Transcripts
1. Trailer: Welcome to my course.
In this course, I share my process of designing a three D
character using number. We start by building basic mesh with the help
of reference images. We will model all the
body parts separately. Then we will combine
all the parts, cover them, and give the
character its final shape. Then we will add the feathers and the wings to the character. All the addons we will use
regard the courts are free. Let's create a beautiful
character from the first polygon to the
final render together. Take another step towards becoming a ready
character artist. Learn to necessary to and develop your own creative
process as you go. See you in the first test.
2. Required Addons: Welcome. Before we start, we will install the
necessary addons. All the addons we will use throughout the
course are free. The first addon
is re top of low. Publish it by CG Cooke. It will provide you with great convenience in
the topology section. Actually, this addon is paid, but CG Cookie tell us
if you are a student trying to learn this job or
if you do it as a hobby, you can use this addon for free. There is no difference between the paid version and
the free version. The version you will use may vary depending on
the blended version. You can download the
last version from here. If you want to install it according to the blender
version you use, take a look at the list here. I click here for
different versions. I use this version
in this course. You can also choose
according to the version. The second plugin is a free plugin, which
you paint addon? A very useful addon that
allows painting using layers. Download it from here. The last addon is mission tool. It provides convenience with switching between modes
in the planter interface. You can use it according
to your preference. I recommend you to try it. You will download this
one in the same way. How will we install the
addon we downloaded, Edit, preferences
addons, and install. Find where the addons
and activate them. Install addon and search
retpolow and activate it. Do the same for
the other addons. Let's look at other
addons that are needed. Search let retop of love active. Ms extra object.
Activate this one. We will use it when adding
vertexes to the scene. Modifier tools,
activate this 12. It will be useful for us when
managing the modifiers of the objects. Machine tools. It will allow us to switch between modes using
the tape key. You can use it if you wish. Note framework. It
will be useful for us when using nodes in
the shading editor. You paint active. To save all the addons after installing
them, save preferences. That was all about the dons. Se
3. Referance Images: Welcome, friends. Let's
please reference images. I select everything with A, I'm deleting X, delete. Numb three, side view, Shift A image, reference sight. Num pet one, front view, front, num pet seven, top view. Tap, control, nupt seven, bottom view, but I
activate the Gizmo. Add Image will be at the top. Let's look at properties
of reference images, sit object properties,
enter these values. Front. I select all images, creating a separate folder
and leave collection. Side image, object
data properties, I select this part as front. Let the object be visible
when I look from behind. Finally, I want to remove all images from
being selectable, object properties, visibility,
disable selectable. References are ready. Let's move on to the next destin to get started with modeling.
4. Body: Welcome again,
creating a new folder, right click New
collection. Number three. I will start with body
part, I add vertex, shift A, mesh, single
word, a single word. I cannot see the vertex. I need to work in vertex mode
to see, tap, vertex mode. I will start from this point,
Extrude, extrude again. The front is more carved, so it needs to be
a little ahead. Extrude again. Skin mode fire, extreme mode, shortcut, at Z. I'm increasing the
size, control, A. I will apply
subdivision surface. I get the size a little bigger. I'll continue
subdivision surface. I want it to look better when I apply your image
for this reason. Let me see port three.
That's enough for now. I will continue in
the scopic section Number one. Only Xs. Control A X. Again, control A x. We'll follow this line. Pit seven TV Otro AX. I get precision by pressing
Shift. Object mode. I will apply rems. I need to save but fails first. When I say apply all, all of them will be saved. Control tap, scalp mode. I can change it here. Rems 001. Control tape, object mode. Vertex mode. Scalp mode again. I will apply smooth. I select the smooth brush, Stringe 05. Then the brush is selected, I can apply it by clicking. I can apply by pressing
Shift A brush is selected. Number three, I
expand the brush with F. Symmetry Xect et what I do on the left
appear on the right. Shift click. Pit one. Pet seven type f. Let us stick to four and p three, Z X mode. Pth with F, fall off, protected. A num one, front view in the
middle of the neg. We'll follow this line. Num seven, Tap w, tail section. As Z. The body and tail
section is complete. Let's go onto the wing section.
5. Wing: Hey, guys. Number one, I add a vertex, shift A, mesh, single word,
a single word. Xray mode, Alt Z. I will
start from this point. Extrude. Again, again. One for each knuckle, I continue Skin modifiers. I select all with A, Control A. Control A. I'll continue. Subdivision surface M
five. El port three. Control A, I'm not going
into too much detail. I will make it better
in the sculpting part. Numb at seven, I select all with A. I get precision
by pressing shifts. I will look at the bottom view, control npn bottom view. Only Y s. We'll
follow this line. I'm going to expand on the Y xs. Control A Y. It didn't work, right click. When you use the sche mood wire, the Gizmo may not show the
right direction and panel. I will change this section. Y, not work. Control Z. On X xs, close and panel, control A X. I get precision
by pressing shifts. Control A X. Again, Number one, Alt Z. I will apply reimage
Control tape, object mode. What fires apply?
Control tape, Scot mode. Remase zero at 01, number one, smooth
time, shift, click. The object is tot in. Smooth press, strange
is too much. Control Z. Strange, zero tat one. Shift click. Con number one, BikVew. Control number seven. Control tab, object mode. Cut mode again. Elastic deform, syringe, zero tat five,
follow, protected. Alt Z. I expand the brush with F. I can see more
easily with the flat. Naped seven top view num. Again. I will copy it to the other side with mirror modifier,
modifiers mirrors. The center of the
object is center stage, copy right across from it. The center of the object could
be in a different place, Control tape object mode. I will change the center
of the object, right, clickingen geometry. You may encounter this problem
to fix mirror modifier, mirror object,
click select Body. So I say, copy it right
to the opposite side. Looks nice. I am
hiding it for now. You can leave it
open if you want. You can continue the lesson
like this. No problem. I will hide it. I will make all objects visible in the next lesson. See
your next lesson.
6. Leg: Welcome, friends,
numbe one, Iet vertex. I'm hiding the body at for now. I'll start from this point, extrudes with A,
where the leg begins, middle, the knuckles, extrude again, again. Numbe three, I
select all only Xs. Number one, ski modifier, at Z X ray mode, I select all with A, control A. Control A, Again. Subdivision surface
level see p three. Control A. Again, I will make it better in
the sculpting part. Control A. I'm going to make this
section a little wider. I'll join with the fingers. Control. Sideview only Xs. Control A, Y. I didn't work. Produce X, close and panel, Control A X. I get precision
by pressing Shift Control A X. I'm not going into
too much detail. I will make it better in the
sculpting part. Control A x. Again, front Z. I will apply remise, control tape, Scot mode, modifiers, apply all remise 001. Smooth brush, stringe 05. Shift click. If it is applied too
much on thin sections, it will distort its shape on Z, strange, zero, that one. Et's stick to form
side view of Z. Hello protected. This n. I it will take its true shape when
combined with the body, Alt Z. I will apply
mirror modifiers. At modifiers mirrors. The center of the
object is center stage. Looks nice. Other object
visible Montrotp object mode. Looks nice. I'm
closing it for now. Finish it in this section, see you in the next lesson.
7. Finger: Welcome again and p three. Aye a vertex. I will start from this point
on for each knuckle, extrude with a middle. I continue Ski mode fire. I select with A, control A. Extreme mode, lt Z. Subdivision surface.
The report three. Control A. Let's do these hills
first. Control. I'm not going into
too much detail. Change flats. N pet seven, I select
with A, and pet cama. I get precision by presix shift. Alt Z. C due matter. I will apply rems, Control tape, scalp mode. Modifiers, apply all remise 001. The object center is here. I movie center here. Control tape, object mode, right click, set
OginOginGeometry. Scalp mode again. Small trash, stringe
zero that one, click. I will apply smooth, but it continues to look rough. This is because
the object is too small and re mesh zero dt 01. If it was zero, zero, zero, one, it
would look smaller. However, it would still take this shape as it
merges with the leg. You will understand
better when combining. It doesn't need to look
completely smooth. The important thing is
to apply the topology properly number three smooth.
