Blender 3D for Beginners: Learn to Model a Gummy Bear | Harry Helps | Skillshare
Search

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Blender 3D for Beginners: Learn to Model a Gummy Bear

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

      1:59

    • 2.

      Setting Up Our File

      6:58

    • 3.

      Modeling the Basic Body

      28:34

    • 4.

      Modeling the Limbs

      16:37

    • 5.

      Modeling the Belly and Ears

      19:33

    • 6.

      Modeling the Eyes and Nose

      21:26

    • 7.

      Connecting the Pieces

      17:48

    • 8.

      Lighting and Staging

      27:31

    • 9.

      Shading the Gummy Bear

      34:19

    • 10.

      Rendering the Gummy Bear

      8:35

    • 11.

      Our Class Project!

      1:55

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

Community Generated

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

720

Students

49

Projects

About This Class

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

On Skillshare, I specialize in clear, easy to follow beginner’s classes. We’ll go through each process, step-by-step, to prevent as much confusion as possible.

In this course, I’ll walk you through the fun and beginner friendly process of creating a gummy bear in Blender.

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 gummy bear might seem like an odd project for a beginner to start with, but it really is a perfect place to start!

In this class, you’ll learn:

  • Blender Interface and Tools: We’ll learn about many basic tools and interface elements within Blender while building our gummy bear.
  • Modeling: Which is how we’ll create the body of our gummy bear.
  • Modifiers: That add effects to our models such as smoothing or mirroring.
  • Lighting: Which we will use to illuminate our little gummy bear.
  • Shading: We’ll create a colorful and transparent gummy candy material.
  • Rendering: Lastly, we’ll render a final image of our gummy bear to share with our friends online.

When we’re done we’ll have a cute little gummy bear to render to our heart’s content! The process you learn in this class can easily be applied to make another gummy animal of your own choice.

For our class project, you’ll be doing just that! Using all the knowledge you gained during this class, model another gummy animal and share your render with the class!

 

