Transcripts
1. Introduction: What's up? My Skillshare
family, if you hear that means you want to learn
how to make characters. A lot of people
start off trying to make really complicated
characters, but that's like trying to paint the Mona Lisa your first time. That's not you
though. You're smart. You're going to master the
art of low poly character. We've already done
other Marvel characters like Doctor Octopus, phantom, Spider-Man, and we're
going to continue the Marvel series with Iron Man, will cover modeling
from a reference low poly techniques, extrusion, mirror modeling, how to use
the blender could add on, and even how to use Mixamo
to pose your character. And second, that's
on all either. You're also going to learn
how to use blenders, smoke, fire simulation system. That's right. We're gonna
make Iron Man Blast Off. Oh, and if you're
completely new to Blender, take a look at our interface
and getting started class. It's a great place
to start if you're completely new and
without any further ado, here's your teaching, Nina. Hello everyone and welcome
to this Blender tutorial. I am Nino and I'm working with William and Edward crops ideas. Today. We're making, I remind, you probably know
Ironman, right? Item from Marvel
or I remain from the comics or to the movies. So we're going to make him in a pretty much a low poly style. And we're also going to focus
a little bit on thrusters.
2. Using a reference: So let's get started. This is blend or 3.1. Default cube in place, deleted by eight is
not needed, right? So first things first, we're going to go to
Edit and Preferences. And let's get to some add-ons. We are going to need mesh. Yes, at mesh export objects. So it That's a little checkbox. And also look for Blender kids, this one and enable it. And then go to this menu, Save Preferences, and close it. There we go. Now, first we need some references to press
Shift a image reference, and you can download
this file from the description. There it is. Ironman is going to
be important, quiet. Rotate it. So we're going to go to tap on sobriety
and zeros, zeros 0. There we go. Just to make sure that it is
nice and straight. I'm going to now press ours at 90 and our Y and Z and areas. I'm just going to place
this off to the side. This is not bought
recruit to make, this is too detailed
and to advance. So we are going to make
a little Polish tile.
3. Modeling the chest: Bro, Shift a and we're going to start with the basic shapes. So first, this shape is going
to be Mesh, round cube. There we go. It doesn't look like anything. But we are going to
decrease the radius, to increase the radius to
one and decrease the Rx2. Maybe two or 32 or three. Why do you think to two is fine? So that is going to
be our chest piece. Oh, now we're going to
make this just piece. And the one way we're
going to do this is by first getting this shape. So let's select our
objects, press tab, and we somehow needs to create this little
shape right there. And this going to be
easy or well easy. We can just select this
vertex right there. So press one and select the vertex and hold Shift and
select that one, press S Y, scale it down a little
bit so we can get this nice shape as x and then hold shift and select that word
press S, x is 0. So then you scale with
in the x direction, all in the same line. So that's perfect. Now, I feel like we can
already start deleting stuff. So let's press
three, select this, this, this, this, this
and this. There we go. Delete faces. That's not what we're
going to need anymore. Right? Next up we need a whole
for the head to press Tab. Press three selectors,
top four phases and press I to insert that we go. Press delete faces. There we go. This is already
starting to look nice. Next up, we need the abdomen. So what are we going
to do is select this, just be suppressed step was to just hold shift and double-click those edges until you've got the whole
edge loop selected. Press Shift D, Escape
selection tab. Now we've got a new object
and press Tab a and E. There we go. S and S, 0. There we go As or press G, Z, move it up a little
bit right there. So this is going to
be the chess piece, going to be quite nice. Actually, I'm starting to think we may go for a little bit more of a stylized look, right? So we should just not keep
the original proportions. So we can make,
actually make this look a little bit more on preps, Similar to make this
look a bit more rounded. So I'm going to add
an edge loop right there and scale this down
a little bit like so. And I'm also going to select this bottom loop and press E. So this is where the
legs are going to start. I'm going to want to move
this out a little bit. So press E and S to scale
with Gs that move it down. Is that right there? S, move it or make it bigger? Just like that. And I'm going to press one and select those three middle vertex this and press G is as I move it down a little bit. There we go. Then it is going to be fine. Just press Control S for well, it was pretty much automatic. It is something I do a lot in Blender just because
it crashes sometimes, especially when
you're going to use large hair systems or smoked Sims or fluid seems there's going to be very dependent
on your computer and again, of course, crashed
from time to time. So make sure to save your
file a lot of the times. So I'm going to call
this man stylized. And I'm not sure
yet in what kind of stylized way it's going to look like with is going to be fun. I'm going to select
this and press G, Z and scale it down. I think it's all
going to go down. A little bit more Indians
ever, That's fine. Okay.