Control number three. Number seven. Control
number seven. Let's stick to four,
number three, Alt Z. Lets F, No. Of the studio mode again. Where the knee starts should
look a little sharper. Islect Cris brush, if side view of the three times. Control number three. I apply it very
lightly, not much. So again, very
lightly, not much. Finish it in the section. Let's move on to
the next lesson.
8. Copying Fingers: Hey, guys, Control Tab, object mode, amped seven. I'll X ray mode, rotate with R. Rotate menu, 72, that five. Pay attention to the nail. I copy, shift D, right, click, rotate again, -45. Only xs, pressing Shift. Copy again. Shift
D, right, click, YXs, rotate again, -135. S pay attention to the nail. Pressing shifts. Copy again, shift
D, right click, rotate, -45 on X xs, shift. Number three, I select bots. Shift Alt Z I select all number seven. Only Xs. Art Z, again, I
cannot see digisma. I will use G, G H, Shift Click Art Z. I will apply mirror modifier,
select fingers, mirrors. The center is here, so it was copied here. Where are we solving
the problem? Mirror modifiers mirror
object, Greek select body. I'm going to copy the modifier of this object to
the other fingers. Select fingers pressing Shift. Finally, I select this finger, pressing Shift Control C, copy selected
modifiers, mirrors. Looks nice. It will look more beautiful when
you join it foot to foot. See you.
9. Head: Alcan friends NPD one. I add a quad spear of NPD Cam. Side view. I will apply remish
onto your tips cup mode, remish zero dot zero
of the smooth brush, stringeO symetrg
active and creek. Number one. Control
number one. Bit seven. Let's stick to four. Z F, All of this right. It will take its final shape
and join with the body. I will do the dbo part later. At the object mode again. See you next lesson. But
10. Upper Beak: Welcome again. I
height the head, H, number three, I get a vertex. This point, all of this line. Extrug skin modifier of Z, control A. Again, I will make a different work for the object. I will shape it by
moving the word Cs. It must be a normal object. The object mode, skin modifier, apply Vertex mode. That's it. Control Z. Subdivision surface. We will see part three. The lower and posterior part
of the beak looks sharp. I will g to the sides. Control R, click. I'm dragging, click again. Back section. Control R, click. I'm dragging, click. Looks nice. Side
view of OTs work. I can see more easily
with the flat. I'm not going into
too much detail. I will make it better
in the sculpting part. Number one, I will do
the subsection first. I'm going to subit the
scene into two. I zoom in. I will do this part.
The other window will be a side view. In this way, I will have
choice on both sides. I expand x only Xxs. As X Thanks. Again. Back to single window. Age mode, I select up edges, Alt click, all edges.
Shift Alt click. I will make it smaller, X. Come to this point.
A Z, Studio again. Age mode again,
click, shift click. I will bring the
edges closer SX. He mode again. I will add H MontrnR Creek, All Dale down, creek. I will make it smaller only Xs, is X shift Click. Night head. I need to get this
point a little bit inside the vertex
mode, num three. I select vertices, don't feel. I can see more easily
with the flat. This point is eggs studio again. I select the edges.
I'll click all edges. I will expend a
little shift click. Object mode. I will apply remise mod fires apply Scot mode, reimage, 001. F Smooth strange symmetric I just click it without
changing its shape. Et's stick to phone.
Number three, A Z. A flat again. Thank you. Studio again. Finish it in this
section. See you.
11. Lower Beak: LMG. I hate these
objects. I add a vertex. Vertex mode. This will stay
inside the head object. Extrude. Skin mode fire. I selectl with Al A. At X ray mode control A. I'm going to make the same way. I did the upper
week object mode, skin modifier, apply g mode, selectagsO click, shift
of click Sx click. Subdivision surface,
even support. He mode again. Acontap
should be sharp. I at He Control R, click. I'm dragging, click again. Object mode. I can see more easily with the flat. I'm not going into
too much detail. Control number
seven bottom view. As Shift click, as X we'll be in line
with the plex section. Shift click as g click, shift, click. As x. Studio again. He mode again. It H, Control R,
click, click again, SX A the majors I
click, shoot of click. SX. I check mode again. I will apply mish control
tape, scalp mode. 001. Smot brush, syringe,
symmetry gg. If I just click it without
changing its shape. I make the hit and be visible. Finally, elastic defon symmetry X if Keep them in line. Not. Finish this section. Let's move on to
the next lesson.
12. Cheek: Welcome again. I
select everything with A I think H, sideview. I will do the cheek. I will
create an object like this. I will combine it
with the head Numb at seven, Aya vertex. Start this point, Extrude, right click on YXs. I will divide it
into several parts. Select all with A, H, subdivide. Vertex number two skin modifier. I will only use it as an object, so I need to save the modifiers. Or text mode again. I
want to see the picture. Subdivision surface. Three Number three, I select all with A, only Z xs, numbed Cam. Pay attention to this shape. Just vertex more. Disease. Rod view
right top edges, only the xs. Object mode at height. This section should
not be straight. It should be a little more
rounded text mode at the flat this line. Okay. Rival apply, rems. Scot mode, mod wire supply, remish zeroth zero, one. Smooth, shift creek. Elastic deform follow protected. I See if it. Is it your fault? What should you do again? I will cp it with
mirror not fire. All objects height, Al age. See you next esson.
13. Eye and Eye Socket: Welcome back. I will
create the eye circuit. I want to say something before
we start. I see picture. The eyeball in the
picture is too big. The reason this is to model
the eyelids more easily. After making the eyelids
in the topology section, I will shrink the spear. They won't be this
big in the final. I will create the eye circut. I add a spear. I'm going to rotate
it on the X xs, R X 90 unter. Is pet cama. I see picture B in the middle of the black part is shift click. Side View on YXStbluein shift. I'll see studio again. What I will do now while
the spear is selected, I approach with an upped cama. Let it be in the middle. I will go back three times
with the mouse well. One, two, three, select head, Control tape, scat mode. I select blood press. I just click once. The power must be high, 3,000. Size. Let it come to the
middle and line of the beak. The mouse should not
be in the middle, let it come forward a little bit because there will be
more space in the front. I 280. Okay. The shape is
from towards inside. So I'm going to press
Control. Click. Object mode again. I cc
it. Scott mode again. Elastic form, symmetric,
front view of This line will be here. Little bit. So how? Oh, see. So do again. I'm going to
pull it in this direction. Let it be perfect
round, not ellipse. Dumb it down. Object mode. It will take its final shape and combine with other
objects. See you.
14. Joining Body Parts: Welcome back. I will
assemble the body parts. All objects in the
outliner will disappear. Only one object will remain, so you may want to save the
fight under different name. Before you start, turn on the mirror modifiers
of all objects. Next is the joint process. I need to save the modifiers
before doing this. If I do not save, the joint process will not
be performed properly. All objects with A, when I press the Appial button, all modifiers will be saved. I will turn them all
into a single object, then I will apply mis
except for the eyeball. When matinic the eyelids
in the topology section, the eyebll must be free. You will understand better
in the topology section. I H, select all objects
with A, join, control, J. It didn't work, why? There is a red line
around the objects. This means that no object
is an active object. An object must be active
or joined to apply, so it must be selected. Select head surrounded
by yellow line, all objects with
A and control J. It is now a single object. The yellow line indicates
that it is a single object. All objects in outliner are
gone, one objects remained. Objects became a single object, but it did not fully merge. This is the point where
the arm and body meet. It should not look like this. The inside of the arm
should appear hollow. The arm and body must come
together where they touch. So I'm going to apply image. Before applying remase, the objects transforms
need to be reset. If I don't, the mage will
not be applied properly. And Penal item transform. Location rotation scale
need to be reset. Location and rotation
should be zero, scale should be one. Resetting is very simple. Control A, all transforms. All three will be reset. Like that's it. I will apply mis
Scot mode, mish. I had previously given
the value zero.01. I will give a smaller
value when combining, 0008. That's it. Objects, get exactly. The line vertebdy and RMD. A single object. All the
pieces came together. In the next lesson, I will apply smooth to the
lines where they meet. I will give the real image of the object. See you next lesson.