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

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

Meet Your Teacher

Teacher Profile Image

Harry Helps

Professional 3d Artist

Top Teacher


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

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

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

Level: Beginner

Class Ratings

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

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

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

Transcripts

1. Introduction: Hi, my name is Harry and I'm a professional 3d artist with over a decade of experience. I've most recently worked as a Studio Director for an award winning architectural visualization studio. The work you're seeing now on screen are examples of my past professional work. My class structures prioritize, clear and easy to follow beginner's guides. We'll go through each process step-by-step, so it's easy to follow along with me and avoid any confusion. This class, I'll guide you through the pfk-1 and beginner friendly process of creating a gummy bear within Blender. 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 gummy bear might seem like an odd choice for Beginners project, but it really is a perfect place to start. In this class, you'll learn the Blender Interface and it's tools. We'll be learning the basics of the interface and the tools in order to create our gummy bear, We'll learn Modeling, Which is how we'll create the body of our gummy bear, will add modifiers to our gummy bear, which adds additional modeling effects such as smoothing or mirroring. We'll create Lighting for our gummy bear so we can better illuminate it for the final image. Will go through the process of shading to create a transparent gummy candy material for our gummy bear. Lastly, we'll finish with Rendering how we'll create the final image of our gummy bear that you can then share with your friends and family. The processes you learn in this class can be applied to make any other gummy animal that you'd like. For our class project, you'll be doing just that by using all of the techniques you've learned throughout this class, I'd like you to create a gummy animal of your own design and then share it with the class. I'll personally review every render That's posted to the gallery and then provide feedback on what you've done amazing, as well as anything that could use a little bit of adjustment. I hope you'll join me on this fund beginner's journey through Blender by creating your very own gummy bear. I'll see you in the first lesson. 2. Setting Up Our File: If this is your first time taking in Blender class, I'd highly recommend you start with my complete beginner's guide to Blender first, this class was designed for the absolute beginner to Blender and 3D Art in general, we cover every single necessary topic in order to get you up to speed and running in Blender will accomplish this, but short and focus lessons that cover each topic from it beginner's perspective, utilizing a well-organized starter file, we end the class within easy project where you set up and customize your very own cozy camp site. With that out of the way, let's continue with the lesson. In this lesson, we'll be preparing our Blender file for the rest of the project. Let's begin. Let's start by clicking general on the left side underneath new file. That'll start us out with the general File. We're now going to go to Edit. And then down to Preferences. Center, this one node here. Then we can choose system here on the bottom left. That at the top here we want to choose cuda. So we're going to just click this tab. So you have different options here for these. Over in this case, you're gonna wanna choose cuda and then make sure both of these checkboxes are turned on. In your case, you should hopefully see your CPU, the name of the CPU on your computer, as well as the name of the GPO and your computer. Regardless of how many options you have here, make sure you check all of them. Ordinarily, we would use optics for most projects. However, in this case we'll be using cuda. These settings here are telling the Cycles Render, which is the render style we'll be using, which type of software to use to enable our hardware. So in this case we'll be using cuda. However, in most cases we would actually use optics for the purposes of this tutorial though, cuda will actually render our image faster in the future. If you want to branch out into your own thing, you might want to choose optics if you have the option to use it, you would only have optics as an option here. If you have an RTX card, a card that is enabled ray tracing. If you don't have a ray tracing guard, you'd have to use cuda either way. But as I said, for this tutorial, we're going to use cuda and we will have both of these checkboxes. Now that we've made these changes, we can close this window. We're gonna go over here on the right side of our window. I'm going to click this little icon here that looks like the backside of a digital camera. So these are render properties. The settings we just changed on that last window for the cycles engine, and right now it's defaulting to the EV render engine. So we're actually going to switch it to cycles. Difference between EV and cycles is EV is a lot faster. However, there is a little bit more limited in terms of what it can render and it's also not quite as realistic. For the purposes of this tutorial, we're going to be using cycles so that we can get a more realistic render. We're not really worried about the speed and we just wanted to look good. Now we can go down here to devise and switch it from CPU to GPU compute. Which means it will now use both our CPU or GPU to make our renders. That'll speed up the render speed considerably. As we scroll down here, we're going to make sure that this is set to 0.1 for the noise threshold. And it has this checkbox turned on, and that's the default, so it should be already set for you. We're going to change max samples to 256 and then hit Enter. Then we're going to check on this de-noise box. We're going to twirl down this menu at the little arrow here. And we're going to switch the de-noise or from automatic to optics instead. So in this case here we will use optics if you have the option to use it. However, if you don't, you can just leave it on automatic settings we just changed here are only for the viewport rendering portion of this and this will have no effect on your final image. Final image render settings are below where it says render. In this case, we're going to change the noise threshold. Instead of being 0.01. We're going to switch that to 0.03, which means that they image will be a little bit noisier. But we're going to have de-noise turned on so it won't matter. We're also going to change these max samples from the really high 40 96. We're going to change it down instead to 256 as well. Then we have de-noise already checked on by default. However, we just want to double-check when we throw this down that the noise or is set to open image de-noise. In this case, we don't want to use optics for the final render. Optics is much faster, which means it's good for your viewport. However, for the final image, we would rather have quality rather than speed. So we're going to use open image de-noise. Now that we have these settings changed, we can switch to a new tab, which is our output properties. So this one looks like a little printer printing out a picture. Then we're just going to scroll up to the top thing we're going to change here is our output resolution. By default it's set to 1920 by ten at, which is a normal ten ADP TV resolution. We're going to switch that instead to being a square image. So we're going to make this just 2000 pixels. By 2000 pixels. That will be have a nice square image that we can share on social media. With those setting has changed. We can now click on this icon here, which is our scene properties. It looks like a little cone with a sphere next to it. So we're gonna click that. Then we're going to talk them down. Units will be changing our units display from metric to imperial. This change is optional. However, for the purposes of this tutorial, I'll be using imperial units such as inches. So you will find it easier to follow along if you change your units as well. So we're going to switch from unit system from metric to imperial. The, we're going to change length from feet, inches instead. With the last Setting changed, we can now go up to File. And then we'll do Save As. Then you should navigate to wherever you'd like to save this file. So I suggest you save this into a folder, maybe in your desktop or in your Documents folder, or on a separate drive. That way you can always come back to this file when we're working on it. You don't want to be losing the file and then losing the progress from this tutorial. We're going to save this file that we all the settings we've just changed. We'll be ready when it comes to the next tutorial lesson. So go ahead and just give your file a name of whatever you'd like. I'm gonna just named mine gummy bear O1 just in case I'd like to branch the file, I could call it O2 if I wanted to. And I'm going to save this into a safe file that I know I can get back to. Once I have my name setup, I can just hit Save As now my file has been saved and it's ready to go for the next lesson. In the next lesson, we'll begin modeling the body of our gummy bear. I'll see you there. 3. Modeling the Basic Body: This lesson, we'll start modeling the body of our gummy bear. Let's begin. Before we start, make sure you're working in the file that we saved with all the settings changed from the last lesson. The first thing we're going to do is go up to Edit Preferences. Then we're gonna go to Add-ons. So we're going to enable an add-on that's already built into Blender. You're gonna go up here to the top-right. And in the search box, type in Add mesh. We want to enable them by checking on the box next to it. At mesh extra objects. This will just give us a few more objects to start our model with, which will make our lives a little bit easier. So at this box checked, we can then close this window and you don't need to restart Blender or anything. It'll just enable it automatically. And we're good to go. For this tutorial. We'll be modeling our gummy bear at a realistic size, which is about an inch in size, possibly a little bit smaller. And as far as blunders concern, that's a really small size. If we leave our viewport settings to default, then as we zoom in closer to our object, you'll notice as we get closer, the object begins to erase itself. We're able to push through this object and it'll start cutting away the faces in front of it. So to avoid that happening with the really small gummy bear we're gonna be modeling. We're going to need to adjust something called the clip. We're going to start by hitting N on our keyboard. Then we're gonna go to View. Then we can see here clip start. If our object is only 1 " in terms of size. Now this isn't, this box here is larger than an inch, but once we start our gummy bear or box is gonna be about an inch tall. We're going to do adjust this clip starts so that doesn't start clipping at almost almost half of an inch, little less than half an inch, it's going to start clipping away. So we're going to make this the smallest we can. So we're just going to type in 0.1 " and then hit Enter. Then as we get closer to our object, it won't start clipping away those faces temporarily to let us see inside it until we're 0.1 " away from the object. This will ensure that we can continue modeling our gummy bear without any issues arising where we're starting to see through the gummy bear when we're just trying to zoom closer into a vertex or a face, we can how I hit N again on our keyboard to hide that menu. And then we're ready to delete this basic cube that it starts with. So we can just select that and then hit Delete or X on your keyboard. Either work. Now let's create a new mesh using some of the new ones that we added with that add-on that we added in the beginning. So we're going to hit shift and a and then Go team mesh. And let me want to go down here to round cube. We're going to choose round cube. Then I'll, it starts out as a cube, but we're actually going to convert this into a sphere. But the sphere will be made up entirely of quads. So these faces here, we'll all be four-sided faces rather than having the normal triangular faces at the top. So we're going to go down here to the bottom-left. We're going to twirl open this menu so that we can adjust these settings here. Then we can go to Operator Presets. We're going to choose quad sphere because that's what we want. So you can see here it makes it into a sphere, but it's made up entirely of four-sided faces. As I mentioned before, we're going to be modeling this gummy bear to an actual real life size so that I love our lighting and our textures make sense in a real-world sense. Some of these values we're going to be typing in here I'm going to go into seem really, really tiny, but that's just what we need to type in and make sure that what we're creating is actually at the correct size. For our radius. We're going to type in 0.0, 075. Okay? Then we're going to select the X and the Y. So if you just click and hold the X and then drag down, it'll highlight all three of these. Now we have all three of them highlighted. Any number we type in here, we'll go into all three of those categories so we don't have to do it three times. In this case, we're going to type in 0.015 and then hit Enter. Now we can zoom in here and we can see how much smaller this gummy bear actually is. Then that cube, cube starts out pretty significantly large. This is actually the real-world size of the stomach of our gummy bears. So our overall gummy bear is going to be about an inch tall. If you had to think about, uh, how, how big an actual gummy bear is not the giant ones you see online, but the ones that you get where there's a bunch of different colors and a small bag. So this is gonna be the tummy section of our gummy bears or full overall gummy bear. It will be about this tall and this will be the bottom of it. This overall is about an inch. Then the last thing we want to change before we close this is we're going to change the ark divisions here from eight. I'm going to make these 12. So we're just going to add a little bit more cuts. You can seek out a little bit smoother ear and added a little bit more faces. Now that we're done with that, we can right-click on our object and then choose Shade Smooth. So it'll change it from that sort of faceted look where we can see each individual face that this object has. We want to make it look nice and smooth without adding a ton of faces to it. So we're just going to right-click Shade Smooth. And it'll just make Blender, make this sphere look as if it's smooth, even though it's not entirely smooth, before we get too far. And let's start some organization for Our File. On the top right here we can see our collections and by default we just start out with this regular collection here. And anything we create is going to go into it. So we can see here that the round cube that we created is now inside this collection. However, let's make a new collection that's just going to contain all the pieces of our gummy bear. So we're going to right-click in this menu up here. Choose new collection. We have collection to now. We can click and drag round cube into collection to. Now we're going to click this little white box next to this collection. So it's sort of like a folder box. We can click this. And now any new object we create is going to be by default created inside collection to rather than the base collection. So let's start renaming some of these things. For the first collection, right now it has a camera and a light in it. So let's rename this render Studio. So once we get to that point in the lesson, we'll be creating a render studio within this collection. And then collection to, we can just double-click one collection to. We're going to rename this gummy bear. Hit Enter. Then finally, let's rename this round cube. We're just going to call this body. Then hit Enter. Before we begin modeling, Let's go up to our overlay panel up here. So it's this two overlapping circles. It should be checked blue by default. We're going to click this Drop-down, go down to the bottom. Turn on Wireframe. Then we're going to set the opacity to 0.25. What this is going to do is just even when we don't have this model selected, we're just going to see a faint wireframe. So we can see our model. We can see all the faces and the vertex of our model. Okay, now let's actually begin shaping this body. To start with, let's rotate our camera around and zoom out a bit. And we're going to click on the X icon up here on the top-right. When you click on any one of these colored dots, it's going to put you into an orthographic view, which is a flattened kind of technical view that will make your model look as if it's 2D. So it will remove any sort of perspective that's going on in your model. And it's more of a, like I said, it's a technical view that allows you to get a very straight on view of your model. So let's start by clicking the X button. We're going to click that. So this little red X ball at the top. And now we're in a nice flat, perfectly straight view from the X axis. We're going to start doing some shaping of this model from this axis. Let's hit Tab to go into edit mode. Now we can see all the vertex in this model. We're going to switch to our move tool over here on the left. The last thing we're going to turn on Up, is up here. It's called proportional editing. This little bull's eye icon we see here next to this hill shaped graph icon. We're going to click this one. It's an ounce blue to blue bulls-eye. What this allows us to do is select a portion of our model. So say I select just this vertex here. I start moving it. Now by default, you'll find since this model is really, really small, the proportional editing is going to be so large that's moving all these vertex. So I'm going to hit Control Z to undo that change. Now as I grabbed this. So if I grab that vertex again to start moving it, I can scroll up when my mouse wheel. And as I do up the top-left corner, you can see where it says proportional size smooth says 3 " 2.51, 0.8. So as I start scrolling up, it's making this influence much, much smaller. So now what it's doing is anything inside this circle is being influenced by this proportional editing. And you can see how this is adjusting the movement of these vertex. With proportional editing on the larger it is, the more influence it will have on the surrounding area. It's moving all of these things nice and smooth, almost as if they're made of clay. So this allows you to get really nice gradual transitions in your model without having to move every single vertex by itself. So if I move it here, I'm going to hit Control Z. Now I'm going to turn off proportional editing just to give you an idea of how this looks without that, without this turned on. So no proportional editing. If I grab this vert See it only moves just this one single vertex. You can imagine how much longer it would take to get a nice smooth shape. If I had to move every single one of these vertex individually, it would take forever. It would make modeling a nightmare. I'm going to Control Z. These changes to get rid of that. Turn back on proportional editing. And now it's back to being nice and smooth. Again as you're moving this, use your mouse wheel up and down, and that'll change how influential it is on the rest of your model. So the bigger it is, the more it's going to move, the further it is from the selected vertex. The lesson we'll move overall. Smaller I make it, the smaller the influence. So you'll get a little bit of a sharper move. Okay, I've explained that I'm going to Control Z that so I can go back to the original shape. Then the last really important thing when you're working on your model is you almost always, there are some exceptions and we'll go over those once we get to them. But you'll almost always wanted to be working in something called X-Ray mode. What X-Ray mode does me, I'm going to back out of that view here so I can give you a better example this. So by default, without x-ray mode, if I just drag select over top of these vertex, as far as you can tell, everything looks like it was selected. However, if I spin around my model, nothing on the backside was selected. So when you're in this shaded view, which is the default, when you drag select over your model, you're not actually selecting through the entire thing. You might be working in this view here, you grab, grab this top half and you want to make it a little bit taller, you move it, and then you spin around. And you realize you only grabbed half of your model. So now when you get back into perspective, view and your model looks really messed up because you're only working really on the one side. So the way to avoid that, as we can go into our x-ray mode and simply just hit Alt Z the same time. So Altman Z. And now your model goes see-through. That's kinda why it's called X-Ray mode. Now if I drag select over this, if I rotate around, you can see it went through the entire model. This is really important when you're modeling on something and you wanna make sure it stays symmetrical and you're not only working on a single side of that model. Now if I just drag select, I can select over the entire thing and I don't have to worry about only working on half the model at once. Now it doesn't matter the direction in which you select it. So if I select it down vertically like this, so I'm selecting down it at an angle. It's only going to select these vertices, but it does still select through the entire thing. Now that we're in X-Ray mode with Alt and Z. So you just hit Alt and Z to switch in and out of this x-ray mode. Alternatively, if you'd rather use a button on your interface, I wouldn't recommend it, but if you prefer it, this button up here. If we click this one here, and when it's blue, you're an x-ray. If it's not blue, then you're in just this sort of standard shaded view. Now I'm gonna go back into my X view. So I'm just going to click this little red circle at the top. Nice flat view when I go into my x-ray mode. So I'm gonna hit Alt and Z. Now I'm just going to zoom in up here at the top and the model. I'm going to drag select over these top two here. It doesn't really matter. You can select one or two. Maybe we'll just select them one at the very top. So we're selecting just the very top of the model. That single central vertex selected. And now we're going to start shaping this body into a kind of a melted gum drop shape. So it's gonna be a little bit tapered at the top and it'll be a little bit elongated and then we'll flatten out the bottom. So let's start by making sure we have proportional editing on number. Just going to drag this up. And then as we're dragging it, we're going to want to make this a little bit bigger because we don't want it to be such a sharp point. We're gonna be making, like I said, a melted gum drop shape. We're going to pull it up to somewhere about here. Then as we start pulling it, we can go back to that same selection. And now if maybe we want to flatten out just the top of it here, we can make it a bit smaller and then just pull it down to make it a little bit flatter so it's not so pointy at the top. Then we're gonna do something similar at the bottom, except we're just going to try to flatten this out. So we can just zoom in here, click and drag to select over top of these. Let's make our selection a little bit bigger by scrolling on our mouse wheel to make the proportional editing bigger. We're just going to flatten that bottom out a little bit. That way when we make a little ground plane for it to sit on it, it'll sit nice and flat. So let's select these vertices going around the model here. So we're going to hold Alt. And then we're going to click on these vertices, one of these vertices here, and it will select this entire loop around. So make sure you have Alt selected. So if you hold down Alt and then select one of these vertices, it'll select around the object. Now, if you find that it's selecting a up and down on the vertices, just try selecting a little bit to the left of the right of it. Rather than selecting above or below it. So if you select just slightly left or right of the vertices one, it will select this entire loop around. And we're going to actually scale this one in a little bit. Now we're going to hit S on our keyboard. We have S turned on, which is our scale. Let's make this influence a little bit smaller. So I'm gonna make this circle a little bit smaller by scrolling up. And we're going to pinch it a little bit here. So you want to give it an upper body and a lower body that aren't just blending directly into each other. We want to have a little bit of a distinction between them. I think that looks good. Maybe we want to fatten up the lower body a little bit. We're going to hold