Blender 3D: Your First 3D Character in Blender | Cemal Yağmur | Skillshare
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Blender 3D: Your First 3D Character in Blender

teacher avatar Cemal Yağmur

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.

      Trailer

      0:52

    • 2.

      Required Addons

      2:40

    • 3.

      Referance Images

      1:43

    • 4.

      Body

      4:48

    • 5.

      Wing

      6:39

    • 6.

      Leg

      5:42

    • 7.

      Finger

      5:40

    • 8.

      Copying Fingers

      3:15

    • 9.

      Head

      2:10

    • 10.

      Upper Beak

      7:06

    • 11.

      Lower Beak

      5:03

    • 12.

      Cheek

      4:59

    • 13.

      Eye and Eye Socket

      3:43

    • 14.

      Joining Body Parts

      3:31

    • 15.

      Smoothing Part 1

      3:24

    • 16.

      Smoothing Part 2

      4:39

    • 17.

      Eyebrow

      3:55

    • 18.

      Nose

      2:27

    • 19.

      Final Shape

      3:19

    • 20.

      Preparation for Retopology

      0:40

    • 21.

      Wing Retopo

      4:51

    • 22.

      Body Retopo

      6:02

    • 23.

      Tail Retopo

      7:03

    • 24.

      Leg Retopo

      5:32

    • 25.

      Finger Retopo

      4:11

    • 26.

      Copying Fingers

      2:57

    • 27.

      Foot Retopo

      5:28

    • 28.

      Upper Beak Retopo

      5:14

    • 29.

      Lower Beak Retopo

      2:24

    • 30.

      Eyelids Retopo

      6:18

    • 31.

      Eyebrow Retopo

      5:13

    • 32.

      Head and Cheek Retopo

      8:56

    • 33.

      Eyelids, Beak and Throat Retopo

      7:25

    • 34.

      Final Shape

      13:48

    • 35.

      Preparation for UV

      1:28

    • 36.

      Unwrapping The Character

      9:57

    • 37.

      Organizing the UV

      7:40

    • 38.

      Preparation for Texturing

      4:02

    • 39.

      Base Color Texture

      11:43

    • 40.

      Body Painting

      6:01

    • 41.

      Beak and Foot Painting

      10:32

    • 42.

      Bump and Roughness

      3:05

    • 43.

      Eye Shading

      11:32

    • 44.

      Shape Key for EyeLids and Smile

      12:05

    • 45.

      Vertex Groups

      2:11

    • 46.

      Fur Material and First Render

      2:39

    • 47.

      Create Fur

      8:45

    • 48.

      Create Wing

      9:19

    • 49.

      Create Tail

      3:28

    • 50.

      Final Render

      2:21

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About This Class

In this course, I share my 3D character design process using Blender.


Let's create a beautiful character from the first polygon to the final render together.
Take another step towards becoming a 3D character artist.

First, we will start by building the basic mesh that will form the basis of our character with the help of reference images. Then we will shape it, color it and make the output more beautiful. You will see step by step how to start modeling and how to continue. You will learn the blender tools and plugins required for modeling. You will learn how to create Blender materials

First of all, we will install the free plugins you need.
Then we will edit the necessary reference images.
We will start by modeling each body part of our character separately in the easiest way.
Then we will combine all the parts and give it a more realistic look.
Then the retopology section and coloring section will come with free plugins.
We will make the character's feathers with the particle system and give it its final shape.

  • Create a character from start to finish using Blender.
  • Use free plugins to create the shape of your model.
  • Create stunning visuals for your 3D Art Portfolio.
  • Learn how to create Blender materials.
  • Learn how to make feathers with particle system

This course is for 3D students who want to design a nice looking character the easy way.
Imagine making such a beautiful character without any help.

Meet Your Teacher

My name is Cemal and I am a 3D artist, I have been teaching 3D graphics and helping others learn in 3D art for the last 7 years. I honed my skills by taking part in various freelance projects, from product designs to game assets. I have taught hundreds of students from all over the world through online courses.

I really enjoy teaching what I know to others.

See full profile

Level: Beginner

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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.