By clicking this too, we've now said that this version of it, you can see it's added A01 at the end of it. It's saying that this version of the fabric is completely, completely unique to just this object. It's now not the same thing, even though it looks the same. The way we can tell that is by adjusting the hue down here. If we slide this hue slider, it's only changing the Hat Before we go too far. And let's rename this material here from Body fabric, a little one to instead. Let's call this Hat and Feet, because we're actually going to use this color on the Feet as well. Hat and Feet per fabric. I'm going to make his hat and his feet eventually here, sort of a bright red color. So if you'd like to follow along with what I'm doing, I'm going to set my hue to zero, set my saturation to 1.1. Then the value to 1.1 to five, which will brighten it up Let's now I have a nice bright saturated red for his head. If you don't want to follow along with the exact same colors, I have no problem. Just find something that you think matches the body fabric color that you chose, and find somebody that's a nice accent for the Hat. So again, if you didn't choose green for the bottom, red might clash with that. So you might need to find your own color combination here. That works well. Now let's begin texturing our feet. We're going to select the first shoe. So just select the left of the right shoe one of the time from this drop-down here, and we're going to choose Hat and Feet fabric. Let me do the same thing on the right side. Hat and Feet fabric. It's now it's applied to both. Now we're going to apply the leather material that we also download it as the project resources to the bottom of issues with either one of these shoe selected, either the left of the right. You're gonna go over here to the right side in your material properties tab that we had before. We're going to hit plus on this. Then we're going to click the New button here because we're actually making a brand new material. Now we have a new material here. We're going to rename this new material, leather. Hit Enter. Now we're gonna go through the same process as we did for the fabric. So just make sure you have this principled BSD F note here selected. You have to have it selected or else the control shift T won't work. Now we're going to hit Control Shift and T to use the Node Wrangler to select all three of our maps. So hold Control and select the leather color, leather normal and leather roughness. Making click this blue button here. And just like last time, it will automatically link everything together. This works the exact same way as the last one did. The colors, the color, the roughness is how reflective and shiny something is, and then the normal is how bumpy and how textured something is. So we're going to add our value note here to make the scaling easy. We'll hit Shift and a go to the search function here at the top, type in value. You can place it here and then just plug it in for now. Don't worry about the number just yet because right now we can't see it, so we can't really guess the number. This is just kind of getting it ready for that step. Now we need to assign this leather material to the bottom of the shoe, just like we did for the skin on the face underneath the beard. We're gonna go into edit mode. Hitting tab with this, the left shoe selected. Make sure urine face mode, which is three on the keyboard. Then we're going to select each of these faces here. Now in this case, we need to hold Shift to make sure we're selecting all the faces. We have all the bottom one selected. Now we want to select a little bit further out though. So we can either go through and just hand select each one of these. Or you can go to Select, select more, slashed less, and then choose select more or control numpad plus sign if you have a numpad. Now we'll just select outward from that selection. So it's just going out a single polygon, a single face out from the currently selected objects. We have all of those selected. Now we can select our leather material here. Make sure you have that selected and then just hit a sign that will assign that leather to the polygons that we had selected. Now if we hit tab to exit that, now we have the leather applied to the bottom of the shoe. So now we can actually adjust the value. So the size of this, we're going to set this to 0.45. So 0.45. For our texture coordinates here, we're going to use the same texture coordinates as we did before, which is just camera. So we're going to click and drag the camera node to the vector. Now it's using the same unwrapping style as the fabric. You'll notice that it's only applied it to the left shoe. Now if we want to apply it to the right and we can either go through and do the exact same thing that we just did. Or alternatively, you can just simply delete the right foot and then just duplicate over this left foot over here and then re-mirroring and replace it. In our case, I think I'm just going to redo this just so I'm make sure that I don't move the foot from where it's at because I like the position at it isn't now. So I'm gonna hit the plus icon here on the right side, still in the material tab. Now this time I don't need to make a new one. I can just choose leather from this dropdown. So it's the same leather that was over here. I'll hit Tab again. Select these faces. Holding Shift, go to Select, select more or less, and then select more than I can add, assign. Actually add, make sure you have your leather selected here. So I hit Assign there with the fabric selected, which didn't really do anything because there's already fabric. Now I have my leather selected, hit Assign. Now I can click off of it, hit tab to leave the edit mode. Now it's leather again. Now that we're done, we can go back to our layout tab here. You'll see when we switch tabs here, it's actually going to disable the Rendering that we had before. So if you want to see that again, just go up to the top right here. We're going to click this cycles button here. Now we can see that our gnome is nice and textured. Now that everything is textured, feel free to adjust any the colors or sizes of the textures to your liking. In the next lesson, we'll be creating a nice lighting setup for our gnome. I'll see you there. 