Alt, then select this loop right here. It S and we're just going to scale this one up a little bit, give it a little bit of a sort of a punchier Belly bottom at the bottom here. So the top of it is sort of our chests, that's where our head is going to rest. Then the bottom here is the actual stomach. Let's de-select that. I'm gonna hit Alt and Z to get out of my x-ray mode. And I'm going to rotate around to hop out of this orthographic mode that we were in this ex vivo. Soon as you rotate, you can see, you can actually see the difference here. So as soon as I rotate, just pay attention to the shape of this. See how it looks like it's being stretched back in space when we're in perspective. That's essentially what we're trying to avoid by working in the X view. It just gives us a nice perfect front view. Now we can just rotate around, make sure our shape nothing looks weird. We didn't forget to go into X-Ray mode and only half of its fixed. So now we look around, if we're satisfied with our shape, we are going to move on then. Now let's hit tab to exit our edit mode. Now we're back into object mode. We're going to hit shift and a go to mesh. Then we're going to click Round Cube. You can see by default in remembered all of these settings that we had before. And that's important because we don't want to have to type those in every time. So we're actually just going to leave these settings as is, we're not going to adjust anything. Now we can start using this new cube, which we're going to name head. Obviously, we're going to use this to make the head. So let's start by moving it up. I'm just going to slide it directly up. Let's right-click on it and make it Shade smooth, because by default it comes in with the flat shading, shade smooth. Now let's go into our X view again. So we're going to consider this the X view, our front. So everything we do, we're going to consider this the front of the gummy bear. This is the back and then this is the Gummy bears left side where his left arm and his left leg will be. And then same thing, right, right arm, right leg. We're gonna go back into the X or what we're calling the front. And let's just scale this down a little bit. By default, this is a pretty large head. We want to make sure that we're only moving this up and down right now with just the blue handle on the z-direction. And we don't want to offset our head at all. We don't want it to be a little bit too far left or too far right. I'm just going to Control Z that we make sure we'd stays directly above the body. We're going to move it down to about here. Let's hit S on our keyboard. To just start scaling this down, we want it to be a little bit more of a realistic head size. Now this is gonna be a little bit of a goofy looking cartoony gummy bears. So we don't want to make it an actual real-world bear size because this isn't a real-world bear. But we don't want it to be. So oversize that it looks kinda ridiculous. I think somewhere around there it looks okay. Maybe a little bit bigger. I'm not quite as wide as the base of the body. It's about, if we look straight down here, it's emits about halfway point of the taper of the body. So here's his about the size. You're good. You don't have to worry about the exact size that I have mine at. Just make sure yours is relatively the same size. So let's start by shaping this head sort of like we did with the, the body. So we're gonna be doing sort of another kind of gum drop shape that we didn't hear. It's gonna be a little less tapered though, a little bit more round overall, sort of almost squarish. Actually. We're going to hit Tab to go into our edit mode. We're going to hit Alt and Z to go on our x-ray mode. Now let's start shaping this head. The first thing we're gonna do is sort of flatten out the bottom here. So we're just going to drag select over the bottom. Drag these up, and make sure your influence is large enough that you're not making a really sharp movement. You want it to be a pretty large, soft movement that we're doing here. We're going to pull this up. Now let's start tapering the top of the head a little bit. So with just this top vertex selected. Let's see if we can use scale for this. We're going to hit S on our keyboard, so S then make your influence much larger. That way it's a nice gradual change. It's going to change almost the entire head. We're going to scale that in a little bit. Now let's scale this center part end because I think the head right now is a little bit too wide overall. So let's hold down Alt. Click to the left of the central vertex here. So we select this entire loop. We're going to scale that in. Might want to make our influence a little bit smaller here, just by scrolling up. It seems like it's moving really fast and it's kinda hard to do a small movement. Just remember to hold down Shift and that'll make your movements a lot slower in a lot easier to control. Some of the scale that into about here. We're going to do something similar on the bottom, except we're going to actually going to make this a little bit larger. I'm going to select right around here, maybe a quarter to the way down. I'm going to scale this up a little bit. We're just gonna keep working on this head here. We have it's sort of shaped like we want. Now we are gonna be doing another round of adjustments on this head, but we wanted to make sure we get this front view correct first. I'm going to scale this in a little bit. Again. It's a lot of just eyeing it up, shaping it. Sometimes you might need to select an edge loop and move it down because you want to flatten out this bottom a little bit. So I think that's actually helping this head in this case. So by moving this down, I'm giving it a little bit more of like this is the bottom of its cheeks here. And then the head tapers up to eventually where our ears will be. I think the head might be a little bit too pointy. I'm just going to grab this top one here and flatten that out a little bit. Maybe scale it in a little bit with S. Scale that up. Okay. Now that we have the front of the head shaped as we like, now we need to go to the side view because the head of the Gummy Bear won't actually be entirely symmetrical. The front of the face is going to look different than the back of the head. So they both shouldn't be just featureless spheres on either side. We're actually going to add a muzzle or a snout to the front of this head and as well as flatten out an area where the eyebrows and the eyes would go. To do that. We're going to go into our negative X view. Because remember if we're in the X, that means we're in the front, sorry, we're going to actually go into the negative Y view for the side. But as I said, the X is the front of our gummy bear. We're going to rotate around and then we're going to click on the negative X. Now we're in a nice flat view again. And we're going to shape the front of this head so that it's not just this nice round back of the head. Let's start by grabbing the front of the forehead here. I'm just going to grab just a few of these vertex here. We're going to start pulling this out and then we're gonna make are influenced a little bit smaller because we really only want to be affecting the front of the head. I'm gonna pull this out to give it a little bit of a forehead, sort of a bump where the forehead meets. I'm going to start grabbing the Eyes here. This is the area roughly where the Eyes and sort of like you could think of the eyebrows would be about here. I'm just going to slide this back. I'm going to make this a little bit smaller. You can see here just that small little Change. Adding the area for the Eyes made a pretty big difference on the look of the front of the head. And so we can tell now that this is the forehead and this is where the eyes go. And then down here is where the snout or the muzzle or the nose would be. Let make this one a little bit bigger. We want to move this a little bit further. Then maybe we'll just pull these Eyes back a little bit more. You don't want to make any of these things too drastic because we are at the end of the day and making a squishy, featureless gummy bear, it doesn't need to have really sharp edges. Everything on a gummy bears. It's very smooth, very melty looking. So don't have to worry about making very specific areas like you don't want to Model in and exact eyebrow probably. Now if you wanted to make your gummy bear look a little less, maybe realistic and a little bit more stylized. You could. But we wanna go with probably a little bit more of a realistic look, which is gonna be a very smooth and featureless gummy bear. I'm going to pull this chin down a little bit. We want to give it a little bit more of a, a bottom of its face. You can scroll our wheel down to make the influence a little bit larger. Then just continue refining the shape until you get a shape that you're pretty happy with. So think for now that looks pretty good for me. So the last thing I'm actually going to do is move the head forward. When we do that, we don't want to be doing that in edit mode. We want to move the entire object, not just the vertices. So once you're happy with the shape of your head, I actually just, just decided I'm not entirely happy. I'm gonna move this just a little bit forward. I don't like quite how round the back of the head is. Okay. Now I'm done, I promise. Okay, So now that we have our the head shape as we like it, we're going to hit tab to leave our edit mode, we're gonna go back to object. And then we're gonna move this head just a little bit forward. We might want to move it downward a little bit too. Because we want the head to be set a little bit forward so it juts out a little bit more. The chin overhangs the body a bit more. It just looks a little bit more natural if this head isn't directly over top of the body. This is also a time where if you think your head is a little bit too small or anything like that. We can also just hit S and scale up our head. Make it to a size that we feel like it's appropriate for our body. Also, if you feel like, like right now, this body is very symmetrical. If you want to make it a little bit flatter on the back, so it's not so round on both sides. We can just go back to our body, hit Tab to go into Edit Mode. If I can just pull this body in here at the bottom to make it a little bit flatter, sort of like the back of the head to give it a similar detail. So maybe I'll move it in there and then I can scroll this down to flatten this out a little bit further than it was. Okay. Now let's rotate around it Altman Z. To go back to this regular shaded mode. Now I can spin around my body and just see how does this look? Is this feeling like the head is the appropriate size. This is the shape needs to be adjusted at all. If you're happy with it, then we are now done with the Basic head as well as the Basic Body. In the next lesson, we'll be adding the arms and legs to our gummy bear. I'll see you there. 4. Modeling the Limbs: This lesson, we'll be modeling the legs and the arms for our gummy bear. Let's begin. We're now going to start creating our legs. So we're going to shift and a good a mesh Round Cube. And again, we're just going to leave these settings as they are. And we can just scale this from here. We're going to right-click, go to shade smooth. This looks nice and smooth. Then this object here we're going to start to shape into a leg. So we're going to have this kind of stubby little rounded leg on the bottom. Let's start by going into our X view so we can see our model from the front. We're going to click X. Now I can zoom in here. We're gonna go into our x-ray mode as well. So Alton Z. Now we're going to position this leg roughly where we want the leg to be. And then we're gonna scale this down by hitting S. We're going to scale it down to around here. None of these things that I'm doing here, super exact, your gummy bear is going to look slightly different than mine. Yours, you'll look, yours will look different from another student. Students. But that's just gonna be a way to give everybody's gummy bear a little bit more character. We don't have to, once we have it at the correct size, the individual proportions of these elements can vary. Maybe we'll scale this up a little bit and just kinda get it roughly in the position where you think the leg would be on this gummy bear? I think about there looks correct. So now if we spin to our side, our leg currently is just an orb here. So we're going to stretch this out so that our leg is stretched out towards the front. So now we can go into our negative Y view, which will be the side view. We're going to hit Tab to go into our edit. Then we can zoom in here and we're going to grab this front vertex here while we're going to x-ray mode. So we're making sure that we're selecting through the entire object. With our proportional editing still on. We're going to start pulling this out. We want it to be relatively large pool here because we wanted to pull it pretty evenly. We're going to pull it little by little here to the front. So we're going to pull out about here. Now we can drag select over the back, just uniformly stretch, stretch this out. We can grab these frontier. I'm actually going to probably stop the back right about here. I don't think it needs to go much further than that. In this case here actually, let's try to drag select over more than just one of them here because we want to keep this anything we select here with our drag select will remain at a fool influence. So this will move altogether. It won't do that clay movement where it moves it proportionally with everything else. If you have all of these selected, they'll all move as they are. But everything else you can see is going to be affected by that soft fall off. We're going to move these out to about, about here. Maybe. Let's rotate around. I'm going hit Alt C just so I can see what the model looks like. It's a little hard to see sometimes when it's X-rayed. Sometimes it helps to hop out of your X-ray, see what you're working with, see if everything with shapes are looking correct. Then you can go back into the X-ray mode when you're ready to start modeling again. I think right now our leg is probably a little bit too pointy. So we're gonna go back into our side view here. Go back into X-Ray with all T. And let's flatten out this tip here. So we're just going to select just these front center vertices. We're going to make this good bit smaller. That way we can give this leg a little bit more of a blunt end on it. It still round. We just don't have to come to so much of a point. We're also going to scale this down now as well. We want to tighten this curve up a little bit here. As you start stretching these out, your faces are getting further and further apart. So they're getting larger and larger. Which essentially is making your model look a little bit more jagged. The tighter your faces are, the smooth ER, these curves are going to be going again, scale this down just a little bit. I think the front of the leg is getting a little bit too large. Now let's grab these vertices here and let's pull them down a little bit. So I'm going to make this might influence. You can see my influences pretty large right now because I want to move a lot of the leg with it. We're gonna pull this down to the legs are angled down just a little bit. We don't want the legs sticking straight out of the body when we want them to feel like they have some weight and they're laying on the ground. Something like that. We're gonna go out of our x-ray mode now. Just get an idea of what we're looking at. I'm gonna hit tab just to get out of my edit mode as well. So it's a little bit cleaner. I think that looks pretty good. So you can see here how I have this leg intersecting into the body In the front here, it's lined up roughly to where the edge of the body IS, goes down a little bit past the bottom. Because we work. Basically the Gummy bears sitting on the backs of its legs. Then as we go back here you can see it tapers back and kinda meets the body back here. So you want to make sure that your gummy bears leg is pushed into its body about as much as mine is. If you need to shape the vertices while you're doing that, you can hit tab alt Z and then just drag select over the back of the leg. And then you can just move the leg like the back half of the leg inward a little bit. If you'd rather have the leg not poke out of the side of the hip as much. While you're moving this stuff once you've already made your selection and you know your selection goes through your model. You can hop out of your x-ray mode just to see how it's affecting things better, you don't need to stay in X-Ray mode Azure modeling, you can always hop out of it once you know your selection is correct. Okay. So I'm pretty happy with that. I think that looks like a pretty good leg. So I'm gonna hit tab to exit my edit mode. I don't need to be there anymore. Now that we have our left leg, rather, I guess E gummy bears right leg created. We'll want to make our the other side of the leg, but we don't want to have to remake the model identical to this leg. And also it's a little bit tedious to duplicate this model. So if we hit Shift D, we can duplicate this leg. And then we'll have to rotate the leg and make sure it's positioned exactly the same. So rather than doing all of that, then having two separate legs that we have to adjust independently. We're going to delete that. We're actually going to be playing a mirror modifier to this leg so that it mirrors it over here. And we have two legs on either side that are going to be nice and centered. So we're gonna go to our modifier panel here. With the legs selected. We're gonna go to Add Modifier. And then from this modifier list, we're going to choose mirror. By default, it's mirroring it in the x-direction, which you'll remember is the red direction here. So it's mirroring it back-and-forth this way. We want to actually mirror it on the Y. So we're going to uncheck the x-direction and then we're going to check the Y. However, when we switch it to why you can see it moves it a little bit here, but it's actually mirroring it exactly in place. So it's mirroring it right where this little orange dot is. So that's the center of the model right now. It's mirroring it exactly where it's at. We want to actually move this over. We also want to uncheck the merge button here. So we uncheck this. This is actually welding these vertices together. That's not something we need because we actually want to separate legs. Okay, so now that we have it set to access is just Y and we unchecked merge. How do we move this over? So the way we do that is go up to Options. We're going to check when origins. What this is doing is this is allowing us to move this orange dot for this model. And as we move it, you'll see that second leg is now mirroring from that new point that we move. We're gonna go into our X view. So we get a nice straight on view. We want to move this dot directly to the center of our gummy bears. Right now our gummy bear has the central line that runs down it. So if we zoom in here, you can just drag this so that these lines match up. Again. If you hold Shift, it'll move it nice and slow for you. Right about there. Now, this is nice and centered. We have two legs that are on opposite sides of the body, and it's actually mirrored that. So our legs right now are pulled in at the back and then they flare out at the front. That's going to make sure that that mirror detail exists on this right leg as well. So with that, moved over, we have to remember to make sure we turn off origins, or by default will only be moving origins and affecting the origins of the objects, not the objects themselves. We're going to uncheck origins. Now we have two legs that are on either side of the body. And if we want to make any adjustments to our leg, we can hit tab to enter the edit mode. And if we select any vertex or do any changes over here, it's actually going to do it on both sides. So both of these legs now are being affected. So we find that our legs are too long or too short. We can just quickly adjusted. And now it's back to being correct on both sides. I'm going to Control Z to undo that change. And then I can hit tab to exit. The last piece of our gummy bear we need to make was the arms. Before we do that, let's make sure we rename the legs correctly. So we're just gonna go up to the top-right double-click and then just call this legs. Now let's duplicate these legs and make the arms out of them so the arms are very similar to the legs. It's not really any point and going through all that hassle of doing it all from scratch when we can just use the legs and just adjust their positions and their sizes a little bit to make them look like the arms. So to start with, we're going to hit Shift D, and then we're going to hit Z as well. So once we hit Shift D, we're going to start making a duplicate, but we went hit Z afterwards. Now it's only allowed to make the duplicated vertically up and down. We're gonna place it roughly where the arms are gonna be. Right now. I mean, you could leave them as arms if you'd like, but they're pretty large arms. And most of the time your arms are gonna be a little bit smaller than the legs. So let's start by, let's disable this mirror modifier because it's going to make it a little bit confusing as we're working to begin with. We're just going to uncheck over overgrown your modifier panel here. We're just gonna uncheck this little monitor here. So this Modifiers didn't go anywhere. It's still there, it's just not displaying anymore in this. Now let's start scaling this down. Now, since we moved our origin, it's actually going to be scaling from the center of our model. It's moving from the center of the Gummy Bear rather than the center of the model. So it's going to behave a little bit differently. You just have to get a little bit used to that. Scale this down slightly. Go into our X view to make sure our arms are positioned roughly where we want. Now don't worry about this not being centered here. We can always recenter it. Right now. We just want to make sure our arms are roughly where they should be. I think about here. It looks correct. So our legs we had kind of flow into the hips. It's not so bad that your arms stick out though. We want to have a little bit of a shoulder here where the arms start. I'm going to move it up to just below the bottom and the chin here. I think about there looks good. Now we can start shaping this so that it looks a little bit more like the arm and a little less like the leg. I'm going to hit Tab, go into edit mode. When I go into my negative Y view, which is that same side view that we were looking at before. Now let's, with her proportional editing turned on, make sure we have the front here selected. Now I'm not an x-ray mode, so that would have been, would have been pen. So I'm gonna switch back to x-ray mode. Select these vertices again, because if you just switch to x-ray mode, it doesn't know what you tried to select, so you have to switch to your x-ray mode if you made a selection without it on, and then remake your selection now with your X-ray mode turned on, we're actually going to pull these arms downward a little bit. So we went the arms to look like they're resting downwards, not directly on top of the legs, but at least angling down towards them. This is also situation where we can shorten the arms up a little bit if we'd like. I think something around there it looks okay. Maybe we select these and scale them down a little bit. Let's make the arms a little bit more pointed than the legs where. And then we can if we want to can scale or we can flatten this out just by moving them towards the back here with a smaller influence on our proportional editing. Now let's select these back vertices here. So I'm just going to select roughly in the middle of the back of the arm. I'm going to rotate around. I'm going to turn off my x-ray mode so I can see a little bit better. Now I'm going to try to taper this arm backwards into the body. I don't want it to just kinda jut out like that at the back. When it's a nice, Have a nice smooth transition into the back of the body. I'm going to actually scale this up a little bit. So that's a nice smooth transitions. It looks like the arm just kinda flows backwards. Here's roughly the shoulder and then it flows backwards into the I guess if our gummy bear had shoulder blades, this is roughly where the shoulder blades would be. With our selection still made. So you can see I still have these vertices selected. I can just pull these out a little bit if it seemed like a dove in a little bit too far. I think that looks pretty good. I'm pretty happy with that arm shape now. We can always adjust this later if we start adding pieces and the arm seems a little too big or too small, That's something we can easily adjust down the road. Okay, so now I'm gonna hit tab to exit my edit mode. I don't need to be that there anymore. So he can now turn back on this little monitor icon here, which will enable it and Review Board again. Now we just need to re-center this orange dot the origin back to the center of the body. And then that will make sure that this arm here is that the exact same spot as the other side. So again, we need to go up two options. Turned on origins. We're gonna go into our X view. So we're nice straight front view. We're just gonna move this origin over to the sensory here again. Then the further you zoom in a little bit more accurate, you can be again holding Shift. We'll make it a little bit slower. Now I can zoom out, turn off origins. Then I can rotate around my model. And now we have a pretty good start on our gummy bear. So we have our body or head, or legs and our arms. So let's not forget to rename the arms. Oops. Sheets, spell it correctly. So arms. In the next lesson, we'll be finishing the model of our gummy bear by adding the remaining details. I'll see you there. 