15. Smoothing Part 1: Welcome again. I will
apply the smooth work. Select smooth brush,
stringe 05, follow spear. If you select protected, and I apply smooth to
one side of the object, it will also be applied
to the backside. For example, follow protected. Smooth Did you see, I take it back, Control Z. Make sure fallow is
selected as spear. Symmetrx active. I will start with the R. I
want this part to stay sharp, so I won't apply it too much. I will only three or four
times. One, two, three. Looks nice. I will fix it
later with elastic ivorm. I will do it on the lex section. I'm going to close the gizmo. I'm going to apply
it to the line. It should take the shape. I expand with F
just a few times. Here and here. That's it. I will fix it
later with the elastic form. Looks nice. Atom sexion. I want underside to stay sharp. OthersideOdom. That's it. Looks nice. I switch to fingers. If I apply too much
smoothness here, its shape will be distorted. ContZ, I will either
reduce the power or click. I do it by clicking. Without distorting
shape too much, I make it a little smaller with F. As long as it doesn't count, use any problems in
the retroblag section. Okay. The subsection
is finished. I will do the upper part in
the next lesson. See you.
16. Smoothing Part 2: A Welcome back. I'll continue the
smoothing process. I will start with Tubiic the line where joints
must remain sharp. Lover beak. Looks nice. I suck it. I make
it a little smaller with F. Do not allow too
much contact with Twic. Again. That's it. It's time for the cheek section. I will start on the line
where it meets the eye. It will take this shape. So this line will
disappear completely. I'm starting it'll disappear completely. I expand with. If I will
fall off this line. Get it complete straight. There may be some lines
here. No problem. I will do the front
and bottom section. I do not let it come into
contact with the beak. Okay. Bottom section. The cheek section should
be as round as possible. I will draw a circular line. Other side. And the smooth neck
process is completed. It will take its final
shape with elasticifor. It's time for the next section. A little smaller with F side. It will take its final
shape with elastic form. Next section. I will apply it some more. I will do the rest in the
elastic form section. There is no need to
work to this section. We have come to the
end of this section. In the next part, I
will do the eyebrows and nostrel and finish
modelling. See you.
17. Eyebrow: Welcome again. I will
do the per part. Object mode, I select
I spear, and Pet cama. Select Body again,
seco mode again. Select inflit brush, Stringe
zero dt five flow spear. Precise F, I will
start from this point. It is aligned with the point where the beak meets the head. I will follow this line. I will finish at this point, the line where the Saca tends. I will tour this road
five times and start. One, two, three, four, five. Let's give its shape
with elastic form. X ray mode, hollow
spear, expand with F. I can see more easily
with the flat. I'm going to move
this line here. This line. I pulled it back a little bit. Studio again. At
Z. Pull it back. It looks like he's felic now. I need to fix it.
I spear height. I will apply smooth to this
part or it to become normal. It looks like this right now. It will become like
this after the process. Shift click. Looks nice. Yes. It does stick to form again. Fix it. Top view. Looks nice. The proof
section is over. Let's move on to the next essen.
18. Nose: Welcome back. I'm going to
the nostril. I see picture. I can do it the same way
I did the eye socket, but this time, I
will use a mask. Lasso mask. Now I need to
select the black area. A D. I will apply smooth edges, smooth mask, change Sharpen. I will apply brush to this part. I need to turn it upside down, control I. Inflate brush
trench to expand with F. Control creek again, A, I'm getting out of
the mask. That's it. Let's stick to four.
I see picture. That again. Studio again. Let the big be a little wider. Inflate again,
stringe zero at five. Let its size decrease by half. I will start from this point
and go back two times. Looks nice. In the next lesson, I will give the final shape to the
body with elastic form, and I will finish
modeling. See you.
19. Final Shape: Hey, guys, I will give it its final shape
with elastic form. I will start with the head. I can see more easily with
the flat. Hello, protect it. I will only smooth out
the rough looking areas. It doesn't need to be exactly
the same as the picture. Side view Now, I will do the cheek part. Pay attention to the point
where it meets the big, do not touch that part too much. That again. I'll continue. Big section. It doesn't need to be exactly
the same as the picture. Tail section. I will use the inflate
brush for this part. Studio again. I divide
the scene into two. This window side view. Inflat brush size with F.
I will apply it lightly. Other finger h. One, two, again. Other fingers. I will apply it lightly. We have come to the
end of modeling. See you in the topology lesson.
20. Preparation for Retopology: Welcome to the topology section. We need to prepare a model for
the topology, object mode, I spears mode in
the topology part, I need to reset the transforms
of the object in order for the symmetry to work properly Control
A, all transforms. All three will be
reset together. Click and Srttop flow. First of all, I
activate symmetry X. Su
21. Wing Retopo: A welcome back, make the wing, start from the part
where it meets the body. Contrast to selected. Control, click. Ten edges is enough. Side three edges
will meet the leg, two will meet the neck. The others will go to the sides. I get one where
the shoulder ends. Control, click. Knuckles. Again, I will a few more edges. I can do it with
the ptoF example. But if I do it this way, the edge will be wrecked. I want it to go down perpendicular
to the arm control Z, I'm reversing the transection. I will lead it to the middle. And I'll continue shoulder. I've added a few extra
edges to the knuckles so that they can move
better when I make a skeleton contours or selected, I'm going to add it perpendicularly to the
arm control creek. I do. I double click on the
edge in the middle, rotate it a little bit. Shift R. I'll continue, pick the tip of the wing. How do we change this merge? We display clipping at
maximum, I'm doing fine. Side weave, use
Polypan select edges, control, click, click, click. Otro. Click, click. Again. That's it. Relax tool. I will apply it to
the edges at the end. 500 again. We display close. Ply control, select
He naped cama. The parts where the
shoulder meets the body, this part, select g,
control, click, click. Let them follow these lines, you continue We this middle. Looks nice. The next
section is finished. See you in the next session.
22. Body Retopo: Welcome, friends. Make the body, start with the neck part. Before I start, I
pull this edge down. Don't let it hinder us. Coterstaol middle, control,
click. Shift mouse well. 20 edges is enough. I can add or remove edges
later if necessary. Polypantol combine it
with the shoulder, select edge, control, click. Combine the arm and leg, stroke. Set edges, fill
follow this line. The place where the
leg and body meet. Control, I'm dragging. Shift Must fall. Ages is enough. I select all ages. Number one, I will follow the line of symmetry
to the middle of the leg. Control, I hover over the
vertex that will join. If I do it this way, the vertices will not merge. ConroZ control, it will follow the line of symmetry
to the middle of the leg. Numbed Cam. I select all ages. I will look from the side. It will end at this point in the middle of
the second stage. Control, number one, pql I'm hovering over the vertex that will
join Symetrline. Relax time, I expand
with F and relax. Don't allow too much contact
with the shoulder area. Take part. Doing this part once or
twice will be enough. Add a few edges
to the neck part. Loop. Control, click. Slightly upward with G. Control, click. Double click, G. Okay. I select it without A. Relax again, precise
with F, relax. Do these parts once or
twice will be enough. Lastly, I will fix
the shoulder part, the victor, I center
the vertices. Center Relax again. Flat on the edges. Body section is over.
See you next lesson.
23. Tail Retopo: Welcome back. I will
do the tail part. Start where the leg
meets the torso. Con stool view. I will follow this line. Control click. Shoot mouse well. 12 edges will be enough. These two edges will go
towards the middle of the tail rotates R. Now, I will join the i
and Paddy Pul Panol, I select He Control, click. Now I will join the ik and
Paddy and follow this line. Strokes. I select four edges. Control, I hover over the
vertex that will join. There are the words
that do not meet. I direct them towards
symmetry, select again. Combine vertices, select again. Two edges will come
to the middle. I will do it on the top. Make the tail separately. Then I will combine
it with the body. So I want to strengthen
that line a little bit. Side meal, C to store. At a I drew it
perpendicular to the nail. At the 12 of this line, shift most well 20,
four, six, ten. Other side, there are 20 edges
in total. Control, click. Middle. Again, again. Marge vertices get, double click, shift, double click, shift, double click, error
than edges in total. These edges shift,
double click, Enter. Side view, I selected with A, relax time, I expand with F. Met nine. Do not touch the leg too much. If you touch it, it
will be different. Looks nice. Cymetrline I will do this part. Control stool, double
click side view. Control click. Control numbed fan, Back
View, poly pen tool. I selected for H.