10. Lighting the Gnome: In this lesson, we'll be Lighting our gnome with a studio style lighting setup. Let's begin. To begin with. Let's select our renders studio collection here at the top-left. So we're just going to click on this little white box next to it. That way any lights we create will immediately go into the render studio collection rather than the gnome collection which we were working in. Now we're going to unhide the camera that we hit in the very first lesson. We're just going to click this little eyeball here. Now if we zoom out, we should see our camera here to the left. Then we're going to make a second viewport so that we can have our cameras set up on the left and then we can work in the right. We're just gonna go up to the top-left corner here. And then as we get to the very top left, you'll see your mouse changes into a plus sign. We're going to grab that and then slide it over. You can make it about half and half are a little less. Maybe when the left side you can make the left side a little bit smaller. Then on the left, we're gonna go up to view cameras. And then active camera. Now we can see here that this view on the left side is actually showing with our cameras, showing. If we select this camera, let me go into our move tool and we move this camera around. It's actually moving it on the left side as well. So this is giving us a live feed of what this camera is seeing. While we can move this camera over here on the right side, using rotate and move and doing everything that way. In my opinion, it's not actually the easiest way to move this camera. My preferred method is to go over to the left viewport. Here. We're going to click on this view port just so we focus it. Then we're going to hit N on our keyboard. We're going to go to view on this tab here. Then we're going to choose lock. We're going to choose lock camera to view. So that's what this actually says here. If it was a little bit wider, would be able to see that. There we go. So we're gonna choose lock camera to view when the View tab. Now I can hit N to hide this again, so it's not in my way. Now over here, when I rotate the camera, might just my viewport, it's actually moving the camera. You can see that here on the right side. Now if I zoom in, I can actually just really quickly and really intuitively place my camera exactly where I want to. So this is a lot easier for us to maneuver because we're used to doing it anyway while we're modeling and texturing. I'm going to just try to frame this up right in the center. Make sure I leave a little bit of breathing room around the edges. I think right about there looks good. Now that our camera is positioned here on the left, I can hit N again. Make sure I'm still in the View tab. And then I can just uncheck camera to view. And then hit end tie that menu. Now, this camera is locked in position, so as long as I don't touch it over here and move it, it shouldn't move at all. Now if I rotate my camera over here. So if I rotated around in my viewport, it'll pop me out of the camera. However, it's not moving. The camera remains where it was. If I want to get back into that view, I can just go to View cameras and an active camera. Or if you have your numpad, you can hit numpad zero to just jump right into that view. Fair free to adjust your camera position however you like. But for the purposes of this tutorial, I'll be going with the three-quarter camera setup in our left viewport. We're going to want to switch this to the rendered view. That way we can see the rendered view on this side as we place lights. And then we'll be moving and placing the lights on the right side. However, we can actually see the button that we had before to switch into the rendered cycles view. And that's because it's off the side of this viewport screen, so it's actually hidden back here. So the way to, to see it is to use your middle mouse click. So just click down on your middle mouse wheel. And you can see now I can slide this bar to reveal the items on the right side. I'm gonna switch this to the far-right button here, which we'll use the Cycles Render. Now we can see it looks like what we had in the last lesson. One last thing I can do on the left side viewport is to twirl down this viewport overlays menu here, the two overlapping circles. I can turn off this wireframe now, so I don't need to see it and it's only kind of cluttering up the view. Now that I have that turned off, I can just zoom in a little bit. So I can fill this view out a little bit better. With our camera in place. We can actually hide it like we had before. That way it's not in the way and we don't accidentally grab it and move it. We're just gonna go up to the top list and then just click this little eyeball here. That means that it's not visible in the viewport, but obviously it's still working. Now let's select this generic light that we had left in our scene from when we first created it. We're going to delete that light because we wanted to start with our own sort of fresh setup for this. You can see here that our gnome has gotten much darker But it's not entirely unlit yet. And that's because this the scene currently