5. Modeling the Belly and Ears: In this lesson, we'll be modeling the Belly and Ears of our gummy bear. Let's begin. Let's start by creating a rounded cube like we have been before. So we're gonna hit Shift a kind of mesh Round Cube. Then we'll be using the exact same parameters that we had before. In case you forgot, you have to go up to Operator Presets, switch it to a quad sphere. Then for our radius, it's going to be 0.0, 075. Then for our size, for all of these, we can just click on the X dragged down so we highlight all three. Then it'll be 0.015. Then our divisions will set to 12 for the ark divisions here, which you have that set. Now we can right-click Shade Smooth so that our sphere is nice and smooth. Now we can begin shaping it. We're gonna go into the negative Y view so we can see it from the side. We can zoom in here. We're just going to move this towards the front. Then I'm gonna hit Alt and Z to go into our x-ray mode. Now I want to rotate this so that it matches the angle of the body a bit better. So we can see right now that the sphere is currently rotated perfectly vertical and perfectly horizontal here. But we want it to match this slight angle we have on the stomach. So let's start by going to my rotate tool here on the left. Then we're just going to rotate it on this green axis here, which is the Y. We can rotate it this way and we can hold Shift to rotate it a little bit slower. We can move it a little bit more fine adjustment. We can see here how this line here now, the central line, we want it to match up to roughly about the same angle as the Belly as the body. So this angle here that we have, it doesn't have to be perfect. It's gonna be a little bit easier to shape it if it's rotated a bit closer. Now let's switch to our scale tool, which is over here on the left. It's the box with the arrow pointing out of it. Then up at the top here we're going to switch this from global, which is currently set to, Which means that the handles here on our gizmo, we're going to match identically to what we see at the top. So Z will always be up, regardless of whether or not we rotated it. If we switch it to local, it will now take into account the fact that we have rotated this sphere a little bit. So now Up is actually at an angle because we rotated the object. So now these, these gizmo controls here no longer directly match the top-right, which these are the world coordinates. We're gonna go back into our negative Y here. We want to flatten out this sphere here. We're just going to grab this X handle. We're going to pull it in. So we're going to flatten this out until it's sort of like a big rounded disk, will flatten it to about there. Now we need to shorten it up a little bit as well. So we're going to shorten it to somewhere around here, and we're gonna be able to adjust this after the fact. Now let's rotate our cameras so we can get out of that, that negative X view. I'm going to hit Alt and Z to get out of my x-ray mode as well. Because this is going to be a little bit easier when we're just looking at the shaded view. Now we can squish the y-direction, which is the green handle. That seems about the right size. However, it's not, it's not quite intersected as we'd like. So let's go back to our move tool. We can see here we're still in local. This change is gonna be applied for all of these tools here. We're still in local, so everything is rotated. We're just going to push this into the body. We're going to slide this up. We're just going to try to find a nice spot where this looks like the Belly of like a, we're kind of replicating a detail that is on teddy bears. So this a teddy bear, this would be like a different color, like Belly segment, maybe the first a dark brown and then the center would be light brown. We're trying to replicate that on our gummy bear. Now let's go back to our rotate. We're just going to rotate this so that this little Belly segment seems to be just kinda be protruding out of the body here, giving it a little detail in the center. I think that's looking better. Let's move this forward just a little bit. I don't like quite how much it's intersecting at the top. I think the top and the bottom look good now because of the sides, I don't I'm not a huge fan of how this has this ledge here on the side. So I think we're going to actually bend the sides inward so that they look a little bit more similar to how the top and the bottom look. So to do that, we're gonna go back into our x-ray mode. So Altman Z, you can select the Belly again. Now we're going to hit Tab to go into edit. We'll make sure that we're into vertex mode, which is up here at the top. Should be by default, in vertex mode, that's the first mode it goes into Now we're going to select the left and the right of the center of this Belly. So we're going to select here. We only want to select like maybe the first two vertices here. And I'm going to hold Shift. And then I'm going to, while I'm selecting this holding shift, just select the other two and that'll make sure it adds to my selection, not replaces it. It's now have these selected on both sides. That's about what yours should look like. I'm gonna hold Alt Z again to get out of x-ray mode because I want to actually be able to see a little bit better here. I'm going to move these back with proportional editing turned on. So make sure you have this little blue bulls-eye turned on. So your proportional editing is on. I can move these handles back. I might want to make these handles are the proportional little bit smaller, so it's not moving quite so much. I'm just going to pull this back till this intersection here. It looks a little bit nicer. So just look around your model and see if there's any areas where it seems like it's protruding too far out. So I think here it might be a little bit too far. I'm gonna go back into X-Ray mode and make sure I'm selecting through the model. I'm just going to select this corner here. Same thing on the other side holding shift. We've my x-ray with Altman Z and then just pull these back. In this case, I definitely will have to make it a little bit smaller because I don't want to move the top too much. I wanted to be a pretty local movement. Think about there looks good. I'm pretty happy with the bottom. I think the sides look better. I think the top looks good. Now I'm gonna hit tab to exit this. Click off the model and just give it a spin. C if you liked the way it looks, I'm pretty happy with this. Your belly should look something similar to mine. Again, don't, don't worry about it being exactly perfect. It doesn't have to meet, you know, exactly where were all these lines meet up? Just something similar to this will work. Okay, so once you're happy with your belly, then we can move on to the next step, which will be adding the Ears. Before we add the ears, let's just make sure that we have our Belly renamed up in the top-right. I'm just going to rename that Belly. And now we can hit shift into a. It's add a new mesh mesh and then round cube again. This by default should just remember the last thing you answered. So you shouldn't have to type this in every time. We're just going to leave it as is. Right-click, Shade Smooth. So that looks nice and smooth. Now we're gonna go into our front view, which has worn, remember is the X. So we're going to click the X at the top here. Now we can move this up and we're gonna be scaling this down. So that's about the size of any ear. Let's get it roughly where it should be. We're going to hit S so that we can enable a quick scale. We're just going to scale it down to, it's about the size that we want our ears. Again, this is a bit of a personal choice. If you'd like to make yours a bit smaller, a bit larger, can do whatever you think looks best. I'm happy with this size for now. I think we'll leave it there. Now let's go into our negative X view, which is the side view. We're going to start shaping this ear so that it's flat on this front. And then we're gonna have it's kind of taper off in the back. So it comes to a smooth cone in the back, and then it'll be a little bit flatter in the front. So first we'll hit tab to enter the edit mode. Alt and Z denser our x-ray mode. Now we're going to start using proportional editing to flatten this out. Let's just drag a selection here over the front few vertices here it can be one or two. We're going to start moving these backwards. We might need to make it a little bit bigger because we want to affect pretty much the entire front of the sphere. We're going to move it to about there. We don't want to move it so far that it starts buckling in on itself. You can see now in this front selection here it's actually going concave, it's going inward. So we don't want that. We want to move it until just before that starts happening. I think somewhere around there it looks pretty good. Now maybe we can drag select here. See if we can get a little bit more of a large selection here. So something around there. And then we're going to move these back again. And this will help prevent that concave thing that we were getting. We might need to make our selection, the proportional editing a little bit smaller here to prevent the, the whole year from moving. I think that looks pretty good. Now let's use our scale tool. We're going to actually switch to the scale here. We're going to scale this in the x-direction, which will further flatten this out. You can see as we're scaling it, it's flattening all these vertices out that we have selected as well as the other vertices nearby based on the proportional editing. We're going to flatten this out pretty flat. Not entirely though. You'd want to have a little bit of roundness to this. Because again, this is a gummy bear and nothing on this would have really hard edges. We're going to scale it to about there. Something that looks pretty good. Now let's start shaping the back here. Before we finished the front. Let's track select over the back here I'm gonna go back to our move tool. We're just going to start pulling this out. We get a bit of a taper. You'll notice our Ears seems like it's going too far back. We can adjust that just by moving the entire ear forward. We're only worried really about the shape at the moment. I'm gonna make my selection proportional editing, editing. I'm scrolling it a little bit smaller. So I'm not moving so much of the year. I'm just going to taper this down a little bit. So I want the slope to be a little bit more drastic on the top and then it flattens out and gets a little sharper here on the bottom. So that's about what your ear should look like. We can drag select over the front of this ear now. Pull it forward roughly to where we'd like about there. I think that shape looks nice now that I'm gonna hit tab to get out of my edit mode, just pull my ear back forward where I want it. I think about here, it looks good. So a little bit before the start of this foreheads segment that we have. I think that positioning looks pretty good. Maybe be back just a little bit. Now let's finish off the front of the ears. I'm gonna go back into tab, or rather it back into edit mode using tab. I'm just going to track select over the front, front, a couple of vertices here right in the center. I can rotate around and I want to see, want to see the center of the ear years. Maybe we actually just select just the center vertices here. It's rather than having it select a few of them, just try to select the dead center of this. The roundness of your Ears is the center of the circle. I'm gonna hit Alt and Z to get out of my x-ray mode so I can see a little bit better. With my proportional editing still turned on. I'm gonna hit S to start scaling it. I'm gonna make my scale or my, my proportional editing a little bit smaller so it's not affecting so much of the ear. And I'm going to scale this up. So you can see as I scale this up, it's actually sharpening the edges of the ear a little bit. So I'm going to scale it up just a little bit. And we can see now we have a little bit more of a tight edge here. So more of a, an obvious sort of stopped for the front of the ear. I think that looks pretty good. Pretty happy with the shape on this year. If you want it to taper back into the head a little bit more, all we have to do is just select one of these back vertices. You're not to worry about X-Ray mode since we're only selecting one. Then we can just pull this made me make the proportional editing a little bit bigger. And then just pull this inward towards the head. That way it kind of tapers back into the head a little bit better. That's what our ear looks like right now. If you ever think that, your know, your ear looks a little bit too big overall. Control Z that we can get out of our edit mode. Then we can just scale our ear down a little bit. Maybe we want to just scale it just below whatever it was before. Then just move the ear a little bit into the head. And that'll just make our your overall a little bit smaller. So that's how I look or Ears looking from the front right now. Maybe we want it a little bit higher on the head. I think there it looks pretty good. Again, just adjust your ear to whatever you think looks best for the current proportions of your gummy bear. Now we can rotate around. Now let's add the last piece of the ear, which will be this sort of puff in the middle of the year, can zoom out. It shifts into a go to Mesh round cube, just like every other time. Right-click Shade Smooth. Now let's move this up to the center of this year. So we're going to go into our mode here. So the X view, it, Altman Z. Then we're going to center this in the middle of our ear the best we can. Just start scaling it down. Again. If it seems like it's going a little wonky a little too fast, just hold Shift and that'll slow it down for you. We want to scale it down so it's a little bit smaller than our ear, and then just try to position it so that it's centered as possible. You're not really going to notice if it's just a little bit off one way or the other. So don't don't agonize over the exact placement of it. You might be able to use, depending on how much U-shaped your ear, you might be able to actually use the wireframe of the ear itself to line up the puff. So here I can see that this is the, seems to be the straightest line here, which means it's probably centered on the ear. So I'm just going to wind my sphere up to that. Then the vertical one I can see here that this seems to be a sensor of that. Then I can just shift this a little bit to the side to center it there. It's approximately centered and that's all we really need. Now we can rotate our camera. We can hit Alt Z to get rid of the X-ray mode. We won't really need that for this. This will be a pretty simple adjustment. Then we want to pull this ear puff until it's about halfway inside the ear. So you see we have about the front half of this sphere sticking out the front. Now we're just going to squish this down very similar to what we did with the Belly. So we're gonna go into our scale, use the X scale. In this case, we're going to flatten it out this way and find it out as much as you'd like if you want it to be relatively flat, just like the front of the ear, you can do that You can have it puff out just a little bit more to give the front of the year a little bit more of a volume on it. Then just use your move tool and just push it into the year as much as you'd like. I'm going to leave mine about here. Now if we zoom out that year now has a little bit of a central detail here is something similar to what the Belly has. If you think the puff overall is a little bit too large and you don't have enough of a border on your ear, you can just hit S and just scale the whole thing down to give your ear a little bit more of a breathing room on the edges. And then just push it in or out depending on how much you've scaled it down to make sure you maintain the amount of puff that is coming out of the front of the year. Okay, So it looks pretty good. Now we're going to rename these pieces. So we're going to call this piece of the large tapered piece in the back with the front, the flat front. We're going to call that ear. We can actually name this Ears because it will actually be both of them once we apply the mirror modifier. Then the front here, and we're going to call this Ears puff. So now we have both of these pieces renamed. Now we're going to go and add our mirror modifier so we get it on the left and the right as well. So let's start with the ear. We're gonna go to our modifier panel, which is this little blue wrench here. Go to Add Modifier. Choose mirror. Again, you can see it defaults to going front and back rather than left and right. So we're going to turn off the X. We're going to turn on Y, which you won't notice any difference right now. And then return good to turn off emerge because we don't need it to weld these vertex together. Now we can go up to the top-right, choose Options, then choose origins. Now we can slide this over and it'll move the duplicate over. So I'm gonna go into my x-value here. That way I can center it. Just going to zoom in, in line it up as close as I can with the center here, hold shift, move it a little bit slower. Now we have our ear on the left and the right. We don't have to worry about turning off option origins yet because we're going to be doing it immediately again anyway. So just select your ear puff. Now. Go to the modifier panel just like before. Go to Add Modifier, mirror. Turn on, turn off, uncheck Merge. We still have origins selected up in the options. We can just move this over, Zoom in here and center it out. That's pretty close. Now we can turn off the origins selection here up in the options that we can move our objects regularly. And we are now done with both the ears as well as the Belly. The next lesson, we'll finish our gummy bear model by creating the Eyes and the nose. I'll see you there. 6. Modeling the Eyes and Nose: In this lesson, we'll be finishing our gummy bear model by adding the Eyes and Nose. Let's begin. We're going to start with the nose as it will help us find the best placement for the Eyes. Once we're done, let's add a round cube. We're going to hit Shift a mesh round cube. And we're going to use the same parameters as we have been for the last pieces. So 0.00, 750.015 quad sphere and then 12 for the ark divisions. Once we have that made, we can right-click Shade Smooth. Now with our Move Tool selected, we're going to select this little green square here and move it up towards the front of the face and then scale it down. We can rotate around here, scale it down a little bit more. The piece we're actually making right now is the muzzle or the snout of our gummy bear. So we're going to have this piece, this larger piece that will show where the mouth is. And then we're going to have a smaller Nose that sits near the top of it. Now let's rotate around. I'm just makes sure it's about the size we want. We're always going to be able to change this in the future, but we want it to be roughly about this size. Just make sure uses about that large. Now let's go into our negative Y view so we can see it from the side. We're going to rotate this, something like we did with the Belly. So we're going to rotate it so that it matches roughly the angle of the head. So let's hit Alt and Z. We can see this. Just rotate it slightly. So about there. Looks like it's about ten degrees roughly to the left. So that's good. Now we can begin the process of starting to shape this. To start with, make sure you're in local. So the top here, make sure you have it set to local. Then we can switch to our scale. Morgan going to squish this down a little bit, not quite as much as we do with the Belly. I'm going to squish it to maybe about, about here. Should be proud that flat. And then we're going to start shaping this. So let's go into our front view. So using the X view at the top can now hit Tab tend to our edit mode. Make sure we're in our move tool here. I'm going to move. Now we're going to start shaping this from the front, and then we'll finish the shaping from the side as well. So let's start with just selecting the vertices appear at the top. And with proportional editing turned on, we're going to pull this down and kind of flatten out the top. So let's make sure are proportional isn't quite so big. So we're going to pull it down to about here. Now we can select this bottom area. We're actually going to scale this. So with these bottoms vertices selected, we're going to hit S, scale this down, sort of pinching it a little bit at the bottom. Now, let's drag select over the top here. Try to get a couple of the selected appears, so we have a fair bit of them selected. Then we're going to move all of these down that we were trying to prevent, that concave thing we add on the years. We don't want it to collapse in on self. We're trying to get it to about sort of like a heart shape without the sort of V at the top. We have this kind of, or maybe a guitar, guitar pick if you know what that looks like. That's kinda the shape we're going for here. I think that looks pretty good. Let's rotate around and just make sure that it's looking like we want somebody had Alt Z. So right now I'm only concerned with what it looks like from the front. Does so does it look large enough at this point? I think it looks pretty good. We don't want have really large muscle here. It's gonna be a cartoony looking bear. I think that looks pretty good. So as long as yours is looking pretty similar to mine with this sort of pinched bottom, then the flattened top, then it flares out here almost like a really rounded triangle, if you want to think of it that way, upside down rather. So that's what we're looking for. Now let's go into our side view, which is the negative Y. We click that at the top right. Now we're gonna be shaping what it looks like from the side. Let's hit Alt and Z to go into our x-ray. Then we can select the top vertices here. And what we wanna do is make a, I guess, another triangle shape here on the side. So we wanted to poke out more on the top and then taper back inward as it goes to the bottom. Now it's all gonna be pretty round. We're not going to go with any sort of sharp shapes. But that's the general shape that we're going for. Let's drag select over these vertices right around here. We're going to move these out. Let's scroll to make sure are proportional editing is a bit smaller. So something about there. Maybe make it a little bit bigger. Now we can pull these vertices at the bottom. Rescale this one up a lot. I'm going to pull these in. Then let's round this front out a little bit more. We can pull this out a little bit. Now again, you don't want to make this too sharp. So if it seems like it's getting really pointing at the front, just try to, try to round these off, just select some around, push them in and out. And so you have a nice, nice gradual kind of triangular shape here on this side. Then don't worry about what the left side is doing because this is all going to be hidden inside the head. Now that we have the shape correct from the side and the front, let's rotate our camera around. We're going to hit Alt and Z to get a better look at it. I think it looks pretty good. So the shape looks correct. However, I think it sticks out a little bit too much on the sides. I'd like it to taper back a little bit better. I'm gonna go back into my friend view here, switch into my x-ray mode. Again. We're gonna be selecting the vertices about here. So don't worry about exactly which vertices it is on the side, just make sure it's roughly this position. So maybe about a third of the way down from the top. We're going to select the side vertices here. I'm going to hold Shift and select the same thing on the other side. Just make sure that they're the same, same horizontal level. Let's rotate our camera around now. We can hit Alt and Z, so we can see a little bit better. We're going to pull these backwards to help sort of taper this back into the face a little bit. And you're gonna want a relatively large proportional editing fall off here. We're going to pull this back till it starts. Tapering back into the face, makes it nice and round on the sides here, gets rid of some of that squareness we had. I'm pretty happy with that. I think that looks pretty nice. Then the last thing we might want to do is to, if you're getting