Control click, click. Finally, relax time. I will only apply it
to the inside edges, and this H T H will ring. Mapet C. W to sol, double click, GT section is over. See you next esson.
24. Leg Retopo: Welcome back. I will
do the leg part. First, I will correct the
line where the leg starts. The underside needs to
remain slightly sharp. I will do the leg
part on side view. Starts from this point. Control click. Shift
mouse well Numb one. This He needs to pass
through the middle of the finger, rotates R, click. This g and this H will join. I select by pressing Shift. I select page tool. Iselect the edges
that will join, shift, click, click
Shift mouse well. Eat, unter, double click, shoot, double
click, until I get. I will abligeRlax now. The size of the brush is good. I'm just going to
do it by clicking. The oil distorting
its shape too much. Now it's time for the spart
on to stool, front view. I select H, double click. I rotate it around. Is xs shift, R. Rotate around its x R. Double click control. Got it. Tax again. I will apply it to the
three edges in the middle. Not let this edge get
spoiled too much. Side view, control, number one, view. Okay. Finally, I will let
dip a little bit. Just click. Without
damaging the joints, Finally, I will give
the final shape to the place where it
will join the finger. Display at maximum five. This he will fit
between your fingers. These two are placed on the
upper part of the finger. This two will go to the side. On the fingers between
fingers, on the fingers. These two will go
to the side. Okay. You display cloth.
See you next stance.
25. Finger Retopo: Welcome, friends. I
will do the fingers. I need to be able
to see the object properly when applying topology. But when you look from above, the body blacks me. I need to mix this. I will use Ms
modifier in blender. I'm leaving the top of
low type object mode, I select mesh, vertex
mode, mode View. I need to work in IFrame mode to be able to select
all Z IFrame mode. Select vertices, Object data
properties vertex group. Take a sign. Object mode. Solid mode again. Now, mask modifier. Vertex group, select group. That's it. Other objects
height, and pet cama. Fingers look crooked when looking at object from the side. I need to rotate the
object and little bit. Top view center is here. Rotate, R, click 22, that five. Keep the fingers straight. Side view. Okay. And
the top of low again. Starting contrast, numbed seven. Control, click. Shift mouse well, eight, rotate, creek. Numbed three. I will add one to each knuckles. Since this part is fight, I will add two Tonia starts Loops tool, contract clich clachGlk again. Select each, double cltchG The place where the nail sters should be sharp at age again. Stages, double click,
Mnture and Petrie. Control click. I'll continue. Six edges is okay. Nampdkama b rotates. Let the word disease be under each other R click p display at maximum five. Lumen tool, Ilect H control. Click, click. Again, See you next lesson.
26. Copying Fingers: Welcome back. In this lesson, I will copy the fingers. I rotated the foot. A little in the previous lesson. I will undo this work. I'm going back to blender, tap the object mode. I select the foot and throw. Rotate, I restore it to its previous position
22 that five. I will select the polygon. I select from outliner,
the vertex mode. I want to see the object more easily Z frame
mode. All select A. Copy, shift, D, right click. The copy is still here. Rotate, R, click 45 only XxsG X shift Click. Copy again, shift D, right click, rotate again. 135 G. Make the object smaller. Pay attention to where
the nail ends and begins. Copy again, shift
D, right click, rotate 45, only XXsGX shift. I select other
finger by pressing L. Number three, sideview, I will bring it down
GZ shift Click. So much. That's it. There is only one last
thing left for me to do. I copied the fingers, but the vertices did
not stick to the mesh, select fingers with A, and retop of low. Top view. Make sure the
loop tool is selected. Pay attention to where
the fingers start. What I need to do
is very simple. Press G, precision
by pressing shift. I will move the mouse
very slightly. That's it. Double click. Okay.
Now all vertices are stuck to the mesh. See you.
27. Foot Retopo: Welcome, friends, make
two sorts of feed. First, I will put the
fingers together. Select page tool, side wheel, select edges, shifts, A edges. Shift mouse well, Enter. Control number three. Again, I will do the area where the front
toe meets the food. Polypantal, select H Control. Click. I'll continue. Keep it aligned with the lines. Other fingers. Okay. Now I'm going to put the
fingers together. Control click. Excite. It's time for
the sauce of feet. Control nape bottom view. Stroke, select three edges. I'm coming to the
vertex that will join. Control click, dragging, click. I don't lift fingers
from control. Page two, shift,
double click, enter. Finally, relax. Without touching the
fingers too much, only apply it to the
midle. Side section. I currently have two
separate objects. It has to be a single object. I'm going back to blender, tap, tap object mode,
outliner and height. Select Body. I apply it mask
modifier, delete modifier. The body became visible again. Object properties, location,
rotation should be zero, skill should be one. Fix it. Pop of flow. I will combine
the body and wrist. First, I select the body. Make sure to select
the body first. Otherwise, the mirror modifier
will not work properly. I select the wrist by
pressing Shift Control J. Trying, G, right click. Tap vertex mode, and ftp of low. Et's see it more
easily at maximum 50. Loop. I'm going to move
these edges up a little bit. G, click. Holy pantol, select H control,
click. I continue. And relax time. Without touching the
fingers too much. W A, I become unselected. The lower body is complete. Now, let's move on to
the head part. See you.
28. Upper Beak Retopo: Hey, guys, start with nostril. Stroke. Start drawing from the
point and control drawing. Seven age. The two
ages need to meet with the beak. Stroke again. Selected without A. I will draw it right in the middle of the
beak and the head. Let the circle make
a 45 degree angle. Shift mouse well, seven H. The two edges will
meet with the nose. Stroke again. Starting
symetrline. Shift mouse well. Pol pant Control
click. Stroke again. CticFags y symmetric line O H is enough and precise with F. Come back to the
bottom section. Polypantl. I will combine this H with this H, starting
control creek. Dices merge And Flax. I will fix a few
points with tweak. Top stool. The border where the beak meets the head
must remain sharp. Control click. I'm going to do the nstril
double click, naped cama. People display 50 again. Controlled dragging. Top stool. Two edges is enough. 500 again to Victor and Petri fix it. Let's it. Complete in this
section. See next system.
29. Lower Beak Retopo: Welcome back. I will
make the lower beak. Stroke starting control, creek. **** mouse well. I will
come back to this part. B the same length
as the one above. I will merge these two edges
to reduce the polygon count. Control, click. I'll continue. Struct. Select four edges,
control, dragging. I merge the edges that
do not meet with tweak. Finally, relax. Without touching the
upper edges too much. The border where the big meets the head should be
a sharp loops tool, double click, he, little
bit right, control. Click. Dc tool again. I fix the place where
the bigs will meet. Pool pantol again. See you.