is using some sort of ambient lighting. The area that you can find that ambient light in is here in the world properties. So if you go to the world properties here, it looks like a globe, a little red globe. Let me can go down to the surface menu. And in color, we can see here that it's, the world is actually projecting this light gray color across the entire model. We actually don't want that. So in some cases, you can use this ambient lighting to project light into your scene to help fill in some shadows. However, I went full control over my lighting. So I'm actually going to switch this to black. So that's gonna make my entire scene completely black. Now, on the left side, now over here we can still see fine. So it doesn't matter that it's dark. But essentially I want to start from scratch here. I want to have full control over every light that we put in the scene. And I don't want this ambient light just filling in all the shadows that I'm trying to leave behind. Now that all the old lighting is removed, Let's start adding the new stuff. We're going to hit shift and a to create a new object. We're going to go down to the light. We went to to add an area light switch. Just kinda click area light. We can see here it pops up right below the bottom of our gnome. So we can just grab this. We're going to start sliding this up. As we slide this up or seeing a live preview here on the left. Let's move this out to the front of our gnome. Sort of out in front of him here. And we're going to put this off to the right side of him. This light here that we're making is going to be our key light. And we're actually going to start naming these lights that way it's obvious what we're working with. For now. Get your light to about this position. So it's off to the right of him. It's above his head. Then it's still in front of his body as well. You might want to move this out a little bit further. Now that you have it in position roughly in this area here. This little yellow dot down here. If we grab this little yellow dot and we move it, it actually won't angle the light to roughly wherever pointing that yellow dot. It's a quick way to just kind of angle the light towards your subject. Rather than selecting the light and then going to rotation and having to switch to Local Rotation. It's a lot faster for us just to grab this little yellow dot. And as long as we don't need to be exactly, precisely, exactly 45-degree angle or something with our light. This is a really quick way to do that. Now I have it pointing roughly at the front of his face here, right above his nose. You can see where that line is hitting. Leave it about there. Now we can go to our light properties. We're going to go down to this little green light bulb down here. And this will show us what exactly are lighting setting is. So let's start by naming this light. We can name it here, but the top list, we're going to call this key light. So KEY. So our key light is the main lighting for the scene. It's the, if you want to think of it as the sun direction or the main spotlight shining on your object. This is the most powerful and the dominant lighting your scene. The overall power of this late right now is pretty dim gnome, you can see that here on the left sided. If we change the power and we make it higher, the light will continue to get brighter. So we're actually going to make this significantly brighter. Let's go up to maybe to 50 as a start and see how that looks. So it's pretty bright right now. We can always adjust these lights as we start putting more end, we might need to go back to one light and make it a little dimmer or change the color on it, or maybe move the position. But for now, let's leave this light as is at 02:50 watts. We're going to change the size of the late, which will make the shadows and the overall shape of the light a little bit softer. Right now it's only a foot, foot wide, so it's a 12 inch square. We're gonna make this closer to 50. So we type in 50 ". You can see here it's actually sized up this light and it's also made our shadows a bit softer here, the light sort of wraps around the object a little bit better because the light source itself, so this square here is actually larger as well. So another quick way to move that is to just hover over this square and then grab one of these little yellow handles. And as we size it up, if you look at our left side, preview here, it's a little blurry, but as we make the lights smaller, the shadows get a little bit sharper and they're a little bit tighter. Then as we make the late bigger, they soften up and they get a little bit wider. We're going to set this back to around the 50 point. Then the last thing we're gonna do is to change the color of the light. Right now it's just a pure white light. But we're going to warm this light up actually in the hue. We're going to type in one for 0.1 rather. So 0.1 for the hue, which will make it a little bit more in the red direction. And then for the saturation, we're going to put 0.25 So we can see here on the left or render now is just a little bit warmer. It's almost hard to tell because it's such a subtle, subtle change. But you will notice the difference between this level of warmth in your light versus a pure white light. And we're gonna be balancing this further into the lesson with some cool lights to give it a little bit of a chromatic contrast. So not only are we going to have contrast in the values of our render, we're also going to have contrast in the colors or the render. So we'll have really strong warm light with some cooler blue fill lighting. Now with our key light setup on the right side here, right viewport, we can, with this key light still selected, we're going to