any sort of like hard creasing down the center, you might have noted this, this also on your belly. So if you have any sort of hard line where it looks like you have a left and right side rather than one smooth face. What you can do is hit a when you're in your edit with your vertex mode. So I hit a that'll select every single vertex. So essentially a means all, with all of these vertex selected, we can right-click. And then we're going to choose smooth vertices. That's gonna give us a menu down here. By default, a little start out at one repeat with 0.5 smoothing. We can see here as we turn up smoothing, what it's doing is it's trying to take all of these vertices here and average them out and move them either in or out in order to make the shape over all a bit smoother. It's trying to get rid of any hard edges that it sees. If we turn our smoothing up to one, you'll notice a tiny bit of smoothing goes occurred. And that might be enough to achieve what you want. But if that's not enough, you can tell it to repeat that same amount of smoothing more than one time. So we can turn this number up here at the bottom from one. So we turn into two. You can see the smoothing happens again and it gets more drastic. The more we turn this up, you can also click and drag on this. The more you turn this up, the more smooth That's going to get until it eventually smooths out until just a smooth ball. And we don't want it to smooth nearly that much because then we just lose all the shaping we did. So maybe it will smooth it up, maybe to the fore. So in my case, I mean, this will be different based on yours, how your shape is. But I have my smoothing set to one and I have my repeat set to four. Now if I smooth around or spin around rather, think that looks pretty good and we still have that same kind of shape we had here. It's just all of it. It's just a little bit smoother, which I think helps with the Gummy Bear look. Everything is really smoothed off and kind of blobby and gummy. You notice it also made it a little bit smaller as well. So if we're happy with this, we can just click off that will confirm those changes. Let's hit tab. And then I can just scale this up over all a little bit more. So I'm gonna hit S to scale everything all at the same time. I'm just going to scale this up just a little bit because it didn't make it a little bit smaller as it's smooth, everything out. Now it's about roughly the size that it was before. Now that we're done with the snout, let's add the actual Nose to the top of the snout. Let's hit Shift and a go to mesh and then go to round cube is always same parameters. Right-click, Shade, Smooth, going to move to my Move tool. Now. We're going to move it up to the sensor of the snout. Start by scaling it down. Again. You can use shift. If it's getting a little wonky. You can zoom in here. That looks pretty good. Roughly the right placement. Go into my X view here so I can see what it looks like from the front. Now I'm going to shape this now, so I don't want it to be a perfect circle. I'd like it to be a bit of an oval shape. I'm just going to switch to my scale tool here. Just squash this down a little bit, make it a little bit wider. It's now it looks about the right shape from the front. It might be a little bit too squished. I think something about there looks good. Now I'm gonna go to my side view. So the negative Y, which is the side here. And I'm going to squish this in a lot as well. Right about there looks okay. Then we're just going to rotate it so that it somewhat generally matches the rotation of this, this Nose here. Now, it can't be perfect because this is when a curve, so you kinda have to just choose a medium between them. Something in around there, Let's maybe 20 degrees, if I had to guess. So we can see it's there. Now let's just make sure it's not protruding too far from the face. If you want a more pronounced Nose, you can let it push out of the face more. Or you can push it into the, the snout a little bit and it'll make the nose a little bit smaller overall. That's what our nose looks like right now. I think that looks pretty nice. Now before we get too far, Let's start naming these pieces. We're going to select this one here, which was the snout and we're just going to call that snout as no. You and T, sorry, SAN OUT snout. Then we're going to name the nose. I'm just going to call that Nose. Alright, so now let's move on to the Eyes. For the Eyes, we're actually just going to reuse this Nose here because this is very similar in shape to what the Eyes are going to be. We can switch off of local for now, just to make the movements a little less, less odd, we're going to switch back to global. We're going to hit Shift and D. And then we're just going to move this backwards until it's about the height of the eye. It's now we can move to the front. We're going to place this roughly where we think the first I would be. Now we're eventually we are going to mirror this over. So you're going to have to visualize what it would look like on the other side when you're placing this, I tried to make try to use this center line here is that Guide. You don't want to have your eyes really far spaced apart. And you don't want to have them really close to each other either. In my case, I'm probably going to try to make sure I have at least one face, this face here I'm going to use as my guide. So I'll have two phases between my, I might change a little bit as I as I adjusted around, but roughly two phases total between my eyes as after I mirror them over. So first let's go into our front view here. So I'm gonna go into the X. I'm going to move it to roughly where I want. So in this case here, I'm also going to have a face in-between the top of my snout and where my eyes start. Let's reshape these Eyes a little bit. I'm gonna go to my my scale tool here. I'm gonna switch it back to local because I want to make sure that I'm scaling it based on the logo. If I scaled it based on the, the global, you can see it'll start actually skewing the shape of it, which isn't what I want. I wanted to actually scale based on the rotation that it currently has. So let's go back to local. I'm going to scale this up a little bit because I don't want the Eyes to be quite Sue like squinted. I want them to be a little bit more round. They'll still be flatter on the top than they are on the sides, but just a little bit different than the Nose. I think. Can I shape about That looks better so that in kept for comparison, that's the nose, Here's the eye. So it's about how different they are. I think the width is actually fine. So the width of the nose was also about how wide I'd like the Eyes as well. Now what we're going to do is rotate these eyes so that they match this more, slightly more complex rotation that the head has. So let's go into our negative Y view. Make sure that the rotation, so this side here we're going to rotate in the Y. Let's make sure it's a, about the same rotation as this slope of the head on the front. So think about there, it looks good. Now we can rotate around. Now we need to actually rotate it so that it matches this angle, so the horizontal in this case. So in my perspective view here where I'm able to move around, I'm actually going to move the blue handle. I'm going to try to match it up so that it looks like it's about the same angle on either side. So i'm, I'm looking at the distance here from the mid point to where it intersects the head. Now I can tell that I haven't rotated it quite enough to the right. So I'm gonna have to rotate it back this way because I can see the eye starts you can start seeing underneath the eye on the right side. Whereas this side it's already meeting. This takes a little bit of nuance. So it might take you a few tries here to get the rotation right. Let's zoom in here on the I so I can see a little bit better. And you won't be able to get a perfect because the eye and the head aren't quite flat. So I'm rotating down inside my model so I can see a little bit better from below. I think that looks better Now that I had the rotation correct, I'm actually going to push this into the head just a little bit because I want to get rid of that kind of overhang I was seeing on the edges. I don't want to be able to see up underneath the eye at all. I want to make sure that the I is entirely intersected at least up until the halfway point. Now I can deselect, spin around and I think that looks pretty good. So the eye is rotated correctly and I think it's intersected enough. Now we can just double-check that the placement looks correct. Again, like I said, you're gonna have to try to visualize this without the second one to begin with. I'm going to move this down a little bit. I think it might be a little too high, but I think the left and right looks okay. Okay, So that looks pretty good. Now let's rename this so we can double-click up here where it says Nose. And instead we're just going to call this Eyes. Hit Enter. Then we're going to add a mirror modifier. But if you don't want to follow along for this part just yet, I would hold off. So I'm gonna show you why the mirror modifier won't work right now. And that's because the way we rotated this, so don't fall along for this part. I'm just showing you something as an example. I'm going to add my mirror modifier. Switch the settings like we always do. Go up to Options, switch to origins. Now when I move this, you'll notice that when I move this over, it's moving the eye off the face. And that isn't just because of the local rotation here. So if I'm going to my, if I Control Z that I choose global. Now that the gizmo is lined up correctly, even still, when I move it over, it's moving off the side of the face. And that's because we moved this, or we rotated this object in the x-direction, or rather we move the Z rotation which rotated the X. It's moved it so that the I and now is shooting off the face because this is actually the direction that the I is facing and that's what the mirror is using as its base. The way we have to fix that is by applying the transformations that we've made to this so that it thinks that this is now the default position and it's not actually rotated. So I'm going to delete this. First. I'm going to Control Z, the movement I made on the origin. So Control Z. I'm going to delete my mirror modifier so we can just click this little X here next to the mirror modifier. That's gotten rid of it. I'm also going to turn off origins. What I wanna do now is hit Control and a, so this part you should follow along with. So with your eyes selection, control and a, and that's your apply menu. The things we want to apply are actually the rotation. I'm going to hit Rotation now that it has applied the rotation so that as far as Blender is concerned, this is actually the default rotation. So when this thing is set to local now, so right now it's on global. Soon as I switch it to local, you'll notice nothing changed. And that's because we've switched the Or we've applied the rotation. So as far as Blender is concerned, this is exactly how it should have been. It hasn't been rotated at all. And that's because we have applied it. I'm gonna go back to global. And now we can add our mirror modifier. Set the settings like we usually do. So why instead of X uncheck Merge, then we can choose options, origins to move that. Now when we move this over, everything works like we used to. I'm gonna go back into my front view, center this up. Turn off origins. Now my eyes are exactly as I expected them to be. This is also a situation now where if you'd like to move your eyes apart now that you've seen where they're at. So maybe it feels like I think my eyes might be a little too close to each other. So I'm going to select the eye. I'm gonna go into my edit mode and hit tab. Make sure I hit a to select all of these vertices So I have everything selected. Now I can start moving this I over just a little bit. Since we have the mirror modifier turned on, it's going to move both of them equally. So if I move this over, you can see it's moving both the Eyes. Now since we've applied this, these rotations to it, It's a little bit harder to move. It's a little less fiddly because we won't be able to use local. Let's just move it over just a little bit and then I can rotate it in the Z. Let's make sure that the rotation is still accurate to the head. Something like that. Now let's backup. And I think that looks a little bit better. Maybe they need to go down a little bit. There we go. Okay. So now I'm happy with the eye placement. And we have our nose as well as the snout created. So at this point we've created everything that we needed to for our gummy bear model. The next lesson, we'll be combining all of these individual elements into one solid mesh. Then we'll flatten out the back of our gummy bear. Said, it looks a little bit more like a realistic gummy bear candy. I'll see you there. 7. Connecting the Pieces: In this lesson, we'll be combining all of the pieces together into a single mesh and then shaping our gummy bear to look a little bit more realistic. Let's begin. We'll be using a modifier called Boolean to attach all of the parts together into a single solid mesh. This will be very important when we get to the shading lesson. If we select our model and then zoom into it. Now we can rotate our camera around and then zoom inside the model and we can see a lot of unused geometry on the inside here. And these are from the Pieces that we've made on the outside, just intersecting onto the inside of the model. We can also see this if we hit Alt and Z. So we can see that the Ears don't stop right here as they meet the head, they continue on inside the body. These faces are not only useless and that we don't see them, therefore, they're serving no purpose, but they'll actually detract from the look of the Gummy Bear once we get to the shading step because we will be making our gummy bear somewhat clear. If we make our gummy bear clear, we'll see all these unused faces on the inside of the model. So we want to make sure that we're going through in this step here and removing all of these interior faces. So I'm going to leave my x-ray mode now by hitting Alt and Z to go back to the regular shaded view. And then before we start connecting all these pieces together, we're gonna go through a step now where we're going to duplicate all of these pieces so that it might comes to the class project. You have a version of this that you can make much more simple edits to without all the pieces being attached together. So if you decide you want to use the Gummy bears a base for your class project, say to change the animal into a lion or something. It'll be a lot easier to make these edits when all these pieces are separated rather than when they're all attached. So we're going to make a duplicated version of this, hide it, and then we'll be working on the original version. So let's start by going up to our scene editor up here. We're going to click on scene collection here. So we're going to click on this little white box next to it. Now we can right-click new collection. Now we've created a new collection. I'm just going to collapse these for now. We can see the new collection. So right now it's called Collection three. We're just going to call this class project. Hit Enter. Now we will want to do is select all these pieces of our gummy bear. So we can do that through the list or we can just drag select here. So to start with, I'm just gonna do it with the list. So I'm gonna select the very top one, the arms. Then I'll hold Shift and select the snout, and that'll select everything in-between. Now we can hit Shift and D and our viewport. That'll make a duplicate. And rather than moving or duplicate around or anything, we're just going to right-click, which will snap it back to where it used to be, but it'll still create the duplicates for us. Now we can see that we have the O1 version of all of these pieces. So before we deselect all these, we're just going to click and drag on any one of them. It'll select all of them if you just drag over top of one. And we're just going to drag those into class project. Now we can see we've moved to all of these duplicates into this folder, not a hide this Class Projects folder for later. That way if you want to use it, you can, You don't have to, but it's better to do this step now, before we connect everything, we're just going to collapse this folder with the little arrow. And then we're just going to click this little checkbox here, which will hide that entire collection completely. So now we don't see it anywhere in here. And we can go back to working on the original pieces that we had. Now let's begin the process of connecting all these pieces together. The first thing we wanna do is go through a model and select each one of the pieces that we've applied a mirror modifier to. We'll go through here in order. So we're just going to select the year puff and we're going to hold Shift. We're going to select the Ears itself. Now we'll hold shift down and still select the Eyes, the arms, and then finally the legs. Now with all of these pieces selected that originally had a mirror modifier applied to them. We're going to hit Control and a gonna go down to the bottom and apply all Modifiers. This is going to do is cement in the mirror modification we made. We now we can see over here and our modifier panel. Even then these Ears still look like they're being mirrored. The mirror modifier has been baked into the model so we can adjust the mirror modifier anymore. But we still have both halves of it. If we didn't do that before connecting these all into one piece, we would actually lose the mirrored sides. So we would lose all of these mirrored elements on the right side of our gummy bear. But now that we've applied them, we won't have to worry about losing them. Now let's zoom out a little bit so we can see the whole model. And then we're gonna go through here and select every piece of our model except for the very, the larger body segment here. So the one right in the center. So let's just start out by selecting the ear and then we're just going to hold shift the whole time. We're just gonna go down the model and start selecting all these pieces. Avoid the body segment for now, we're going to avoid the body. We're going to select the arms, can select the Belly. Then we're going to select the legs. And now we can select the body segment last. The last one that we select will be the parent of all of these individual elements. And we want the body segment to the parent, not something weird like the left ear. So whatever you select last in this situation will be the parent Now that we have everything selected with the body being selected last, we can hit Control and J. And then we'll connect all of these models together into one model. Now we can see here that the pivot has switched down to where the body is. Will also notice over here on our layer panel that the body is the only piece remaining. So even if we throw this down, the only thing left here is the body. And that's because we've attached all of these individual elements into one model. However, if we go into our x-ray mode with Altman Z, will still notice that all of these intersections remain. So that's what we're gonna be getting rid of. Next. We can leave the X-ray mode with Alt Z again. Now we're going to be adding a modifier to this called Boolean. Swear-in. Go over to our modifier panel, click Add Modifier. And we want to go up here to add a Boolean modifier that's directly blogged double here. We'll click Boolean. Now with our Boolean modifier applied, this is how we're actually going to be removing these interior faces. So we're going to hit Alt Z to go into X-Ray mode again. And you'll notice that hasn't done anything yet. And that's because we haven't changed the settings yet to what we need in order to get rid of these interior faces. It a Boolean modifier does, is it will take one shape. So say we had a box over here and we move the box to intersect with this model. We can tell the Boolean modifier to cut away all of the faces that that box would be intersecting with our gummy bear. So we could add like sort of cut away a quarter of the head here if we wanted to do something different on this side, or we could cut the Gummy Bear in half to show the cross-section of it. However, what we're going to be doing with the Boolean is telling the Boolean modifier to look at all of the interior faces and remove them and then just connect the mesh together so that it's one contiguous outer surface with none of these interior elements existing. It'll look as if it's sort of like one solid piece of glass or in our case, gummy candy with no interior elements. It's just one giant molded object. Within the Boolean modifier. We're going to be choosing intersect. So we have three different options here. The one we want is intersect because we want to get rid of all of these intersections. So essentially this is kinda giving you an idea of what the Boolean is going to be affecting. In our case, we want it to get rid of the intersect. So we'll switch to intersect. Will notice that hasn't actually changed anything yet. And that's because we haven't switched our operand type right now by default it's set to object, which means it's looking for an object in order to remove the intersections from. However, since we only have a single object, but we wanted to look at itself, we need to switch operand type from object to collection. So it's going to look at the collection of objects and then make a determination on what's or remove. So when we select collection here, your computer might freeze up for just a second. And then once it's done, it'll have removed all those intersections. Now if we move around our model, we can see how that all of these interior faces are gone. When we're inside it, it just looks like one solid mesh. We can zoom back out. And all those intersections are gone. Now let's leave our x-ray mode. We can hit Alt and Z. While the Boolean modifier has done a pretty good job of connecting all the models together and making it one solid mesh. It has left behind some weird Shading artifact here in the process of attaching all these models together. So to fix this relatively easily, we can go down to our object data properties, which is this green colored triangle. We're going to select that. Now we can scroll down until we see normals. Twirl that open. And then we're just going to check auto smooth. After checking auto smooth, we can see our model goes back to being nice and smooth like it was before. So now if we zoom in on a model, well known is pretty much all of those kind of nasty shading differences that we had after the Boolean have for the most part been fixed up. There are some subtle ones here on the backside of the model. But for the most part, those will be hidden by the shader that we're adding because the shader is transparent and it's not going to have a lot of detail on the surface. That's gonna be more of a cumulative effect of the transparency as well as the reflection. And a lot of this stuff will disappear in that effect. However, if there are any particularly bad areas. So let's see if I can find one that might be something to fix. So we're seeing a little bit of shading here on the face that's kind of blocky because of the face is going to be a bit of the focal point. Maybe we'll try to fix that. So to fix that, we're going to hit Tab to go into our edit mode. And then we're going to go to our face mode. We can either select it up here or three on our keyboard. Now we can select a face, and while hovering over that face, we can hit L on our keyboard and we'll select all the linked polygons with it. Then we can hold Shift, select another face here, and hit L again. And it will select all of those linked polygons. Now what we're gonna do is just edge this forward just a little bit. I'm just going to nudge it up a little bit. So basically what we're doing is just trying to move it as littles. We can then get the Boolean to recalculate how it's attaching these faces together here. So if we can just do these little tiny micro movements, we can hit tab and now we can check and see if maybe the boolean has done a better job of attaching some of these faces together. Might be a little bit smoother up here, but we're still seeing a little bit of issues down here. Maybe in this case we'll just rotate it a little bit. So we'll go back into our edit mode with tab. We'll switch to our Rotate tool and maybe we just rotate this just, just a tiny bit holding shift. Basically our goal here is to just try to get it to recalculate it in a way that it's gotten rid of wherever the worst of the shading is. Again, this doesn't have to be perfect. Like I said with the shader, a lot of that is going to be minimized and obscured with their shader. So I wouldn't really agonize over this step. Now we can hit tab to exit that. Let the Boolean recalculate it. Then just double-check your results. So I'm gonna let you go through and if there's any areas that you find particularly distracting, just try that method of moving your elements forward and the