30. Eyelids Retopo: Welcome back. I
will model eyelids. First, I will draw a circle. I can do it using
the stroke tool, but it doesn't work
the way I want. I'm going back to Blender, the object mode, select eyeball. The yellow that is the center
of the object, middle. I will move the cursor
here, shift right click. It a circle, Shift
A, mesh, circle. Or this is 14. Let the object, look
at me, align view. Make it smolder with S. G
precision by pressing shift, I will expand some
a shifts, click. I need to pass the
circle to the body, tap or text mode, snap open, snap it menu, select phase project, and project individual
element is active. The process is very simple. G left click. That's it. Have two different objects. They need to combine
object mode, circle selected by selecting
by pressing Control. Make sure you select
retop of love second. Join Control J. Vertex mode, snap off,
retop of love again. That the two vertices. Vertices where the eyelids meet. I want them to be
slightly horizontal, rotate, arch, and click. Polypantl, select
H, control, click. Let's see better
at maximum five. I will merge two vertices, knife tool, select
vertex, control. I hover over the other vertex. Click. That's it. The week tool. I will
start from the corner. Let ages be the same size. Again. Slightly sideways. Did this come to Domino? I will separate eyelids, Seda dup stool,
control, click again. I will do the
corners, knife again. Sede vertex, control. I'm coming to the middle
of the edge at vertex. Other side. Middle of
edge utter vertex. Select store. I select
middle ages, double click. I will select the
ages at the end. Shift click Shift click. Delete edge, age,
delete vertices. The bottom part is a little
bigger than the top. Fix it. I'm going to
pull it down slightly. Other vertices. Looks nice. Poly pantal, I'm
going to zooming on the world Cs in little bit
selected by pressing shifts. I Finally, drop stool at H, middle, control,
click click again. At A. I will fix the middle ones a bit
slightly to the left. Again, slightly to the right. See you.
31. Eyebrow Retopo: Welcome back. Now it's time
for the eyebrow section. First thing first, we display
at maximum 500 again. The drool. I select these Hs
with double take this point, the size of the brush
does not matter. The polygon size will be
determined by the line I draw. To fix it. I It will merge with the beak and
spin once more. Hol pantll control, click. Again, again. This H and this H will merge. Strokes tone,
double click again. Control, click. Fix it. I I will start here. I will drop into the end of
the eyebrow. Stroke again. Orgs Control click. Again. Total, nine polygon. I will do the ends
of the eyebrow. Wal pan tool, select the toward each follow the line here. Control. Six ages is enough. I at age The end of the
eyebrow should remain sharp. What I will do is very simple. Polypantor. I select last stage, Bleed age dissolve ages. I merge the or disease. Again. Finally. Finally, I will make final corrections with the tecule I want this
line to be straight. Oh size with. Looks nice. The sun
is over. See you.
32. Head and Cheek Retopo: Welcome, friends, we
move on to the head, stroke, Seleg He control Creek. I merge the words. The top is a little too white. I will turn two polygons
into three polygons. Polypan controlled And relax. Do not touch the eyebrow or it will break.
I take it back. Struck again. I want to age to be flat. Merge the word cease
with wet and relax. Do not touch eyebrow. A I got fix in few places with twig. Alt A. Now it's time for
the cheek section. First, let the
neck met the beak, pool pantal, control, click. This age will merge
with these ages. Bobsle stroke again. Control. Click. I will merge the words as two by
two. Control, click. I select the edge in the
middle by double clicking. Do not let this edge break because the neck will
bend from this edge. Keep it selected
for easy weaving. Relax tool. Keep the selected edge
intact and relax. Avoid contact with Pig and M I will make final
corrections with twctol. This part of the cheek
is too white. Fix it. Ra second, just going
to do it by clicking. Click, click and click
without spoiling too much. Yes, friends, we have came to the end of the top
of love section. I will make the eyelids and the inside of the
beak in blunder, and I will finish
topology. See you.
33. Eyelids, Beak and Throat Retopo: Welcome back. I will complete
the eyelids and pick. I am hiding other objects
and pictures for now, cavity of subdivision surface, p three, right click shade mode. I will move the
closer to the center, shift Cursor toward origin. Mirror and subdivision
of edge mode. I select the eyelids
and PED Camma. Extrude towards the inside
pet seven by frame mode. Extrude precision
by pressing shifts. Let this distance and this
distance be the same, I make it smaller with S G Click. Shift, alt, click. I will bring your
eyelids closer together. Subdivision one Alt
is pressing Shift. 35. Master one eyeball is hight. The center of both
objects is at this point. When I press, the position of the other object will
disappear. Control Z. Base mode, I select
with X, phase. I make it smaller
with S. Keep it behind your eyes
as shifts click. Pictures on. I move it to the middle of black
with G, a little smolder. Division and measure
of Base mode, select polygon, control
click, shift, click. Copy, shift, D, right click, A S inverse zero dt, 05. I will merge the two edges. Face orientation must be proper
for their healthy onion. The inside of the
beak should be blue. Reverse, shift N inside. He mode, but click, shift up, click, combine. He reach he lopes Number
one by frame mode. There is a non merging
vertex in the middle. I need to combine them. Should be in the middle part. Mirror one, only
XxsGX. It didn't work. Right click mirror modifier, clipping on. Again, GX. Subdivision. That's it. I will make the sealing
part of the upper speak, subdivision and mirror of
edge mode, selectagsO click. Mirror. I will extrude
in the X direction. E X t is merged because
clipping is active. There is only one triangle here. Select H. H is always. This time, I will
do the throat area, subdivision and mirrors close. Edge mode again.
A creek all ages. I would like to wait to mirrors. I I don't do it, the vertex
in the middle won't join. Let me show you S, that's it. I will undo, right
leach, mirrors open. Why frame again, S, that's it. Undo right leach. Number three, side viel, extrude, reduce in
the Y direction. S Y, zero, enter, scale with S and
G. Extrude again. S rotate. Extrude again. I will correct the vertex here. If you press G twice, it will move on the line. G G. Mirror and subdivision. Finally, I will make
the product whole. I add H, control R, click the edges, X, the ages. A click rg with. Finally, spears and mirrors. I will finance the character
in the next ston. See you.
34. Final Shape: Hey, guys, I will give the body its final
shape in flat trash. I am currently applying
it to the polygon, not the mesh to hide the point. Pictures on Elastic form. At Z. But I side with F. I've got come to the
shoulder but later. It doesn't have to be exactly
the same as the picture. It's enough for
them to be close. Start from the upper
part of the beak. I brought the bigs
closer together in the picture to
make modeling easier. They do not need to be
that close in the model. This part very slightly. A Z Studio again. A again. I built the white part. It needs to come a
little bit to the right. A Let's do the check part. If I do it this way, it will be applied
to other sections. All spear be applied to the
area where the point is. And I It doesn't have to be exactly
the same as the picture. It's enough for them
to be a close to feel. Section. Just bone. Not view. I veta F section. Like section. A Si. On DNx All spear. On the neck. If I do it this way, it will be applied to one of the fingers will not
apply to other control Z. I won't be able to see the picture easily when
you look at it from below, I will leave the fingers
alone with the mess modifier, object mode, I flame
mode, vertex mode. I select vertices,
object data properties, vertex group, and assign
cliques modifier. Vertex group, select
group, and object mode. Studio again. Bottom Spearhight No. If I do it this way, it will be applied to
one of the fingers. If I do it with inflet brush, it will be applied
to both fingers. I increase it to the width
of my finger. Just click. Click Control to apply the
inverse. Control click. A of the Mumped cama. Studian. Let's mood wire lead. I want the chest parts
to be a little whiter. White leek, shade flat. It's called Motagin.
Little bit right. Finish it intersection,
DU Wilson.
35. Preparation for UV: Welcome, friends,
I need to prepare the character for
UV, mirror, apply, subdivision of I need
to reset the scale for Hele UV control A, scale. I need to assign material so that the UV grid appears
on the character. Material properties Nu. Base color image texture. I will select UV map from
this section in a moment. I divide the stage into two UVedior UV 2048 UV grid. For UV process, tap as mode, select all with A, U, rap. Jek Ramage must appear
on the character. I named it UV
material base colors, UV, and tap menu must
well be por shading. I can also switch using the Zk. I turn on sync
selection to see the U. UV grid does not
need to appear here. It is enough for it to
appear on the character as well delete. See you.