hit Shift D. And then why? To make sure that we move it just in the y-direction. So we're duplicating this light. We're going to move it off a little bit further to the left than the key light was to the right. So it's a little bit further off center. Now we can wrangle this light. We're going to re-enable it back towards the gnome. Might want to pull this one down a little bit. We can just adjust our positions here. So something like that looks correct. So it's a little bit lower. It's also a little bit further off to the side than the key light was. Now let's rename this light, fill late. So FIL L Late. The purpose of this slide, once we adjust these parameters here is to fill in some of the shadows. If we just hide this light here. So if with the light selected, I'm just going to click the little eyeball next to the fill light. We can see here the key light is doing a good job on the front of the gnome. But if leaving the background here basically entirely black. So anything that's in shadow is entirely in shadow because there's only a single light source. Nothing, no light is bouncing off any surfaces. There's no light coming from the environment. So the Soul light source scene right now is the key light. So the purpose of our fill light is going to be to fill in some of these shadows here. That way things are still perceived bubbly in shadow, but they're not entirely black. Let's turn our fill light back on. So we're going to click the little eyeball next to fill light. We're going to set the power much lower on this one. So we're going to set it back down to about 75. For the power, hit Enter. We're going to leave this size about what it was. Then we can adjust our color. We're going to make this a little bit more blue, like I said before. The hue, we're going to click on that and hit 0.55. So we're pushing it more towards blue. And then for the saturation, we're going to add a bit more saturation that had had before. So 0.5 to make it a little bit more saturated of a blue. Now we can see here if we turn this off, so we turn the fill light off. So that's what it was before. If we turn it back on. Now we still have some shadows here, but they're not quite as dark. If you don't like the fill level of this, we can always lower this value down. Let's see what 50 looks like. It's a little bit more shadowed. Now. If you want a little bit darker shadows, you can even go down to 25. In this case here, let's maybe go with 25 for this value. I think it makes for a little bit more dramatic shadows. We have nice dark shadows here on the left side, but they're not entirely black like they were before. Now we're going to create a light called a rim light. Rim light is going to be a light that's sitting behind the object. And it's going to cast a bright light from behind the object. It's going to make a nice highlight here on the edges of the object. It'll give us a little bit of a highlight over here, and then more. So we're gonna get a highlight on the edge of this hat. We'll see some highlighting behind the Mustache because they, the light will shine through the Mustache because it has that Hair material. And we'll see some light maybe on top of the feed here. So to start with, select your key light, so it's the warmer, brighter light. We're going to hit Shift and D. And then we're going to hit X this time because we want to clone it backwards behind it. Once it's back here, we can reposition it. So we're going to position it a little bit off to the, further off to the right than the key light was. We're going to select this little yellow dot and reposition it towards the Gnome. And you want to be looking on the left side of your monitor here in this case, to get a better idea of where exactly it's hitting. So I can see here on the left side that it's hitting right, right where his nose is, that little orange line is going through the Body. I can see it's hitting about there. In this case, I'm actually going to switch this one from the shape of square, which is the default. I'm going to switch this one to disk because it's gonna give us a little bit of a softer rounding of light, which is what we want. We're going to make the size for this one is significantly larger than the, the last late. This one we're going to have probably closer to like four or 500 because we want it to be a really big, really soft light, the software, this light is, the more it's going to wrap around this object. Because of the job of the rim light is to basically blast the back of the target with light and then wrap it around. We're going to have this late be significantly brighter than the last one as well. So we're just going to type in something really high here. Let's just start with 10,000. 10,000. We can see here now that we're getting this nice soft sort of outline around the model. So we're getting a nice shadow here. Then we're getting a little bit of a highlight here to help separate it from the background. We're getting some nice highlighting here on the Mustache. So I can actually zoom in here on the left. The back of the Mustache here is getting a lot of nice highlighting. So as the hat, all of that is from the rim light here. So let me rename the rim light. So RIM late. If I zoom out here on the left and then I turn this off, you'll see the difference here. So it's not actually adding overall a ton of elimination to the main side of the Gnome. But when I turn it on, I get a nice soft highlighting here. It's making this fabric hero must look a little bit more Fabrycky because it's giving it this sort of sheen on the edges. It's doing a good job here with the hair as well. The color for this light, we're going to still leave the same warm color that we had on the key