best way to select your elements, as I said before, now that they're all in one model, is you're going to select a face. You'll hit L while hovering over that face. And now you have everything that's linked to that model selected. When you're in edit mode, you'll notice that these interior faces still exist. And that's because Edit Mode is prior to the Boolean being applied, which is why what we're doing here has a chance of fixing the shading from the Boolean. I'll let you, as I said, go through any places on your model where you feel it's a little too distracting. I just try shifting your elements around until the Boolean plays a little nicer in those areas. Now that you're done with your adjustment of all of your elements and you're happy with the shading the way it looks. Now, we're going to actually apply this Boolean modifier. We're going to cement this now into the model. We're going to select the model it control and a. Then we're gonna do apply all Modifiers. Once we've done this now if we go back to our modifier panel, will notice that the Boolean is gone and all of these changes have been made. So now if we go into edit mode, we're actually going to be editing the, the Boolean version of this model. So all of these faces here have been chopped out. Our next step is going to be to flatten the back of our gummy bear so that it looks a little bit more like a realistic gummy bear candy. So most gummy bear candies we will have been created in a mold and the backside of them will be flat. So our gummy bears a little bit more stylized. However, we still want to add that sort of flat detail in the back. So it looks more like a candy and less like a Gummy teddy bear instead. We can see that example here and a lot of these different styles. So there's gummy bears that are a little bit more detailed and ones that are obviously a lot less detailed, but they all, for the most part share that same flattened back. We're gonna be replicating that in our gummy bear. To flatten our gummy bear, make sure we have it selected. Then we're going to go into the negative Y view so we can see it from the side. Then we're gonna go into Edit with our tab key. We're going to use vertex mode, which is also one on your keyboard. If you had that one in edit mode and it'll switch you to vertex, then make sure you have your proportional editing turned one. So our goal here is to initially flattened these out until they're about the same level. Right now the backside is a little bit further out than the back of the head. So let's pull this in so that it's about the same distance as the back of the head first. So we're going to select here of across the bottom, but make sure you're in your x-ray mode before you do that. Because we want to select through the model. So an x-ray mode, select the bottom here. Switch to my move tool. Then I'm just going to move this in. You might have to change the size of your fall off here because we don't want to be moving the entire model in or out, just the bottom side of it here. So we're going to start out moving it in just a little bit to flatten it out. Then we can make our selection a little bit bigger here. The falloff, we're just going to start slowly inching this in until it's close to the same depth, the back of the head. This doesn't have to be perfect. We're just trying to get it close to flat. Since we haven't mostly flat here, we're going to pull this in just a little bit further. Now let's start flattening the back of the head out a little bit. Now we might be able to select across the whole backside here. We're going to select across the top and the bottom of the head, or rather the back of the head and the bottom of the body. Make sure we get enough here. With these both about the same depth. Now we're going to switch to our scale tool. And then we're going to use just the X scale. So the red handle, we're going to start pulling this until it starts slowly flattening out the back. Now you don't want to make this super sharp and you also definitely don't want to go past it or else you'll start getting this concave back. But we're going to pull it to about there. And you'll get a different level of sort of flattening if you have a larger or smaller fall off on your proportional editing. Now that we have that done, we can select a little bit more. Maybe it will just flatten this out just a little bit more trying to pull a little bit more of the middle of the body backwards as well. So let's spin around, see how this looks. So I hit Alt and Z to get out of x-ray mode. And I'm going to hit tab to exit the edit mode. And then I can click off the model and just spin around now and see how your gummy bear looks. So we've maintained that sort of bubbly look that we had before. But if we ever look from our gummy bear from the side, we'll notice that it has that flat back that we saw before. So we can see that it has this sort of similar detail to how these kidneys have. Ours is probably a little bit similar in the way the back looks as to how these references here look. Now our gummy bear shares that detail. Now that we have our model completed in our next lesson, we'll be adding lighting, creating our render studio, and Staging our scene. I'll see you there. 8. Lighting and Staging: In this lesson, we'll be setting up the Lighting for our gummy bear, creating our render studio and Staging our scene. Let's begin. We'll start with making our render Studio infinite plain background. This is simply a curved plane that will serve as a nice solid color background for our render. Before we start, go up to your list here on the right where your collections are. Select the little white box next to render studio. That way any model we create now will be made in the render Studio folder, not the Gummy Bear folder. We're going to hit shift into a Go to mesh. Then we're gonna go up to the top here and you'll see there's a little arrow. And then if you hover over that, it'll scroll the list up. And then we can choose plane. Now we've created our plane. However, you'll notice that our gummy bear is actually intersecting into the plane. And that's because the plane is being created on the zero for the Z. So it's sort of at the floor of the world if you want to call it that. However, our gummy bears a little bit below that. So we're just going to select our gummy bear. Then we're going to pull it up until it just slightly intersects the plane. So we want it to just poke into it a little bit, but not a ton. So another way you can see whether or not it's intersecting or not is to go below the plane. So just rotate your camera and we're just going to pull this down until it just, just a little bit intersects through the plane. So about that much is fine. It doesn't have to be perfect. Now that we've moved our gummy bear, we can go back to our plane. We're going to select it. Then we're gonna go into edit mode or hit tab to get into edit mode. And now we can hit two on our keyboard to switch into our edge mode, or just select this icon up the top. We're going to select this back edge here. Then we're going to hit E to start extruding. But we'll hit Z as well after hitting E to make sure it's only extruding upward. So we're going to extrude it up to about here, about as tall as it is wide. So about up here. We just want to make sure that wherever we extruded up to that, wherever we put our camera, it'll be way outside of you. We don't ever want to see the edge of this plane. Now that we have the back extruded, we can go to our modifier panel with the plane's still selected. Click Add Modifier, and then we're going to choose Bevel. Now what bevel is going to do is it's going to smooth out this corner here by adding more edges here and trying to average the distance between them. So by default it starts out with just a single segment. But as we add more, notice it starts to smooth out. We're going to turn this up to 15 and then hit Enter to make sure we have enough curve here to make it nice and smooth. Then we're going to change the amount here from three all the way up to 10 " instead. Because when we want it to be a nice gradual curve that we have here, Not a relatively abrupt one. The more smooth this curve is here, the less we'll notice that this is actually, it's actually a plane behind it, not an infinite plane and infinite void of white bind. It, will have a nice smooth curve here to avoid any shadows. Now we can hit tab to exit our edit mode, right-click and then choose Shade smooth. It's now if we deselect it, we can see here we have a nice smooth curve here and there's no faceting. Now let's zoom into our gummy bear. And we're gonna be creating more than one gummy bear here for our scene. So having more than one is just going to add a little bit of variety to the scene. It'll make it a little bit more interesting, and it gives us the ability to make multiple colors of gummy bears, rather than just having one single red or blue or green gummy bear, we can have a few of them in the scene and make them all different colors. So let's start out by duplicating this gummy bear by hitting Shift in D. And then we're going to hit Y to make sure we're only moving in, in the y-direction. We don't want it to just go any direction. We want it to move over this way. So we've kind of click to accept the change. Now we're going to rotate this one onto its back. So we can switch to our Rotate tool here. We're going to rotate this down. And while we're rotating it, just hold down control to make sure you're rotating it in increments. So we want to rotate it backwards, negative 90 so that it rotates flat onto its back. Now we're going to switch back to our move tool. And again, we can go down underneath the plane and just push it down until it starts intersecting a bit. We'll go back to our rotation tool here again. We're going to rotate it around this time you don't have to worry about snapping because we're just trying to get it to an arbitrary sort of place here. And then we can move it. We're just going to have it laying in front of this gummy bear with its heads towards us. So we're going to eventually be placing our camera right about here. We want to set up our scene so that we have a few different interesting parts of our gummy bears so we can see multiple angles of it. So right now we're seeing the nice front side of it. Here. We're going to be able to see the top of the head and looked down the body. And then we'll be putting another one over here at a different angle to show off another aspect of it. Let's just rotate this one until we get it into a position that we're happy with keeping in mind that we're gonna be having our camera roughly here. So make sure you don't actually have it intersecting with anything. It's okay to get it close and you do actually want to get it close. So we have a nice compact scene that we can get closer to the subjects. But we also don't want them intersecting too much. I think that looks okay for now. Now we're going to create a, another duplicated. We're going to start with this one as well. So we're just going to select this hit Shift D to start duplicating. And then we can apply to make sure that only duplicates in this direction. This one, we're going to rotate it. So that's backs towards us. I'm going to switch this into local movement up at the top. So now it's rotated based on the way that gummy bears rotated. I'm going to rotate this one down at a 45-degree angle, maybe a little bit less. Then we're also going to rotate this one towards where the camera's going to be. So it's still gonna be facing a little bit towards the camera, but mostly rotated onto its back. Okay, now our job here is to place this one. We're going to switch back to global. Now that we've rotated it. Job here is going to be to place it so that it looks like it's leaning into the gap between the arm and the leg here. We're going to rotate it about here. Now, in this case, you are going to have to intersect this just slightly. It's not really going to be something you notice. We're going to select both of these with shift. Move them out of that so they have a little bit more breathing room. Maybe we go back to our Rotate tool here and rotate them slightly. We're just trying to make sure that they fit in together nicely without too much intersection. Might be okay there maybe I went to this one to rotate a little bit more towards the camera. Again, I'm gonna switch back to local. I find it a little bit easier to rotate this thing on local than it is to rotate it on global because it's at a weird angle here. I'm just going to use the blue handle to rotate it a little bit more towards our camera, we see a little bit more of the face and a little less of the back of the head. Then maybe we need to adjust the position here. So I'm gonna switch back to global with my movement tool. Just kinda nudge it forward, making sure that it's still intersecting slightly so that it looks like it's actually resting on the surface. If it's not if it's not touching it all, it will look like it's just floating. We want it to make sure it looks like it's leaning on the other gummy bear. Okay. Then we're just going to pull this back. So you can see here it's a little bit of just trial and error, see what looks good. Nudging them back-and-forth until you get something similar to what I have. Or if you'd like to change it and adjust the positions, by all means, go ahead. You can just have a line of them if you'd like. Or you can have them all laying down, are all standing up, whatever you'd like to do, I would just suggest that you have probably three gummy bears and you're seeing and probably not too many more or too many less. Three is a nice sort of grouping here that will be able to have a few different colors that all compliment each other. Now that you have something similar to mine or something a little bit different, we're going to proceed on to adding our camera. Now let's go up to the top here and select a view. Cameras. We're going to switch our view to our active camera. So we never deleted the original camera that we hadn't our scene. We can see it up here. Our camera is just really far away because by default, Blender assumes that our scene is going to be much larger. Since it's not large, we're going to Neha now, now need to zoom our camera further in. I find the most intuitive way to move your camera is actually to enable a setting within our view. So we're going to start by hitting N on our keyboard. To bring up this panel. You want to make sure you're in the view panel here so that you probably have, we'll start out by default in item. You're gonna wanna go to View. We're going to choose camera to view. So if I make this a little bit wider here you can see what it says. We're going to check Lock camera to view. What that'll do is now we'll zoom in on our camera. It will actually move the camera with it. So by default, you would normally have to actually move your camera in the scene in 3D as if it's an object, but not really be able to see what it's doing. If we check camera to view. Now one more in the camera and we move our camera around like we are used to by just spinning around in Modeling. We'll also move the camera with it. But you'll start noticing as we get closer to our object, we're dealing with an issue that we had before that we fixed in the viewport which is called clipping. This is a really clear example of how clipping would have affected our model in the beginning when we had it in the viewport. So now our camera has a totally separate clip value, which means we will need to fix it again for specifically the camera. So we're just gonna go down here to the little green cameras symbol. And then our clips start. We can see it starts out at 3.94 ". We're just going to type zero here, hit Enter. And now it's made it as small as it possibly can, which is all bunch of zeros and then 39, that's fine. So now if we zoom in, we can see our camera. Now it doesn't start clipping anything. We're just going to rotate our camera until it frames up something around here. We're also going to change some of these focal lengths here. So in our with our camera still selected down here at the bottom right. So our cameras settings. It starts out by default at a 50 millimeter focal length, which is a little bit of a long lens, which means it's going to flatten out our scene a little bit. We're going to make our camera a little bit more dynamic by widening the lens, which is going to be giving it a smaller number. In this case, we're going to type in 36 and hit Enter. It'll look like your cameras zoomed out. You just have to zoom in a little bit more. But it's going to make, it's a relatively subtle change, but it will make the camera a little bit more dynamic. It'll stretch the shapes a little bit more. I think it adds to a little bit more dynamic of a render. So we're just going to frame our camera up here till it's about even on all sides, we'll have a little bit more room on the top and the bottom, but make sure that the left and the writer about even. We also want to be a little bit higher than our gummy bears. Having a higher view does to sort of things for us. One, it allows us to see more of the faces over the Gummy Bear that it's laying on the back, as well as the one on the back. As well as making the Gummy bears appear a little bit smaller because they are a tiny object, it would be difficult to get a view from below the Gummy Bear in real life because you'd have to have a really, really tiny camera or a really, really large gummy bear. In our case, we're going to try to mimic real-life conditions by going a little higher. So somewhere around here. Again, the way I'm moving this camera is exactly how you've been moving your camera before in the viewport. So when we're just spinning around modeling, that's the entire way that I'm moving this now. Now we have something that we're happy with. I'm going to leave this as is. We need to uncheck camera to view because we don't uncheck this every time we move our camera. If we're inside the camera view itself, it will actually move the camera around, so it'll change what we're going to be Rendering. We don't want that to happen once we're happy with what we've set up, we're going to check cameras or uncheck rather camera to view. And now it's removed the ability to adjust the camera position while inside it. Now, soon as I move you can see it snaps me outside of the camera. It leaves the camera where it was. Now that we're done with this, we can hit N, tied that menu and our camera is placed where it would be. For now, I'm just going to hide the little eyeball on the camera here. And that will just make sure that we don't have to look at it in the view because it's really close to our gummy bears and it kinda gets in the way when we're looking at them. So just hiding adhere won't affect anything for the render is just getting rid of it within the viewport. If you have an issue with your plane being visible off the edges of your camera. So if I go back to my camera, view, the edges here that I'm seeing around it. This is the border of my view here. This is just showing what's outside the view. If for some reason your plane, which it shouldn't. But if it does, it looks like this and you're seeing off the edge of your plane, one, you could just move it off to the right until you can't see the edge of it on anymore. Or you can hit S and then Y, and then just scale it in the y-direction so that it makes it wider. So those are two ways that you could get rid of seeing the edge here. In this case, I don't see it in as long as your camera angle is pretty similar to mine, you also shouldn't see it with our camera placed and let's move on to lighting now. Normally, in a normal 3D project, you'd probably just be placing lights in your scene and then putting them in different positions and different brightnesses in order to illuminate the object. This is how you've probably either seen or assumed that all the lighting was done in most 3D. So if we zoom out here, we can see that we still have our light left in from our from our base seen. The light is really far away and that's also super bright right now because the scene, like I said before, it assumed that we were going to start much larger. So when we make it really tiny, all the defaults end up being way, way too bright. And the way I got into this rendered view up here is by clicking on this far right button here. And this will switch us into the Cycles Render for the viewport. So this is the method that will be Rendering our final rendering, which is also, we should probably be working in our viewport using the cycles render as well so that all the results we're seeing are as realistic as possible. So as I said, this is really bright. So even if we make this down to like 0.5, can move it closer to our scene So this is how you might assume that most Lighting is done and this is definitely a valid way to do it. There's certainly reasons to do lights this way. However, we're going to be going about our lighting a little bit different. So we're going to be doing image-based lighting for this using something called an HDRI. So an HDRI is an image that has lighting information baked into it that will put into Blender. And then Blender will interpret that image and create Lighting for scene using that image instead. One of the best websites you can find free HD or Eyes online is called poly haven. Poly Haven has a lot of different things including textures and models. But one of the largest libraries they have is H DRIs. If we just scroll down here and choose Browse, HD or Eyes, we see all of these different images as well as the lighting that it will produce. And all these HDRI images are totally free to use for your projects. So we can just scroll down here and then find an HDRI that we like, and then use that for our project. Now we have different options here such as Studios. We can have our gummy bear look like it's sitting in a field. Or we can have more interior options such as this one. Now I've already taken the effort and finding the, what I would say, I've really good HDRI for the scene that has nice lighting as well as nice reflections which will help highlight our gummy bear material. I've scanned the options on poly haven for you and found that this HDRI actually works really well for our gummy bear render. You can just download this HDRI from the project resources for this lesson, this sort of abandoned warehouse might seem like a really odd choice for Lighting for our gummy bear. The reason I chose this one is because it has nice soft, warm Lighting, Which will look nice for our gummy bear. And it also has a large amount of bright areas such as the sky next to the, the pillars there, that will apply a lot of really nice reflections to our gummy bears, which will accentuate the material we're going to Pete putting on them. So we won't actually be seeing this environment at all in the Gummy Bear render, since we'll have that nice white plane behind it. All we're really getting out of this is just the lighting environment. However, for the class project, I'd recommend you look around poly haven and see if maybe any HER eyes jump out to you. You might find one that better suits the look in the mood that you're going for with your new gummy animal or the scene that you create. Now that we've decided that we're gonna use an HDRI for our Lighting rather than manually placed plates such as this light here, we can actually just delete. This one will hit Delete to remove it. And we're going to have a little bit of ambient light leftover. However, that will be replaced with the HDRI image that we chose. Before we go any further though, we're going to need to enable a new add-on that's free and built into Blender. So we're gonna go up to Edit Preferences. We'll go to the add-ons tab here. Then up in our search bar here, we're going to type in node. Then we can see here Node Wrangler. So we're going to put a little checkbox next to this to make sure it's enabled with Node Wrangler. And then we can close this. This is just an add-on here that is going to take out some of the tedious processes from creating a texture from scratch. It'll just add a couple of little shortcuts that will make some basic nodes for us that we can then plug images into. I'm going to close this window now. Then we can go up here to the Shading tab and switch to that by clicking onto it. And this will bring up a new work area. We're going to click on the top-left of this bottom cell here with the little plus sign and then just drag it over to hide that window. Then the same thing on the top. Click here at the top-left it over to hide that window because we don't need to either of these two windows. Now we can switch to the cycles rendered view. So this one here, the one that it starts to add in default, is more equivalent to the other render engine which is called EV. We're not going to be using EV, So it's not really going to be doing as much help. We're instead going to select this ball here, which will switch it to the Cycles Render, which is the one we are using. And it'll give us a more accurate preview. Now we can go up here to view cameras and then