36. Unwrapping The Character: Welcome, friends, I will
start with the wing. I will separate the
wing from the body, the edge mode, I
click, Shift click. When I say, Mark, the
edge will be cut. Select all with A, U, unwrap. That's it. I need to
cut the wing itself. I need to do it from places
that are not visible. Bottom section, select
H, control click. Control click. Mark C, A, unwrap. That's it. I can select the part of
the character I want. For example, I want to
select only the wing, select with L. Let's select
according to C. That's it. Now I can select the
section I want using SIMs. Just turn on the UV of the wing. U unwrap. That's it. A, unwrap. You can select the
region you want with L. The leg was separated from the body creek front wheel
by frame shift out click. C Prev modem pkama U marking. I have to cut the leg itself
just like I did the wing. I need to do it from places
that are not visible. I follow the line in the middle of the wrist control creek. U marking A U ra. Deck and wrist. I will separate the
nails from the body. Click Shift out, click. You mark him. Now, I will separate the
fingers from the body. Click Shift click. Other fingers mark them. For Helt UV, I need to cut these sections
from invisible areas. I look at the bottom. Control click. Shift click, control, click. Other fingers. Maxi. A Arop. Big fingers, little
fingers, nails. It is necessary to cut
the inside of the wrist, select H, select with shifts. She marking. It is necessary to
cut the inside of the wrist A up. Sole and ankle. Let's move on to
the body and tail. First, I will
separate the eye and beat from the body. Silk. Marks. We have come to an
important point. I will copy the seams
to the other side. The process is very simple. While in He mode, I select
any C. Most well, select. Select similar C.
A SIMs selected. Select again, select mirrors. All ages selected, mark C Sims were copied to
the other side, A U ra. That's it. Let's move on to
the body and tail. I will put the legs
together first. H maxim. Select H. Control click. Control click. And here. Making. A U Unwrap. That's it. Let's move on to
the big section. If I do it this way, I will have a hard
time seeing it. Face mode by frame mode. I select half of
it. I did with g. Salt mode. He modaga. First, I will
separate the beak and throat, but click Marx. I will separate the throat into its upper and lower parts. Okay. Marx. I hover over it and press L, big still join it. I
will separate them. This H shifts, click. Select with L, the lower and
upper beak are now separate. I will separate the inner
and outer parts of the beak. I'll click mark. Again, that's it. Upper beak. I didn't work. This H Select. That's it. I make the hidden
sections visible, L H. No thrill, upk U mark. I will copy the SIMs
to the other side. Select SIMs Select similar
SM All SIMs selected. Copy, all edges selected, Markm select all with A, U nra. That's it. You can see which sections
you have selected by pressing, throat, inner beak. S material purview. I relate it to UVs in the
next lesson. See you.
37. Organizing the UV: Hey, guys, now I
will edit the UVs. First of all, I
expand the UV editor. Select vi A, G. I'm just
going to select the body, L. If I press G, other word Cs will
also be selected. Right, like, I need to work in face mode so I can
only select body. G, rotate. I precision by pressing Shift. Now I will select the wing. Select with L, G, rotate. Other wing, I need to
disable the selection here. Otherwise, what will be select? Click the C, select with L. Little bit left. I select your front fingers. Select with L. You can see
which one you select here. I'll select it from here too. Select with L. I can turn
off the screen completely, but I leave it like this
row that text appear. Select again. G R the words here are
the front part, G. Now, I'm going to
select the nails. Select L. Select. L G. But Now, I'm going to select
nails. Select me. I don't need to rotate
them internally. I will pass it as it is. I want to see which
I want select. Throat peak throat. Select throat. I take
the throat part. Yes. Select. Select L. These vertices are
the front side. This is the inside
of the upper weak. Bk. These verses are the flow side. These verses be done. Wrist and so. No. We have come to the end
of the UV regulation, CU in the painting class.
38. Preparation for Texturing: Welcome back. Select Body
material properties. I delete the material to
which the UV is attached, delete and panel chigin
addon Uji paint, not setup. These features are
sufficient for us. I click without changing it. We proceeding to
open texture paints, Control tap texture paint. You can change it from here too. Before we start, I
would like to mention something UV or
create a new image. Use Image atlas. I activate it. When image atlas is active, it will create UV in this way. It will fit a few UVs
into the new layers. Image atlas is active. It will create as many UVs
as the number of layers. Here there will be one UV image. I want to it that way,
pled leave again. Image ATAs is not active. Again, image atas is not active. This is how it will create UVs. The more layers there are, the more UV images
will be created here. I will use this way.
Build it again, right click, join areas.
We can start painting. Create a new layer, live image. 2048 Image a tons of control tape texture
paint cover Or is active. Select color. That's it. Since I want to paint
the whole thing, I will use the filter
and select body. You can change the
color as you wish. Such disorders may
occur in the body. I will fix it. You
will touch base color. I'm getting closer. Active
tool and word space settings. Options. This number shows how far the paint will be
extends beyond the line. Five. Here to
selected, select body. The damaged part disappeared. Right click Join areas. Keep it bleed five. First, I come to the layer part, close. White color here
is the color here. I could change the
color from here too, but I want to do everything
in the layer section, so I won't use it here. So why is it red? If I had given the
big a white color, the color would be
visible when I apply it smoothing to the junction
of the beak and the body, and it would be an ugly site. To prevent this, I gave the
whole body a red color. Su in the next son.
39. Base Color Texture: Welcome back. I continue the painting process,
create a new layer. Features are the same. Use the major tasks off. I will just select the Bak control tape Object
mode, face mode. Select with L, select according
to the C Control tape, texture paint, paint mask on. Only be selected.
Filter is active. Creek the beak the paint here is valid for now.
Change the color. I'm done. I need to
deselect the beak. Otherwise, when I select
another location, if the beak is selected, both parts will be painted. For example, if I
select the finger and the beak is selected,
both are painted. I deselect the beak, Alt A, paint mask off. The dot here indicates
that it is not saved. Control. You layer Control tape, object mode, tape, pase mode. Selected L, select the
coating to the same. Control tape, texture paint. Pak miskOf. Click the
beak, change the color. I will find tune
the colors later. I selected, Alt
A, paid misq off. I will find tune the
colors. New layer. I symmetry is active, when I paint here, it will be
painted on the other side. However, if the paint
mask is active, only selected areas
will be painted. Object mode, pace mode. I just select the finger, texture paint, paint
Misk on, click fingers. Even though symmetry
X is active, only the selected
area is painted. The music a paint Misk, I need to select all the
areas to be painted. Object mode. Was mode. Select with L. Paint mask on. Greek. Change the colors. I selected. After
a paint mask off. New layer. Select L. Paint MiskO and click.
Change the color. I selected, but A,
paint Misk off. New layer. No strill select with L. Only the inside
sections we selected. I want it to be selected in
this part Control N pet plus. Tax paint, paint mask on. Click. Change the color. A A, paint mask off. I will soften the edges. Soften tall, pre size with F. Symmetry X, active.
When I paint here, it will be painted
on the other side. Let's fix the broken
parts. Other side. Number three, Z frame mode. If I paint it this way, the paint will not
show solid mode. If I paint like this, the
model will not be visible, but the paint will be visible. I will only paint
the white part, so I will continue like this. Control Z, I'm getting closer. Precise is fine. There was a gap here, let the paint fill
the entire circle. Control Z love Spear and start. C metrelPv That's it. I will use a mask
for the eyelids. I will do the inside
parts with a brush, object mode, face mode. Select with L mask on, feel too, and click. Change the colors. At a paint mask off. I will soften the area where the beak meets the
head, new layer. I can greet at the top, but I want the layers of the relevant regions
to be together. Be above the lower beak layer. New layer. Object properties, I frame on. Trout. Precise. The color will be the same as
the base color. Base color. Copy. Pass. I will make it a little smaller. I follow the light. Now, big. Why frame that's it. I will create a black
pattern on the upper weak. The layer should be
about the upper beak. The layer must be
below the big powder. Otherwise, the big per
layer is also painted, upper beak selected,
and new layer. Copy nine. I frame on symmetry X
active, follow spear. Its color is the same as the
color of the lover beak. Copy fast. If I start painting, the body will also be painted, so I will use a mask. Object mode, this mode, select with L, paint mask
on and start painting. Disilk with a mask
and Y frame of. I will paint inside of the beak. I can paint more easily using
UV Image editor and paint. Whichever layer I select here, the UV of that layer will
be turned on upper peak Blake The inner parts are the lines here and start. Looks nice. Right click Join. Areas. See you next tessel.