light. Now let's making brand new light rather than duplicating any late here, we're going to hit shift and a. Then go to light. We're going to create a point light. This is the same style of light that we had in the scene. To begin with that we deleted. We're gonna move it here behind the Gnome. Our goal here with this late is to position it right behind the TAT. So this light here, we're going to try to create a nice sort of highlight here on the inside of this curve to help accentuate the curve. Now that I haven't place to roughly where it should be, I can actually move it here in the camera view. I'm just going to slide it on the left side here, roughly to where I think it should be. Then for the power for this one, we're just going to brighten this one up here until it starts accentuating this curve on the inside. And then we need to be pretty bright. Let's start out with like 75. See how that looks. I might not be bright enough. So as we turn this up, we should start noticing it. Brightening up the inside of this curve here. If it seems like it needs to be closer to hat to give it more influence. So the closer that light is to the object, the more it's going to illuminate the object, the light will be perceivable each stronger. We can see here on the left side as I move it. If you've watched this curve here, as I move this light closer to the object, it's making it brighter. I don't want it to be super bright, but I'd like to help accentuate the little curve that we have in the hat here. I think that looks nice. Then if we'd like, since we've made this light brand new, it's just a white light, but we can just select our key light. Hit Control C, or rather Control C, Control C on top of the color here. So I've copied this color. I can go back to this point light and had controlled in V on top of that color bank. We can see here it's actually copied the settings from the previous color and we can do that on any of these. If you think it would look better as a cooler light, you can go to the fill light instead. It control C. Then go back to your point light and hit Control V on top of this color, and it'll turn it to a cooler light instead. I think for our purposes, at least in my preference here, I'm gonna leave it as the warmer light, so I just Control Z that, that last cooler change. So now it's the same color as the key light, as the rim light. And then this new little point light, which I'm going to rename up here to Hat light. Ones also warm. Now the last slide we might want to create a light to help accentuate the curve here at the bottom. So right now, this whole area on the bottom left side of him is getting the least amount of light. I don't want to totally blow out the shadows here. I might want to create nice little highlight here like we have inside the hat. So we're going to hit on the right side here. We're going to hit Shift and D. And then we're going to hit Z to make sure we're duplicating it downward. We're just going to move this down below him. Then we can just move it a little bit closer to about here. This is roughly where my lights placed and now we can see we're getting a little bit of a lake down here because of that thing gets a little bit too bright now. If I move it a little bit further away from him, get a little less lighting. The more the light is towards the front of the Gnome, the more it's going to wrap around him. If we move it backwards, it will wrap less and it will cause less overall illumination. So maybe that's still a little bit too much. It's a little hard to tell exactly how much light is casting here until the render catches up. So you can see here it's sort of refining itself. Now you get a better idea of how much light is casting. I think that that position is correct, but I think the lights still is a little bit too bright. So I'm going to lower this down to maybe 100 for the power. Now it's a bit dimmer. I like that. Let's go up to our list here and rename this light. We're going to call this body lay. Then hit Enter. At this point now we have all of the lights that we're going to use to illuminate this gnome. Feel free to add any further accentuating lights like we did with the Hat and the body late into your scene, if you'd like if there's a specific area that you'd like to call attention to, to get a better idea of what your gnome looks like without all these guides and things overlapping it. You can click this little blue overlapping circles here. Your viewport overlays tab. So you can just click this and unhighlight it. Now it'll get rid of all that stuff so you don't see it in this Viewport specifically. It's a little bit more of a clean view. Now that you're seeing what your gnome looks like fully lit, we can go back to our camera view here. I'm gonna hit N on this left viewport. Can go camera to view. Then you can adjust your view a little bit. If you, now that you've seen it lit, if you'd like to see maybe more of the face or you went to your view to be a little higher or lower, that was a good time to adjust that. And then if any of the lights needs to be positioned again. So like maybe this bottom right here needs to be moved over a little bit. That's the thing you could do now to go, I think that's might be a little bit more flattering view of the gnome now that we haven't fully lit. In the next lesson, we'll be creating the final render of our little gnome and adding a FUN background. I'll see you there. 