choose active camera. That'll set our camera view back to how it was. We can zoom out a little bit so that we can see the whole gummy bear window here at the bottom is where we will actually be creating this HDRI. So by default, it's going to start in an object view. We need to click on this and then switch it to world, because the thing we're going to be adjusting is actually a world texture, not an object texture. Now we can see here that it starts out with a few nodes here. Nodes or how all of the textures within Blender are handled. Each one of these nodes has a specific property that it's adjusting. And then these connections here are leading to other nodes that will either adjust the property or display the property. So in this case we have just a single node. These nodes move from left to right. So this is the output which is what we're actually seeing in the scene. Then we have our background here, which is showing this gray color, which is why we have a little bit of ambient light within our scene. Even though we have nothing, we have no lights in our scene right now. If we change this to black, we can see all that lame, ambient light goes away. If we turn it up to white, we can see the ambient light gets a lot brighter. But we're gonna be using this for a different purpose. We're going to just set it back to gray and the color here won't matter because we're going to be overriding it. Now to add the HDRI image, we're going to select this background node, so make sure we have it highlighted. And then we're going to hit Control and T. Then we'll create these three nodes here. Now don't worry about the pink at the top. We're going to be getting rid of that here soon. So we just can drag these over now. So it has all three of these selected so that they're not overlapping. And we can see here that it's automatically linked all these different nodes together into the background. And this is actually what Node Wrangler is doing for us. So by default, hitting Control T wouldn't have done that. By enabling Node Wrangler. We've gotten rid of the tedious step of having to create all three of these nodes every time he went to add a new image texture and then linking them all up together. So Node Wrangler is just kind of cut out those sort of tedious steps that we do all the time and just made it into a single button press. With these Nose added. We can now select our environment texture. We're going to select Open. And then we're going to navigate to where we've saved that HDRI image that I included in the project resources. So in this case it's called HDRI one and it's an XR file. I'm just going to select this image and then hit Open image. We can see that all of the pink has disappeared and now it's been replaced with this EX, our image. We can actually see a little bit of the EX our image here in the background. However, like I said, this is the bounds of our cameras. So all of this stuff is outside of our camera view and we won't see it. So we don't have to worry about seeing this construction site in the background. All we're going to see is this nice white soft illuminated background. There's a few things we can do now that we've put that image. One thing we can do is to change the rotation of this image that the light is coming from a different direction. If we rotate this z-direction down here, we'll see the image in the background actually moves. As that image moves, we'll notice that the lighting on our gummy bear also moves with it. And that's because that image itself is generating the light. So as we move it around, we can see the shadows are changing. The light starting to come from behind them until it eventually will be entirely blocked by that plane. Now I've already done this process here, so I know that the best lighting direction for these gummy bears is actually negative 76 degrees. So if I type that in, I can see we get nice soft lighting here from the right. So the main lighting direction is coming from this direction. And then we're getting nice shadows here between the Gummy bears along the back side, along the backside of this one. So it gives a lot of nice shape to organic gummy bears the latest, accentuating the roundness of them. Now you don't have to use this exact lighting direction. This is just what I've found works the best. Now the next thing we can do is to adjust the brightness and the contrast at this image in the background. So first we can drag select over these nodes here and move them over so that we make a little bit of a gap here between the HDRI image and then the background node. Then we're going to hit shift into a Up in the search bar here. We're going to type in brightness. Then we're gonna make a brightness contrast node. Then with this made as it's dragging it around here by default, we can just drag and drop it directly on top of this. And it will automatically connect the links for us. Now if there's ever a situation where you make a node and it doesn't automatically connect the nodes together with these little lines. Simply all you need to do is just click on one of these dots and then just drag it to one of these other dots on another node and then I'll link it together. Now in this case, don't change what I just did. I'm just showing you an example of how to connect these things manually. So I'm gonna leave it back to generated, connect that back to vector. Now this brightness contrast and know that we added, we'll do exactly what it says. So it will change the brightness or the contrast depending on what we adjust these values to its everything prior to it. So we can think of everything that's going before it, funneling into this node and then being output from this node to the next one. If we change a number here, it's changing everything to the left of it, then outputting the results to everything to the right of it. The change we're going to make here is going to make your render right now look much too bright. And that's because everything right now is just pure white. So all of the light that's being cast it into the scene is being made even more intense once we make our shaded material. So once you make the Gummy Bear material, we want a really bright light because we want the lights to cast through our gummy bears. So for right now we're going to change this contrast to this background image to four, which will make our scene really, really bright. But that's okay because in the next lesson, we'll be adding our gummy bear material, in which case, bright over like overwhelming brightness that we're getting on all these white gummy bears won't be present once the Gummy bears are clear and made different colors. For right now, it's going to look really bright. But just trust me that the increased contrast here we will make the Gummy bears once their color look a lot better. Without this increase in brightness and increase in contrast, the Gummy bears are going to look a little dim and a little dark after we add the material. With the HDRI complete and the Lighting done, we can switch back from World to object. In the next lesson, we'll be creating a gummy candy shader for our gummy bears to give them some FUN colors. I'll see you there. 9. Shading the Gummy Bear: In this lesson, we'll be creating a colorful gummy candy shader for our gummy bears. Let's begin. The first thing we need to do is switch to our Shading tab. So I'll go up here to the top center, click on Shading. That'll switch this back to the tab that we were adjusting the lighting in. And just as a reminder, to get into the rendered view that we have here at the top, makes you click this top right circle here. So it'll be the viewport shading far-right one. Once you have that selected, you should see what I see here. And then we'll be working down here on the bottom in this bottom shading cell. You want to make sure it's sets. You object here on the left instead of world, which is how we were adjusting the lighting. So make sure your an object. And then lastly, make sure your camera view is set to show the camera perspective. So go up to view cameras and then choose active camera. With all that set. Now we're ready to start shading. Let's start by selecting the far left gummy bear, the one that's sitting upright. We're just going to select that. And then down at the bottom center here, we're going to click New. Now that we've done that, we've created a new material for this. Now you'll notice nothing has changed because it defaulted to a white material as it had before. Let's rename this material. Read gummy bear, and then hit Enter so that we know what color this is going to be. Because what we'd be making more colors here. Just like the HDRI nodes that we set up. These nodes flow from left to right. If the farthest right being the material output, and then the left being the nodes that are generating the properties of the texture. There are many different properties on this principled be SDF node, which is the standard default node you'll be making most of your textures within, within Blender. Now I won't be going over every single one of these properties because we won't be using every one of them. However, I will be explaining what the ones that we are using actually due to the texture. So let's start with going up to base color. And we're just going to click this little white box here. And we're going to choose the color of our gummy bear. Now this will just be a temporary recolor we're using here because we will eventually be adding another node. We can decide what color we want our gummy bear here. So when you select this, you get this little circle at the top. We can just click and drag this white dot to find the color that you like. My case, I'm gonna go with like a sort of an orangey reddish color. Maybe around here. Then if you want to, you can adjust the hue, which will change the actual color with the slider down here. We can see as we move this, it moves it around the circle. We can adjust the saturation, which moves it towards the center of the circle, which makes it a little less vibrant. We can change the value, which will make the color darker or lighter. And then we can adjust the Alpha, which in this case won't do anything for our color. Now that we have our color set, Let's start going down through some of these settings here. The very first setting we're going to change is actually near the bottom. So if we move our mouse down, I'm just painting around this using the middle mouse-click. I can go down here and we're gonna go to transmission. So transmission as we turn this up, it's going to make this material more and more glass-like. Until once it hits one, it will be essentially entirely glass. We're going to turn this up to one. Then we're going to set our transmission roughness 2.3. Essentially the transmission roughness is saying how blurry is this glass that we're making? It super clear, or is it a little bit cloudy and it's kinda hard to see through. The higher this number is, the more rough it is, Which means the more blurry it is. Now we have our transmission at one and our transmission roughness at 0.3, we can go back up. The next thing we're going to be changing is our roughness here. So this roughness refers to actually to things. In this case, this will simultaneously adjust the blurriness of the clearness of our gummy bear, as well as the blurriness of the reflections on the surface of our gummy bear. So let's start by making this a bit lower. So those smaller numbers are going to make your reflections a little bit sharper, a little less blurry. We're going to type in 0.2. We can see here that one actually made a huge difference here. So the roughness here was making the surface really textured and not very shiny. So we want our gummy bear to look fresh and new and right off the assembly line, We're gonna go with a nice shiny, very sharp reflection on the outside of our gummy bear. And by adjusting this, we're actually making the Gummy Bear slightly more see-through as well. The next thing we're going to change as the specular tint, the specular value up here, we're going to leave at 0.5, but I'll just show you as an example what this does. The higher this number, the shinier overall, our gummy bear is going to be, it's going to pick up more and more reflections. The lower we make it, the less reflections that will pick up overall. We're going to set this back to 0.5 as it was. And then we're going to adjust the specular tin instead what the specular tint and we'll do Is it will allow the specular, which is the reflections on this, to inherit some of the colors that are underneath it. So in this case, Oliver reflections are very sort of white. They're mimicking the environment. I'm gonna make my reflections a little bit more red so that the reflections don't stand out quite as much. I'm going to do that by turning up specular tin. So as I turn this up, you can see my reflections get a little bit dimmer, but they're also a little bit more red as well. So I'm going to set mine to 0.75 and then hit Enter. And you can see overall my reflections are a lot dimmer because they're using the red color rather than white. I think this looks a little bit more realistic in this case to have these dimmer, but also more saturated reflections. Now another way we can add back in some of those reflections that we've lost as by increasing the clear coat. The clear code is essentially, if you think this as if it's car paint, a car paint has a color underneath, say in this case, maybe red. And then there's a clear paint that sits on top of it that protects the paint below, but also adds a lot more reflection to it. So that's essentially what we're adding here, is we're adding a clear, shiny layer on top of our red color that we have before. We're going to set this to 0.5. We can see we've added back in some of those reflections, however, they're more red than they were before because of the specular tint that we've added. The reflections from the base material that we had before we added the clear coat are still there. They're just visible underneath this nuclear shiny layer. Now we might also think that these are a little bit too sharp, is getting back to that sort of glassy look that we had before. So let's increase the clear coat roughness, thereby making the reflections of the clear coat a little less sharp and a little bit more blurry. So we're going to also set this to 0.5. We can see by doing that, we still have more reflections of rho, but they're not quite so sharp and glossy as they were. At this point, we're done actually adjusting any of the settings on this base material. And you can see it's already having this gummy look to it, really able to see through it in certain areas. So if we zoom in, we can just scroll in on this upper cell up here. To zoom in on our camera. We can see here that we have this kind of nice dark areas where we're seeing through the Gummy Bear. Here we can see some dark areas where the shadows are inside the Gummy Bear. We're also getting nice bright areas where these light is hitting the back of the Gummy Bear and showing through. So we're getting to see that nice gummy material that we wanted to. However, there are some additional things we can be doing to make this look a little bit more deep. Like it has a little bit more shadow with inside it. So let's start by going down here to the bottom cell. I'm just going to zoom in here and then hit Shift and a to add a new cell or a new node rather, I'm gonna hit search. Then actually the right of the very top. Now we could type it in, but it's actually the very top result. I'm just going to type an ambient AMB. I'm going to choose ambient inclusion. Once I create this node, I can drop it here. Now in this case, it did not automatically connected to it because it doesn't know exactly where we want to put it. In our case, we're actually going to drag this little color, yellow dot here. We're going to drag it into base color. When we do that, it's going to override the color we had there before. Now, if you don't want to have to repack the color you had before, you can hit Control. And then right-click and drag across this, this connection here to separate. Then you'll be able to see this color again. Now you'll be able to hover over this base color, the one that you chose before. Hit Control and see just by hovering over top of it. And then go over to this color node and hit Control and V while hovering over top of it and it'll copy that color over. Now when we replace it, it will already be the same color. It's, now we're going to read, drag this color node back to base color. Now we'll see that our gummy bears kind of read. But overall it's this kind of weird, really dark, sort of metallic looking black red color. That's because the parameters on this ambient occlusion so quickly to explain what ambient occlusion is trying to do is it's replicating the shadows that you get either on the inside of an object or in this case, the way it's setup now is on the outside of an object. So when two objects meet in real, real life, the light being cast around that environment that they're sitting in. It doesn't really get into the crevices between objects. So ambient occlusion is trying to mimic the shadowing that is occurring in the crevices between two things, setting on a surface. So if we have, say, a book sitting on top of a table, there'll be a small little shadow line right underneath the book where the lights just bouncing around in the environment don't really reach that crevice because it's so tight and there's very little room for the light to bounce around inside it. So the immune occlusion node is doing its best to mimic that. Now there's different parameters we can adjust here to make it work. In our case, for the Gummy Bear We just zoom in here. We're going to check the inside box here. When we check inside now instead of checking the outer crevices of the gummy bear. So this area here and the arm, and then like this crease around the Belly are underneath the nose. It's going to instead start sampling on the inside of some things. So as surfaces get closer together on the inside of the Gummy Bear, then it will put the darkening. So I'm gonna check this little inside button here. And now we can see it's almost entirely black. Now. There's almost none of the color leftover. And that's because of this distance, will remember that our gummy bears really, really tiny. So it's, this whole gummy bear is about an inch tall. This distance here is really, really big for the gummy bear. So instead of this one, for the distance, we're actually going to type in a small number, which is 0.002 and then hit Enter. And now we can see that our gummy bear goes back to being read like it was before or whatever color you chose. You don't have to choose red in this case. We can see that we're actually getting a little bit more darkening here around the ears. Now, it'll be a relatively subtle effect because we have such a small distance. But if we again hold Control and then right-click and drag to sever this link. We can see that the Gummy Bear has a bit less Shading overall, it's looking a little bit more flat. And then when we drag in this base color, we gained some more shadow here on the top of the nose. These arms get a little darker here. So essentially what this is trying to mimic is the areas where the Gummy Bear is the thickest and where the light is just not making it all the way through the light rays won't penetrate the material of the Gummy Bear. We're getting more shadowing. So like on the inside of its thigh here, we're seeing more shadowing. This node here is just trying to add a little bit more realism to this kind of dense gummy material that we're making. At this point, we're getting pretty close to having a relatively successful gummy material. Now. Right now our gummy material has see-through, so you can see through it, It's transparent. It has this darkening that we're seeing in these areas where the light doesn't penetrate it as much and it's also shiny. However, right now it's almost perfectly smooth. So there's not really any surface detail on this. Now in a real gummy bear, at first glance, it might look pretty smooth because it's so small. But if you've got this close to the Gummy Bear, you would notice that it has all these different surface imperfections and these kind of wavy, bumpy lines from the mold that's made in or the just the fact that it's been put into a bag and it's been rubbing against other things. So we're going to try to mimic some sort of simplistic detail on the surface here just to give it a little bit more realism. So it doesn't just look like this class sculpture of a gummy bear. And it actually looks like a kind of a lumpy textured gummy bear. We're going to be doing that with a bump node. We're going to start out by hitting Shift and a. Then in our search bar here, we're going to type in bump, going to create this bump node. Now we're going to drag this normal node. So the little dot up here into the normal here. Now we have it connected. Now you'll notice nothing has changed because we haven't actually put any information into this bump node. We're gonna be making more nodes over here that plug into the bump. And then the bump. We'll convert that information into something that Blender knows how to make the surface of this gummy bear look bumpy. Now we're not actually adding any more physical detail to this. This is entirely essentially an illusion that Blender is accomplishing by making this look bumpy. So we won't actually be adding anymore faces to it. It's just going to look bumpy without actually being bumpy. Let's start by creating the next node that one need. We're going to hit shift and a go to search. This time we're going to type in Musgrave, so MUS. And then you can see it up here, Musgrave texture. So this texture here is essentially just a generated noise. And it's using this Musgrave pattern to make this sort of generated procedural black and white noise that we're going to be plugging into this bump node, which will give the Gummy Bear It's bumpy texture. So let's start by plugging this heightened node up here into the height on the bump. And we can see right away that our gummy bear has gone really bumpy. It's kinda looking almost like camouflage or it's made of rock or something. So we can tell right away that the Musgrave and the bumper doing something, they're just doing a lot right now. So let's start by adjusting some of these bump values here. So we're going to change the strength, something really small because it's a small object, we're gonna do 0.025. So now we can see that this Musgrave texture, because it's so large right now, it's almost appearing to do nothing but it is still there. It's just been significantly reduced in its effectiveness. And we're going to leave our distance at one. So now let's start adjusting the parameters on this Musgrave texture to preview what a node is doing by itself without all the other parameters that it's being ran through. We can hold Control and Shift down Then left-click on it. That'll show us a preview of what that node is doing without all of the other things working together. This is something that the Node Wrangler add-on that we've enabled in the last couple of lessons is giving us the ability to do. If you want to disable this effect, where we're only seeing what the output of just this node is. Just hold Control and Shift, and then click on the furthest right node, which in our case is this principled be SDF. To go back to seeing what the full output of this is. Essentially whatever you click on is just going to use that as the preview. So it's going to run it directly into the material output like this. So in our case, if we want to see back to what we had before, which is using all of these parameters, just hit Control Shift and then click that furthest right node before the material output. And then I'll go back to how it was before. Let's zoom back in on this Musgrave texture here. I'm gonna hit Control and Shift to click this so we can see what this actual output is because we're going to be adjusting some of these values. The first thing we're going to want to adjust is actually the scale of our texture here. Sorry, now by default it's set to five. And because our odd object is so small, five is really, really large. So even if we make this as low as say one and hit Enter, you'll notice it's actually, it hasn't really changed much. It's still really big and almost looks like it's too big. In this case. We actually need to start going down into the negative values in order to make this texture as small as we'd like it. You can see as we go further and further down, the texture gets smaller and smaller until it's starting to get to a somewhat of a size that we're looking for. Now, these values here are going to end up being really, really, really small. And we're gonna be able to make them a little bit more easy to work with by using a couple of nodes so that we can simplify this process. We're going to start by just setting this back to, we'll just set it back to five so we can see what it started out as. The next thing we make is going to be a math node. So we're going to type