40. Body Painting: Welcome back. I continue the
painting process. New layer. Base colors. It should be placed above
the base color layer. The color of the body
should be met so that I can see it
better base colors. Roughness is active. Let it remain as one. Let me see where I'm
painting more easily. Image paint. Paige color white layer. Brush size with
F. The size value of the brush is located
in the upper left corner. 160 is enough. Strange zero tat 25. Follow castle. I starts with the chess section, active tool and workplace
settings, the extu mask. New. I select noise texture. Back again. White texture
mask and not texture. If I had selected texture, it would have been painted in both colors,
black and white. Since I select texture mask on the white areas
will be painted. I will start at the point
where the arms meet. I will paint five vertices and start two, three, four, five. Again, F. Change covered. I can come back and change
the color whenever I want. I can change its
power from here. Leave it one for now. I'm moving onto
the head section. Size 135. If I use the mouse well
while painting with UV, the size of the brush does not change. Pay attention to this. I will start from the 40
vertex five times upwards. Okay. 75 is enough. Let's continue with the wings. Brush size is enough. I will paint the
joints four times. Do not let the brush touch
the body. Pay attention. 75 is enough. I'm going to dirty
somewhat the A area. A area. Name copy dirty. Cover. Okay. What I say is no. Strange. Zero down. Symmetry X is active. I I will do the inside of the
eyelids with UV. Okay. Value zero d five. Little bit. Keep it for now. I can change it according to the
result in the render. See you.
41. Beak and Foot Painting: Welcome back. I will
add a pattern to the beak on top.
Upper big layers. Copy new layers. ****. Colors. This was the UV of
the upper beak, but I size 150. Right click Strange, 02. Noise is selected. I will start from here. I will apply it five
times, two, three, four, five, I click on the
sides a few times. I can change its
value from here. Zero d five. I will let stencil
to the two beaks. It should be about the big
layer. Se a flower beak. Cover. I will make
it using stencil. Texture mask, delete, New open. I will let the link in
the description section. You can download it for free. Active tool and
workplace settings. Ask me pi stencil. A queer appears. The size of the brush
does not matter here, but matters is the
size of the square. Take the top and bottom
come into contact. Syne one. One and two. I apply it once on each side. I apply it once to
the lover beak. That's it. Friend doom zero to five. Now I will paint the food. First of all, they were
misqutifier. I activated. Select food layers. Coverse size. 70. Strange, zero that two. I changed the texture
mask to noch. Sorry, contra Z. Okay. Ms modifier. Planter can be attached while painting. You can sable
subdivision surface. First of all, I want to increase
its value a little more. Lisk modifier. One We can change the colors on layer values according to the result
in the rendering. Lastly, I will do the
inner part of the beach. It doesn't matter
where the layer is. Object mode and face mode. I'm coming to the interior. Let's see it more easily. Subdivision of select with L. Take your paint,
MiskO select filter. And click. Do you name Trot. See you next lesson.
42. Bump and Roughness: Welcome again. I will create pump and roughness for the peak. I will do it in a
simple way New layer. Color of normal. Precise is enough. Strange one. Now beak. Will you. Zero tat, 03. I will create beach
and throat roughness. Color of softness on. I need to select the
beak and the throat. I will use UV to make it
easier to select UV Editor, softness txusObject
mode and face mode. Select with L, upper beak, lower beak, and throat. Ask on, feel told, and click. All right. When it is zero, it is the smooth surface. 009. I can change it according to the
result in the render. Finally, I will create
the bump map of the foot. I won't be painting again. I will use the stain as a pump. Foot layer, normal. I just need to set its value. We have come to the end
of the intake section. See you.
43. Eye Shading: Welcome back. I will create
the materials of the eye. First of all, clear the stage, close and panel, I
click Join areas. Object mode. And solid view. I hit an eyeball that
I created before, but I won't use this. I will create a new spear to
create healthier materials. Height. Shift A, mesh,
UV spear, rotate, 19 degrees on the
Xxs X 90, enter. Subdivision surface. Let see put two, right click, Jasoth,
copy, shift D, right click, cornea Iris. Cornea height, mode, select
phases, control numbed plus. I reverse the selection, control I delete X phases. Select all with A. I'm
going to invert on the YXs Y minus one, enter. I'm going to flatten
these phases, S Y, zero, Enter. Select all with A, number three, anhed cornea, y frame mode, G Y. Shift so I get. Now I will make the
render settings, render properties cycles, select the graphic card for
the better performance, word properties, colors,
environment texture. I will add an HDR image. This is the pictures I will use. You can download it for free
from the polyhvn website. Select HDR and render view. I don't want the background
image to appear, render properties, transparent. Now, let's create the
materials, cornea height. I turn off subdivision
to see the faces better. New material. D BSDF Color black. Up click, Shift click
new material again. Is principal BSDF
color Blu and asi. Now I will create
the cornea material. Keep it in material
view for now. Object mode, new material. Name cornea, transparent PSDF Sater Editors, close a panel, glossy BSTF and
mixter to combine the two. Shofne zero covers White. I will use fresnel for
real cornea value factors. C, renter View. 38 real cana value. Mx Either copy. If I drop it on the line it will
automatically connect Pc for PST and color ramp. Gradient texture.
Control T notes will be created
with not reglanton. Color factors with
Control Shift click, it will show only this
material in the ict. That's it. Object. The black
part will be transparent. Let's change places.
This is the front. Black needs to be here. Rotated 90 degrees on the Z xs. It didn't work. Zero again. And panel item, I need
to rest rotation. Otherwise, the
material will not be format healthy A rotation. Rotate ZXs 90
degrees on this ZXs. Then I will enter their
exact values, 792 829. That's it. And render view. Cornea height, selectiRs, I will turn on the
UE the face mode, select V A, U, wrap. U D, that's it. I reset the rotation
while creating the cornea material
for at material. I will do the same
thing for res. Object mode and panel rotation. Need to reset,
Control A, rotation. Actually, there is
no need for this the lead shift A, color ramp. Nos texture, Control T. Chevy and texture. Eight at seven. Ca two to two. Nine to one. First thing first, gradient
textures between a bad noise. Red yield needs to come out, text your location,
select zero tat five. I will change the color,
converse, mix color. I will connect the
separate node to the top, blue, mix, multiply. Zero to seven. Open
subdivision to see better. I copy the nodes to which
color ramp is connected. Hit the nose texture, delete. Control Shift click. Only this material will
appear in the Vbard. Sparkle. I add one
more color blue. Blake needs to be
on the other side. I change it to Es to
make it look smaller. Now I will enter
the real values. Zero dance 25 X code, 43, X code and black 47. You can see which one does what? Now I need to merge. 07. Color copy reset color. Bearing on your textures. Control T, no pet cam. Control Shift, click. Object and normal. Scale 18 that four. Scale Y, nine d nine. Now I will combine the two. Copy, shift D. I need
to change places. Multiply Conor Dutch. Zero dot sound. Cornea and
height, and render view. That's nice. There
were two objects. I need to turn it
into a single object. Select, Control J. A single object with two
different materials. In the next lesson, I will open the eyelids
using the shape key. I will place the I
in the place. C.