11. Rendering the Gnome: In this lesson, we'll be rendering our final known picture and adding a fun background pattern with some simple compositing inside Blender. Let's begin. Our first step is to go to the render properties tab appear at the top right. And we want to scroll down until we see film. We'll twirl down film. And then we want to check transparent. So what this is going to do is it's going to make our background here transparent. So if I turn this off, you can see it's entirely black. So when we render this image, we won't be able to put a background behind are known because it will have the black baked into the image. However, if we check Transparent and then we render it now will be able to add a background behind are known. Now let's switch to our compositing tab, which is at the top center. Now that we've clicked compositing, we have a new workspace to work in. The first thing we're going to do here is to get rid of this dope sheet editor down here because we won't need that for our purposes. We're just going to click down here at the bottom right of this top window. So right above the dope sheet will get the little plus sign. And now we can just click and move it down. And that will overwrite that dope sheet with just this compositing tab. Now we're going to click Use nodes at the top. It's a little checkbox here. Now that we have our nodes created, we can click off of this so we have no node selected at the moment. We're going to hold down control and shift, and then we're going to click on Render layers. So what that's going to do is create a viewer node. We can space these out a little bit so they're not overlapping. The viewer node is essentially going to let us see what we're doing while we composite the image. So it's important that we have this attached. We can now click the Backdrop Button here at the top right. That will create what currently is an empty backdrop. However, we won't actually be using this. This is just to load up the backdrop. Eventually, we're gonna do is go up here to the top right, way into our mouse turns into the little plus sign and we're going to drag out a new viewport. We can hit N to hide this side menu. We can do this on both of the viewports here. It's now we have them both hidden. And now on this new right viewport, we can go up here to the top left. And we're going to change this instead of composite or which is currently, we're going to switch it to image editor, will now choose from this drop-down here at the center. We're going to choose viewer node. So what we're doing here is instead of letting the backdrop show the rendered result, which is actually going to put it behind our nodes are nodes will lay on top of this image. And we'll see that after we render. Instead, we're telling the viewer node to render over here instead so that we don't have to have all of these nodes sitting on top of it. And we can work over here and then view it on the right side. Now that our competitors setup, we can go to our rendering tab, which is at the top center directly next to compositing. And then we can hit F12 on our keyboard. So you can hit F12 or you can go to Render and then render image. We're going to click that. Then we can see here the process is starting in our render is going to begin rendering. You can zoom out a little bit so that it's not cropped off at the top or the bottom. In this image here is going to render until it meets the number of samples here that we've typed in. So as a reminder, for your render settings, this is what you should be matching. So under the Render properties, which is what we have now, it should be set to cycles. You should have GPU compute turned on. Then under render, you should have it at 0.07 noise threshold. And 2000s max samples. The Min samples and the time limit we can leave both at zero. Then we're going to twirl this down. You should have de-noise checked and you should have open image de-noise turned on. I'm going to let mine render and then I'll come back once it's finished. Now that my render is done, we can see the final render time for this was just under 16 min. So in the grand scheme of things, that's not particularly long. However, that's pretty long for if you were planning on doing any animation with this. So just, just so you're aware, there are a few things you can change in case this is taking more than this amount of time when you're your computer. Or hopefully it's taking less, assuming you have a slightly better computer than I have. So some settings here we can change to make this a little bit faster would be the noise threshold that one's going to change primarily. I would say this one is probably gonna change your render times the most. Right now we have it set to 0.07, which is already kind of noisy. I did this in order to get the speeds down to about about the 15-minute mark. However, it's if that's still too long for you, you can make this number higher. So to make this more noisy will make it render faster because it's taking less time to remove that noise from the image. So our first step up would be 0.08. Then we could do Nine. Then after that, next highest step would be 0.1, and then 0.11, 0.12. And then you can see the pattern from there. So the larger this number gets, the further it gets from zero, the more noisy your image will be. However, it will render faster. Alternatively, you can also lower your samples. So right now we have it set to 2000 samples. If we lower this down to 1,000 samples, it would render half the amount of samples. Obviously, it's probably not going to reach this noise threshold. It's going to run into the samples, most likely before it hits the noise threshold. Then the last thing you can do is just set a hard time limit. If we type in a specific amount of seconds here, we wanted to render for, it will only render for that amount of time. So if you type in 60 s here, it will render to the best of its ability for 60 s. And then at the end of it is just going to de-noise the results that have