in shifting a to bring up this menu. Then we're going to search math. This node here does exactly what it sounds like. So this is actually going to use math in and perform some specific action that we can choose. We can choose all of these different things. So add, subtract, multiply, divide, so on and so forth, all the way over here. It will take the values that we type in here and then perform this function and then output the new number. In our case here, we're going to choose multiply. And now we're going to make another, another new node. We're going to hit shift into a. Then we're going to search. And we're going to search for value. A value node is simply just a number. So whatever number we type in here is going to be output and then put into whatever we plug it into. Let's plug this first value node here into the top. Then here we're going to type in five. Now we're going to multiply this number by negative 1,000. So this might seem like a really, a really weird way to go about this. But essentially this is going to let us do is not worry about having some really weird hi negative value here. In order to make this smaller, we're only number we're going to have to worry about is just this far left one, which is just gonna be a regular, normal style number. In this case it'll be like five or four or six. So now we can plug in this value into the scale so that these nodes here are overriding what the scale is doing. So we can see here that these dots have gotten much, much smaller. Now to adjust the scale, all we need to do is to adjust this number. We can type in like three and we can see it update over here. I can type in five and see it update. So now we don't have to worry about what these numbers are doing. It's, this number would normally be, in this case negative 5,000, but that's a weird value to work with. So we're just going to simplify this, collapse it all down. So we only have to work with this number. Now before we go any further and adjust these values, we want to make sure that Blender knows how to display this texture on this gummy bear. Because right now it's kind of just guessing. And using whatever the default unwrapping method is to apply this texture to this. But we wanted to make sure that it's using the way that we want to use it. So we're going to hit shift into a. We're going to search for texture coordinate. So type in texture and then soon as you hit C, you'll see texture coordinate. We're going to make that. Now we're going to drag the node object down here and then put that into vector. Now we can see that makes a huge difference here. What this is doing is it's using the object here. It's looking at this object and there's a bunch of different options here. So we have generated normal UV camera, and all of these will make this texture down here. So this Musgrave texture be applied to our model differently. We can just see some of them quickly here if we move them So that one's using the UV, which we didn't set up the UVs so it's blank. And then there's just different ones here. So this one is using the normals, but we can see it's kinda messing it up in some of these areas. There's generated. So you can see all these different outputs and some of them require more effort prior to using them. In our case, we're going to use objects. We're going to leave it what we had. And now we see that this texture here, when we change these numbers, looks a lot. We can actually see what we're doing here. It's not so small that it's just completely invisible. Essentially, it just looks like static. We're going to leave our value here at five, which is what we had it before. Because I think that size looks nice. Then we're gonna go down here to the detail dimension and lack of clarity, which I'm not even sure if I'm pronouncing that correct. We're going to type in for the detail. We're gonna make this 1.3. As we zoom in on the texture here, we can see what this is doing here. So let me, I'll just move mine. You don't have to adjust your video or your value rather. So as we lower this, we can see the higher the value here, the more sharp we're getting. We're getting these little protrusions here that pop off of the texture. We want ours to be a little bit softer. So we're going to type in 1.3. We're going to adjust our dimension down to one. Which is just giving a little bit more like smaller details here that we want. So it's adding these little gaps here. Then the lacunae charity, which again, don't, don't quote me on that is how it's pronounced. So we're going to type in 5.8 for this one. And then hit Enter. This gives our edges here a static II kind of cloudy edge. So we can see as we lower this, it gets simpler. And then as it gets higher, it gets this more dotted. I guess more detail essentially is what we're adding with this. So again, we're going to leave that at 5.8. We can see this sort of ragged edge that it's giving it. Now. With all of this done, we're going to hold Control and Shift and click back on this main node here. We can go back to our gummy bear now and see what that actually is accomplished. Now when we zoom in here, we can see this kind of like rippling we're getting on the surface and that's all thanks to this bump node. Using these parameters that we just plugged into it. Again quickly. If I want to break this off, I'm going to control and right-click to sever that connection. And we can see how it goes back to being really glassy and really smooth. Then if we plug this in from the bump to the normal and then note on the principled. It's still nice and reflective, but we're getting these kind of surface imperfections were things that are a little wrinkly. They're a little bumpy. There might be like right here it looks like there's a little bit of a gouging in it that just gives an overall, a more realistic look. The key to realism in 3D is almost always imperfection, not perfection. So something that is super perfect is to perfect for real life. So even if something, if we see something in real life, we're looking at a perfectly smooth glass orb. From a distance it might look perfectly smooth, but as you get closer to it, you realize it has some scratches, some stuffs. There's an area where the reflection wobbles a little bit. So it's all those little imperfections that we add to our 3D renders that make them look more realistic. If for some reason you think overall this bump is little too strong for your tastes or it's not strong enough, simply just change the strength value here. So the higher the strength value, the more bumpy it'll be. So we can see here now it's really, really wrinkly. And if we make it lower than we had, it'll be less. I'm just going to Control Z, those changes to bring it back to what I had, which is 0.025. And we'll leave it there for now. Let's zoom out on our scene and see the other gummy bears that we have. So now we want to duplicate what we have here and apply it to these other gummy bears. But we want to make sure that they're not all red. We're going to have different colors for each of these. So let's start by selecting this gummy bear laying on the ground here. Then this case, soon as you click on a gummy bear that has no material, you'll see everything just disappears. Now it's still there. If you click back on your red gummy bear, it'll come back. It's just hiding it for now. We're going to select the one that's laying down. And then instead of clicking New, we're actually going to choose from the drop-down here. And this will show us all the materials and our senior right now, we're going to choose red gummy bear. So now we can see that this red gummy bear is going to be using the exact same material rather than laying one is going to use the same one as the standing one, which is the red. So if we change anything about this, it's going to actually change both of them. We don't want that. We want to have different colors for each of them. So I just Control Z that Change there in case you also follow it along, changing the color. In this case, we're going to have the laying down gummy bear selected. Then we're going to click this little two here. So this two is letting us know that this identical material is currently applied to two different objects. And by clicking it, we're branching this material, so nothing will happen by default, that number will disappear. But now we can rename this and we're going to call this green gummy bear. Hit Enter. And now if we change this color, any change we make on this gummy bear will not be replicated on the other one. We're going to find a greenish yellow color. And then green gummy bears are not typically so bright, they're actually a pretty dark green. So I'm gonna move this down. We get more of a forest green. I might be a little bit too dark. You can adjust the hue so if it's seeming a little too yellow or not, not blue enough, we can always move that around. Maybe I'll make mine more of a true green. Then we can adjust these values here. I think something like that looks okay. If you're following along exactly with me, I'm using 0.3 to five for the hue. And then about 0.39, I'll just change my Exactly 0.39 for the value. Now we have a nice sort of forest, the green for this one. Now let's do the same thing for the back gummy bear. So again, soon as we select it, all this stuff disappears. From this drop-down. It doesn't really matter which one we choose. Now this update, yeah, actually you just saw it update there. It might not update immediately, but they are caught up. Now it says green. I'm just going to choose the green gummy bear in this case, it really doesn't matter which one you choose as the base. Click this number to say that it's unique. Now, going to rename this yellow gummy, bear it, enter. Now we can adjust this to a different color. In this case, I'm going to choose more of a slightly orangey yellow maybe right around here. Then I'm going to brighten this up a bit. So this, this little slider here on the right is the same thing as this one on the bottom. So either when you want to use this fine, I'm going to brighten this up. Somewhere in the We'll try 0.7. So it's a nice number here. I'll do 0.1 to five for the hue. So if you're following along exactly hue, which is the H, 0.1 to five. And then the value is 0.7. It's now we have the nice red, yellow, and green that we had before. When the thumbnail for this lesson. Then the very last thing you might wanna do is to change the background color here or make it more reflective. So we're just going to select this plane. So you can see here I've a little bit of a highlight here to let me know I have it selected. I can also tell I have it selected here on the top right with the highlight. And with that selected, I'm going to click new this time because I don't want to make it gummy. Now I just get a plain regular principled be SDF. One thing I can do is make this plane a little bit more reflective. The way I can do that is by turning up the specular. That'll make it more reflective. And then I can turn down the roughness, which will make the reflections a lot more sharp. Now in our case here, the angle that our camera is, it's not really showing a whole lot of reflection. We might be seeing a little bit right here. We can see a little bit of reflection here. But in general it's the angle. So the higher angles you'll get less reflections. And then the lower angle you have, you'll see more reflection. So we actually, outside of the camera here, we can see these parameters are working. We're seeing reflections here on the plane, on the outside. We're just not seeing so much on the inside here, Which is fine. That's just a symptom of the angle that we're taking our camera. If you really want to see the reflections, you'll have to lower your camera, lower it down, further down below the eyeline of these gummy bears and be looking up at them. And then that will allow you to see the reflections on this plane, assuming you have some sort of similar values here. So maybe we'll say 0.75 for the specular and we'll do 0.1 for the roughness. This, this amount of value here should allow you to see some reflection. You can also adjust the clear coat. So if you wanted to add a little bit more reflection on top of all that, you can also increase the clear coat, which will add more reflection. For our case, we're going to leave that down at zero. Then the last thing that you might wanna do is to change the base color. Now I will caution you about changing the base color to drastically. If you do anything that you will want it to be very subtle and you have to think about what color you use. The reason for that is, as I change this color, you can see it's actually really heavily affecting the color of my gummy bears because they are see-through. So as I adjust this color, it's changing the way my gummy bears look because the color is mixing with the color of the Gummy Bear. Whatever color you use. Maybe we'll go with a really light tan kind of goldfish color. You want to make sure whatever you're using is not really that saturated, should also be relatively bright as well. I've given my gummy bears just a really subtle kind of tan color here behind them. And you can see even that amount has actually changed the look of our gummy bears. And that's simply just because the Gummy bears are see-through. So they blend with whatever colors behind them. If you go with something really drastic, like blue, you can do that and you can see how shiny your plane is. We can actually see where our reflections would have been, had our Colorbond darker. But then you end up getting really dark looking gummy bears. The Gummy bears really our best showcased and a really light environment. My case, I'm just going to go back to white. But again, feel free to use whatever color you like. Just be cautious of what color it is and how saturated and dark it is. If you'd like your gummy bears to look like they're sitting on more of like a mirrored surface, like say a sheet of metal or an actual mirror, you'd hang on the wall. You can adjust your metallic value down here. So as you raise this up, that background element is going to get more and more metallic until eventually it just looks like an actual mirror. Now in this case it's a pretty stark look. So we can lower this down. That actually will give you a little bit of reflection down here. So if you liked this higher angle, but you still want to see some reflections underneath your gummy bear. You can also do that. Maybe we'll raise our metallic value. That doesn't look too bad. So maybe we'll do a nice round number like 0.4. Now we can see a little bit reflections here, but overall it's still remains mostly white. The next lesson, we'll be finishing this tutorial by Rendering a final image of our gummy bears. I'll see you there. 10. Rendering the Gummy Bear: In this lesson, we'll be Rendering the final image of our gummy bears so you can share it with your friends and family online. Let's begin. Before we begin, let's just perform some quick housekeeping from the previous lesson that we needed to take care of. We never actually named our gummy bears unless you went out of the your way and did a good thing by naming them yourself. If you haven't already, that's fine. Let's just rename them now. We're just going to name this red gummy bear. Then we can select the laying down one. In our case, it's green. Now, obviously, if you've changed your colors, you're going to want to adjust your names as well. So if you didn't use red, green, and yellow, that's fine. Just rename them what color they are. Then we're going to name the back one, yellow gummy bear. So now that that's out of all the way, everything over here is nicely named and we can proceed. The first thing we're going to do is go through and just really quick checklist here. I won't belabor the point here, but we're going to just double-check that you have all the correct render settings because that'll be important for when we come to the actual render time. So quickly, you just go to your render properties here. So this little, the backside of this little digital camera, click on that tab and then you're going to go to render engine, makes sure it's set to the cycles. Go to device, make sure it sets, is set to GPU, compute. At this point, it doesn't really matter what your viewport settings are, but just in case you're curious, they should be at 0.1 for the noise threshold. Then max sample set to 256. The D noise should be checked and then set to optics as long as that's an option for you. Otherwise, you can just use the open image de-noise or just leave it at automatic. We're going to scroll down to the render which at this point are the actual important ones. Make sure you have noise threshold checked on and it's set to 0.03. Max samples is set to 256. We can leave our time limit at zero. This shouldn't really take too long to render given our settings are pretty low. And then for D noise, make sure your D noisier is set to open image de-noise. You don't want this set to optics. In this case, this one will actually give us a better render. So open image de-noise. Next, we're going to go to our output properties, which looks like a little printer printing out a photo. Then up at the very top, we're going to change our resolution. It should be 2000 pixels for the X and then 2000 pixels for the Y. And that'll give us a nice square image that is a 2000 and by 2000 image. And then finally, we're gonna go into Edit, then go down to Preferences. And then on this menu, we're going to choose system when the left. Then make sure you have it set to cuda, and then have both of these boxes checked. Now if you have multiple GPUs, you might have 33 boxes here. But either way, make sure every single box that you see on this menu here is checked. And again, you won't actually see these exact words here because this actually shows what your current hardware is on your machine. So you won't see an NVIDIA G-force RDX 26th super if you don't actually own one of those. So just make sure every single one of these boxes is checked, which will enable the use of your GPU in my case. And then my CPU, or you're on the bottom. With all those boxes checked and set to cuda, we can close this and now we're ready. Let's go up to the top and then choose the Rendering tab. Now we're going to go to render. And then we're just going to choose render image. You could also alternatively you just hit F12 when your keyboard, and that will also render the image. So let's hit this. Now we can see here that it started the process of rendering our image. There we go. Now it's popped up and it starts out really grainy, really noisy and fuzzy. And then as the sample number up here goes up, sorry, now it's at 11:12 and we'll keep counting up until it hits to 56. And then once it's done, the image will be as clean as it's going to be. It, the render will stop and then it will process the denoising, which is done after the fact that will use the open image denoising that we chose before, the open image de-noise. Or we'll go through here and find any remaining noise, any remaining speckles. And it'll try to smooth that out using some AI software to best guess at what it should look like had it not been sort of noisy. I'm going to let this render Continue. And then when it's done, I'll be back. Okay, so now that my render is done, we can see up here at the top, the time for this render was about 3 min and 10 s. Again, that's with my current settings and that's with my computer's hardware. So if you have significantly better hardware, this will have rendered much faster. If you have significantly worse hardware, it'll probably have rendered much slower. If the render rendered really slow for you and you'd rather speed it up and it wasn't really that close to 3 min. Now, again, you can leave it as what it is that and be happy with the quality. And then it'll just take a little bit longer for it to render. So maybe you have to go make a cup of tea or something while it renders. Or if you just want to get it really quick preview and you're tired of waiting so long for that preview. We can adjust these settings over here. So if we go to our render settings on the right, so again, it's this tab here. It looks like the back of a digital camera. If you adjust this noise threshold here and you make this number higher, the higher the number the more noisy will be. In this case, we could change this from 0.030, 0.04, or maybe 0.05. And that will make the render care less about how noisy it is. It'll stop rendering when it gets to a certain noisiness, which in our case will be more noisy because we've raised the number. We could also alternatively adjust the Mac samples so it has to go through less samples before it finishes. And then performed the D noise operation that we've told it to do here. But again, if you lower this number, the less Mac samples, the lower the quality of the image because it's not taking as many samples to complete the final image. And then if we raise the noise threshold, it will be more noisy, but it will also render faster. Now, you have to be okay with a less quality image. So we'll lower quality image that just gets done a little bit faster. An example for the max samples is something you could lower to do like to 25 or 200, or maybe as low as 175. But as you start getting really low, you're going to really notice a degrade in quality. For my purposes, I'm just going to leave this at 02:56 and then we'll leave it there. So at this point, we've actually completed our final render. This image is done. We can zoom in on it. We can see the quality. We don't have to worry about the constant reprocessing that it was doing within the viewport every time you moved your camera or zoomed in. Because this image is complete, it's final, it's done, it's not being processed anymore. It's just been converted into a flat image. Now in order to save this image and share it with people and say social media, like Facebook or Twitter or Instagram. You'd have to go up to Image. And then Save As. Now it'll bring up at the location wherever this file is currently saved. Then we can just call this gummy bear. Then maybe we'll just call it O1 so that we know that this the first version of it in case we make any further adjustments and we want to see what the old renders look like. So that's the name down here. And then we can change the file output. Our case, we don't have any transparency in this, so we don't have to worry about keeping the transparency with the PNG format. We could just save it as a JPEG if we'd like. So we're going to set it to JPEG, and then we're going to make the quality up to 100%. That way it's as clean as possible for this JPEG. With this set and our name given, we can hit Save As image. Now our image has been saved out. It's saved as a JPEG, which we can then share wherever we'd like. In our next and final lesson, we'll be discussing our class project. I'll see you there. 11. Our Class Project!: Congratulations, You've made it to the end of the class. Now that you've learned how to create a cute little gummy bear with me. I'd like you to try your hand at making a unique gummy animal of your very own. You can use all of the techniques you've learned in this class and apply them to adjusting this gummy bear into a brand new animal or start from scratch and make something brand new. A few ways you can adjust our current gummy bear model are Go back to the duplicated version we made before connecting all of the parts into one mesh. And you can change the scale or placement of the body parts to put the bear into a different pose. Add or remove parts from the gummy bear to turn it into a similar animal, such as a lion or wolf. Start from scratch and create an entirely different base, such as a snake or a fish. Or Continue using your gummy bears, but arrange them into a small scene with simple props that tell a story. An example of this might be making a small picnic basket and blanket for them to sit around. Lastly, you can just think way outside the box and surprise everybody with your unique creation of your very own. When you're done with your new gummy creation, post the render to the gallery and share it with me and all of the other students. I'll personally review each project posted to the gallery and let you know what I love about your image as well as anything that could use some adjustment. Here's an example of what I've created for my class project. I made a FUN little gummy snake, including a forked tongue and a tail rattle. I used all of the same techniques we discussed during the class, as well as some basic modeling to create the tongue and the mouth. I can't wait to see what you all come up with. Thank you all so much for taking my class. I really appreciate it. If you enjoyed the class and want to know when I release a new one, please click the Follow button here on Skillshare. Also, please consider leaving an honest review for the class so you can let other students know if it's worth their valuable time. If you liked this class, please check out my teacher profile. You might just find another class of mine that interests you. Thanks again. I hope to see you in another class soon.