44. Shape Key for EyeLids and Smile: Welcome friends, I will adjust vertex groups
for the edit. Phase mode, select phase, control, no PET plus. Subdivision of, see it better. I select until Sen
reverse the selection, control I, I H, and abject properties
to vertex group, upper Lower. Vertex mode, upper. I'll click Shift Aclick. Assign, I select. Lower again. Side. I create Shape key while
in object mode, J one. I need to activate it to work
in added mode. Value one. I will show you what
it does in a moment. Vertex group upper a smooth I need to rotate
the upper eyelid. To do this, I need to
move the cursor here. I will do this using eyeball. Read top of low height, object mode, select eyeball,
you cursor selected. The cursor is now here,
height and height. Base mode again, that's it. While in phase mode, I select the face of
the upper eyelid. If I had selected
the bottom one, it would not move when I
press at G. The reason for this is that
upper vertex group is connected to K one. Select again, G, right click. By frame mode, let the
two ends be aligned. I need to rotate R proportional editing
active rotate again. Is center is here, so it turn it this way. I need to make the
cursor center. That's it. More as
well surgical size. You root six to five. Object mode again, K two, Edit mode active value one, vertex group, lover,
ph mode again. Select again. I will
repeat the same process, rotate minus six to five. Object mode, see solid mode. Value, that's it. Now I will edit it
with scalp mode. Control tip, scalp mode now pat one throat me J one, selected. I want to see better
eyeball and height, abject mode, select eyeball. Object properties,
we display iFrame. Select beat again,
scalp mode again. File subdivision is active that I did touch the
globe little bit up. Number one, I will do the area where the
eyelids meet later. The disorder is not important. For now, I'm just doing it for the pose, not for animation. Select K two. And I will do the area where the
eyes meet later. I'll be back. I will do the area
where the eyelids meet, but I can't move
the vertices here. I did not include the vertices here when creating
vertex groups. First, I will merge
the shape Keys. Now, the two are one shape key. The reason for the disorder is that K one and K two are open. Now I will create vertex group. Close. Select phase control
ptplus Knee vertex group. An AI. Eds where you. Object Mt. That's it. Scutmd again. Subdivision of. I will correct is where
the eyelids meet. I will bring it closer
to the eyeball. Little bit up. That's it. Now, I will copy shape
key to other side. New shape from mix
with the selected. Shape key while K four
is selected. That's it. Name. There was the eyeball
he had created earlier. Now, I'm going to
put this in place. Josre still here. Shift S, selection
to JosNmp one, i remote, scale with S S shifts. Okay. Spear height, redo
of love and height. I will copy it to the underside. Mirror, mirror
object, like a body. Move the cursor to the
center of the stage. And renter view. It's nice. The solid mode, other
shape key for the smile. Type vertex mode. I make the hidden visible
at H. Then I will move the cursor to the
middle and the end to point shift a cursor to select. Type phase mode, subdivision
of to see pass better, select phase, number three, Kosher is selected, rotate
according to the kosher, right click and
proportionally the is active, rotate Ms well, circle size. 42 is enough. You see the value in
the upper left corner. A sharp. Subdivision one. Rotate, eight at seven. Phase mode again. Phase is
still selected, not p one. Rotate again, to that one. It's nice. The face mode. Most on other faces, I just want to energe these
phases proportionally think of at S. You can see its value
in the upper left corner. Select phase at. That's it. I will move the two
faces inside closer to the eyeball That's it. Interview. See you.
45. Vertex Groups: Welcome again. I will
create the vertex groups. First thing first, multi cursor. Shapes close, subdivision,
close and mask close. Otherwise, the character will
not appear in the render. Knee vertex group. Phase mode. The select Control
click Shift click. Six rows eight and AI.
Nine vertex group. Select with L, number three, the select control grid. That's it. And asi. In vertex T space. Shift. Good. Again. This point and this point. And aside. New vertex group. Shift creek three, five. And aside. Vertex groups are complete. See
you next lesson.
46. Fur Material and First Render: Welcome again.
Download the HD image that we will use in
rendering from here. Environment. Clc image.
Render settings, Mac samples, 32.
Color management. Medium high contrast. Make it more colorful. Then subdivision. Open mask close. Trink. I will add sunlight. GZ Okay. Light properties, strange five. Make the shadows look softer. Dirty. No need parts glos. I will create the fur material, select patty new material. F. I pan glos lead, Shift A principle here PSTF. Roughness full. Shift
A Image texture. Top of love color first. The only difference from
the body texture is that the area around
the beach is red. The color of the other areas
is the same as the body. I will use the material in the particle settings
in a moment. I will the camera number
zero to look from the camera and panel camera
to view to be able to control the camera. See you.
47. Create Fur: Welcome again. Select
body, particle properties. E particle here,
3,000, zero d one. Vertex group, select chest. Make the ages shoulder. Interpolated 25. Roughness. How different feathers
are from each other. Zero dot zero, one. Not too much. Your shape, shoot. The more that are here, the more distinct the
feathers will be. Zero that one. To select. Name change. Article edit. Precise with F.
Defectometer is active. The proximity of the
feathers to the body. If it is one, the feathers
will be further from the body. Numbered one frame
moot set with A. All down. Slightly to the right and
left for a more natural look. Object mode, Salt
mode. Numb zero. I will only render this part. Control B render. There is a problem. Cube
render offender again. It looks a little
tick. Make it thinner. 001. It will look better after
the final settings. Closed renderon Control Alt B. Knee particle. Here. Material fur interpolated. 30. Select vertex group. Okay. Glum pink, one, clum shape. Zero dat two. Random, 0d03, size
and threshold. Article edit. Distance one. Distance to. Fun that night. Okay. That's it. Number zero, Control B, and render. It will look better after
the final settings. Knee particle. This time, I will not create it from zero. I will copy it. Select Jest and copy. If I do not copy it, the jest will
change. Change name. That's it. The
features are the same. Select vertex group. Article Edit frame, select de. Distance one Corbett. New particle. Select just again. Copy again. Zero dt 025, segment two. Select Vertex group. Interpolated 200. I don't be down. Little bit up. Ump zero. Control B and render. It's nice. It will
look better when I increase the image
quality. See you next esson.
48. Create Wing: Welcome, V. I will make the win. All objects close. Images open. First thing first,
selectable open. Tomb at one, gh2d5. Little bit up. Zero dt
50. Selectable close. First, display, at the plane, rotate, Gismoopen scale with a line ages At age control four ages. At age in the middle. Little bit wide direction. Zero to 01. I will move the center
of the object here. Cars selected, right click, argent three dcursor
trying a, right click. Copy, shift D, right click, scale with a SD Again, S. By direction. That's it. Any material? Shafter Image textures. Image. Material preview UvrPgmd, select with A, secret with S. As gs that's it. I will rotate it,
rotate, control, creek. Other objects, material. Select Object, shift,
click, control, L, copy mers, recopied as
ism again, select A, yellow feather, G H. Selecti A, red feather. X. Soph. I will create Alpha. Cam Alphas Colors Alpha. So, that's five. Softness material. Color jam. This will be enough. Right click Join areas. I will copy to the
outside, up seven. First the subject. And this. I will reverse it in the Y direction as
Y minus one, enter. All objects selected, I will
make it a single object, Control J. Vertex,
mode, select vertex. Multi cursor here, right click, Argento three
dcursorTr right click. Let the wing look more
natural. I will rotate it. Two d five. I go copy. Shifty lick. Again. Rotate. Pay attention
middle line. Change local is Y. Again, rotate is Y. Y. I will make it a single
object, Control J. Multi centers. I should reduce this area, change global is Y zero at five, rotate it, idle. Open. Mirrors and select paddy. Little bit dumb. Little bit left. Our image is like this. I can make changes at the
end of the runner. See oh
49. Create Tail: Welcome again. I will create
the tail. Finch right. This time, I will move
the center to the top, select where it takes. Shift S, right click, gets it. Rotate, control. As this line is Z. Pase mode, select phase, select with A. Uh, we selected as X is. Copy, shift, D, right click,
rotate, change local. By direction. Copy again. Select All material preview. Local. I rotated it
when making the wings, the tail, it to be straight R Y. That's it. He that five. M Select feathers. Either be Z, color order, red, yellow, blue. Two feathers. Red, yellow blue. That's it. Select all single
object, Control J. Material preview globally
again, rotate, control, click. See you next cusin.
50. Final Render: Welcome back. First thing first, images close, only
subdivision open. Shape is open and being open. I will let the plane
move to cursor. Scale with S, ten. Here is enough. H mood, numb zero, Cavi extrude Z. I will give BivalRset
scale for helo T Bival. Control A, scale. Control B, most well segment
number, and shade sot. Polar material. Immaterial fuller. Color. You can write this code. Pack zero roughness what? Sun render open, no need part. Fuller, little bit
UJzy Spear off. Otherwise, I will
not be visible. Render settings, GPU, M samples 32, with contrast. 412. Our character looks very nice. We have completed our course. I wish you success
in your own works. Hope to see you in
another course.