been produced after 60 s. If you know you're doing some tests and you only want to wait 1 min for each render. Just to do a test. You could type in 60 s here or you can type in 120 s. And then you can limit the amount of time that you're sitting here waiting for this render. Now that your render is complete, we can go to our compositing tag. Then we can see here on the left. So this is what I was talking about here with the backdrop. The backdrop here is actually sitting underneath of this the node system. It's really difficult to re-size this thing, especially in this case where it's actually going outside the bounds of our image. So I have no real way of resizing this. It's just kinda stuck at that size, which really doesn't help in our case. I'm just going to turn off backdrop here. We can see it's just displayed inside here, but we have the viewer node over here. For this purpose, we can actually see the entirety of our compositing. So right now we haven't added any background. But we still have our transparency here and we can see right where the transparency stops. So this is where the background will eventually be added. So let's start by adding a simple solid color background. On the left side here in the composite or node, we're going to hit Shift a. And then in the search bar we're going to type in RGB. We're going to click RGB here at the top. And that's just going to give us just a simple color note here. Before we do anything with that, we're going to hit Shift a to add another node here. Because we need to actually have a way to put this color behind the node. In the search bar here we're going to type in alpha. And then we'll see alpha over, alpha over. We're gonna put that here. Now we're going to drag this image note here into the bottom image on the Alpha over node. Then we're going to drag our RGB into the top. Now we need to tell it what the Alpha actually is. So we're going to drag this alpha dot into the factor for the Alpha over. So that's going to use the Alpha channel, which is just the bounds of this image. Anything that isn't transparent, we're telling it to use that for the factor. Then lastly, we're going to connect this image dot here when the Alpha over node, the output. We're going to run that into the viewer node. Now we can see here that we have this color here. So whatever color we make this, so we can just click and drag this little dot here. And whatever color we make it, That's what color shows up behind are known. So in my case, I think I'm going to go with something a little bit more of a blue-green color. A bit of saturation. I think I'll make mine a little bit brighter. This is entirely up to you. The color that you use behind your known is more or less dependent on what colors you used for your num. So my case, I use some sort of a hunter green color and then more of a desaturated red. So I think this blue, this kind of pale blue, matches pretty well with the orange beard and everything else that I have. However, your color may vary or you might just have a preference of putting a specific color behind your known that isn't blue. I mentioned, we'll also be adding patterns behind are known. Let's go through that step now. If you'd like to keep yours just as a solid color for any reason, you don't have to follow along with this step. But if you would like to have a pattern, this is how you'll do it. We're going to start by creating a mixed node, by hitting Shift and a the search bar. And we're going to type in mix. We can place that. Then we're going to run this color into the top of the mixed node. We can hold Control and right-click and drag across this, this node here. So this connection here, and that will sever that connection. We're just cutting that connection because we are going to be replacing that Instead with the mixed node. So we can just drag that right here. Now we need to plug it in our pattern. To plug in the pattern, we're going to hit shift and a. In the search bar here we're going to type in image because we want to use an image for our pattern. Now we can plug this image node into the bottom of this mixed node. Then we want to choose a new image for this. We're going to click the Open button here. Then we're going to navigate to the images that I've provided for the lesson. There are three patterns in the project resources for this lesson. And they are the leaf background, mushroom background, and the polka dot background. So you can use any of these three that you'd like. So these are just ones that I've made up for you to see an example of what the patterns should look like in terms of they need to be black and white and they should have a fair bit of gray values. And then that way they don't totally dominate the image. If the really dark, they're going to make your color really dark as well. If they're really bright and they're also going to make your color brighter as well. So it works best when they have some sort of middle gray values with some darker and then some lighter. So I think from my background I'm going to choose this mushroom background. I like how that looks. So I'm just going to select the mushroom background. We can hit Open Image. And now it's plugged it in behind this. However, you'll see that our blue color here is pretty much entirely disappeared. And that's because we haven't switched this from mix to the correct blend mode. So in our case here, we're actually going to use softly. Then once we choose softly, we can see now that we're getting a blending between this color we chose and then the pattern that we're, we're choosing to put behind it. And we can adjust the blending of how impactful this pattern is by using this factor value here. So as we lower this factor value, the pattern gets more and more subtle until eventually it just goes away. If it's at zero, that means you're not seeing any of the pattern. But if we turn it up to 100%, that means it's soft landed on top of this image. At 100%. We can mess with different blend modes here to see if maybe there's one that you like. More. Overlay will be a little bit more punchy. Multiply is going to overall darken it. And we can use screen which is going to overall brighten it. This one is probably getting a little bit too far from the blue. In my opinion. I think soft light is probably the nice sort of middle ground between these. If you'd like to see what some of the other patterns look like, you can just go down here on the image node, click on this little Open icon, and then you can just switch to any of the other backgrounds. So I'm just going to select this one and it will overwrite the mushroom background and instead use the leaf background. So I can quickly switch to the polka dot background. There's the polka dot. Then I can go back to the mushroom. If you'd like to make your own background image. Like I said, make sure that it's just in these sort of lighter gray values, sort of like this mushroom oneness here on the left. And you can use the ones that I've provided as a guide to the level of gray value that you need. And then it's also in very important that it is the same aspect ratio as your image. In this case, it's a square. And then it also has to be the exact same resolution as your render as well. Since this render that we set up is a 2000 by 2000 image, your background image also needs to be 2000 by 2000. If it's not, then the image won't line up correctly. One last thing we can do in our compositing is to brighten up our gnome image a little bit so that we have this nice bright background are known. Seems like it might be a little bit too dark for this bright background. We're going to hit shift and a, we're gonna go into search. We're going to type in exposure. So just e x, and then you can see exposure. Now that we have our exposure note here, we're going to drag that on the sort of connection here, this cable that runs from the render layers over to the bottom of the Alpha over. So we're putting it between our actual render. And then the thing that is blending the the render on top of our background. Now we have this here. As we increase our exposure, it's just going to increase the exposure, the brightness of the render itself. It won't touch the background at all because we haven't run it through that cable. It's now if we boost this up, see our renders getting brighter. But you don't wanna do this too much. I think somewhere maybe in like the 0.5 range would be enough. We can see here now it just fits a little bit more of the brightness of this background. Without final step done, we can actually save our image. Now. We're gonna go over to the right viewport. So our viewer node, where we've been seeing the results of our compositing. We're gonna go to Image and then Save As. Now we can choose where to save our image as and what type of image we're going to save it as. So first I'm going to navigate to where I need to save this image. I found my location now. Now I can choose what type of file format I'd like to save it as. So in my case here, I don't need the PNG because I don't need the transparency that it offers. So I'm going to switch this to a jpeg instead. So we can choose JPEG from this list. We're going to set the quality to 100%. Then we can just choose a name down here. I'm going to type this in as final render. Make sure I spell it right. No render. And then I can hit Save Image As. Now that I've saved that, we have our final gnome image. Now that we've completed the final render of our noon, we'll be discussing the class project in our last lesson. I'll see you there. 12. Our Class Project!: You've made it to the end of the class, congrats. You've learned a lot during this class. Now it's time to put that knowledge to use by completing the class project. For our class project, you'll be creating a unique gnome of your own design. Now that you have the gnome completed from our lessons, I'd like you to save a new version of this gnome with the Save As command and then make the gnome unique. You can do this any way you'd like, but some obvious adjustments you can make are changing the fabric colors or patterns, Trying a different skin color, Adjusting the shape of their hat or give them hair on top of their head instead of a hat. Changing their beard color or styling, give them a unique background. Model them a small prop, like a simple mushroom or rock, or adjust the lighting placement and colors. After you've made all of your adjustments, post your new render to the gallery to show it off to me and all the other students. I'll provide feedback on each render posted to the gallery and let you know what looks fantastic, as well as anything that could use some adjustments. As an example, here's my unique version of the gnome for our class project. I've changed the hat to a helmet, adjusted the materials, and combed the beard a little differently. I've also given the gnome lighting that is a bit more moody, sort of like the gnome is sitting next to a campfire on a full moon night. Thank you so much for taking my course. I really appreciate it. I hope you found this course both PFK-1 and educational. I'd really appreciate it if you can leave an honest review in this course, so you can let other students know if it's worth their valuable time. Also feel free to check out my other courses via my instructor profile. You might just find something else you're interested in. Thanks again for your support. I hope to see you again soon.