4. Modeling the head: Next up, let's create the head. And I want the head
to be quite big for our stylized character. So what I'm going to do
is select the torso, press Tab, press to
double-click those edges. Shift D, Escape, selection. There we go. Now select this new edge. Rest tap, press a, press E, S, E. Let's scale it down a little bit,
something like this. And let's press Shift S cursor
to select it. There we go. Press Tab. So now our cursor is right
there in the neck and algebra shifts a
mesh and we add, for example, a cube is going
to be added in that area. So now press S and
scale cubed down. Scale it up a little bit more. One of those hair
to be quite big, so nice and stylized. And now let's add a sub deficient for
surface. There we go. Set this to 21, is fine. Now, there's a
little bit bigger. Once again, like this. And I would press tab, I'm going to add an
edge loop or two by pressing Control R and
hovering over this top edge. And I'm going to scroll up
once to get two edge loops. Left-click escape
and press X and Y. And actually no controls
that, that we don't need it. So press tab and I'm going to go into the modifier right
there and press Control a, I'm going to apply this would go to skilled
modes and I'm going to enable the y axis
symmetry right there. And I'm going to press G and scale this up a
little bit with f. And then just move your mouse. And then we can move
this up, for example, it's going to apply the same
changes on the right side. And I'm gonna move this down, this inwards and just
left-click and drag the points to where you
think you need them, right? So I'm going to move this
interface in a little bit more just like that. And it's already looking
nice way to move this to the left a
little bit this up. So it's actually getting the
shape often more, right? So right now it's not connected
to the neck obviously. So I'm just going
to select the neck. And we can actually yeah, Let's just select the neck and the head breadths,
comfortable or sorcery. Select your neck hold Shift, select the head Comfortable, j and I press Tab, and now they're the same. They're the same mesh. So now we can actually
connect them quite easily by simply
removing, for example, this face and this face. Delete basis one. And we can now select
four vertexes. We want to connect the chin, this one from the neck, this one and this one press
F. Same thing for this one. F, Same thing here. F. F. So make sure that you
hold shift of course. And then after having breast F, You can really shift
and select for new vertexs just like this. So that's looking nice already. We can make this look
like RMS phase for sure. Now next up we can
worry about those arms.
5. Modeling the arm: Arms are always quite difficult
to make in my opinion. But it's going to be all right. Don't even worry about it. So first things first, we need a whole for these
arms to come out of. I want some big arms
for some reason. So I'm just going
to make big arms select all of those
phases right there. Press I to insert and
insert them to about there. I'm going to press R
and X and just rotate these Socrates right there. And then I'm just
going to press, or what am I going to? I'm going to press delete
faces. There we go. So now I'm going to
press to double-click on those edge loops
and press E and S, kill him down a
little bit first. And press E and y and just move them in a little bit and
press G sets and move them up a little bit. And then we can
actually press one, or sorry, three
on our keyboards, limp or three breast tab. And I'm going to press tab again to get
back into edit mode. I'm going to press one and I'm going to toggle on the
X-ray mode. There we go. And I'm going to delete
this whole right side of our chest. So delete those vertexes. She'll be fine. Now toggle off x-ray mode, so there's a little
button and let's add a modifier, mirror. And this mirror or it's
in the y-direction. There we go. So now
those changes on the left side are also
changed on the right side. Beautiful. Now we want this
arm to come out. So I'm going to select
our torso, press tab, double-click with two
selected so two on your keyboard and
then double-click on the edge loop valuable arm. She'll start press number three, and then just select E and
scale this down a little bit. It's way too huge
steel for an arm. I wanted to larger
rooms, but it's still a huge So that's looking better. I can press S. Are actually Shu Lai.
No, no, no, it's fine. Extrude this, wrote
to this a little bit. Move it in a little bit. Extra to it one more time. Rotate it, scale it down. It's too big. There we go. Looking fine. I'm gonna go
to model the entire hands just because I don't think
it's necessary right now. So we've got the
basic shape ready, and it was actually quite fast. So that's some ways a
model geometry quite fast. So you can just free handed
a little bit rotated, move it the way you want to make sure to use mirrors and stuff. Now we're going to
make those legs.
6. Modeling the legs: I'm first going to select my reference image and present g y, move it to the
side a little bit. And I'm going to worry
about the legs now. So we need a point where
those legs come out of. So first, we need to
kind of close this mesh and I want them sites,
selected, press tab. And let's see, present in
but 31 on your keyboards. And let's enable X-Ray mode. That's not actually
remove this one and delete the whole right side. Delete vertexes, press tab and add a subdivision, or sorry, add a mirror or modify and read their breasts y and this will x. Then we should be ready
to go. There we go. Now we can start working
on closing this match. So to close a mesh, we need to make quads. So to make those, we get simply start
selecting for vertexes and pressing F and it will connect
the entire mesh. So for this part, we're going to need more
vertexes because we've got 123. For five vertex is right there. Oh no, actually we do have 1234. So we cooled, probably
just close this. So that is perfect. And now I'm going
to add an edge loop or to left-click escape. I'm going to select this face right there. I'm
going to press G. Is that move that
down a little bit. I'm going to press
to select that one. Press G, why I moved
it in a little bit. The first ours at
something like this. I'm going to press Control R and animal or a tube right there. Then I'm just going
to select this edge, I plus G. Plus G is just
to make it look like there's a little bit
of a black hole there, so there's room for
something to go in. And now I feel like this
should be a little bit lower. So this entire part. So I'm going to press G, sorry, hold shift and select
both edges and prestige. And I'm going to select
this one and press G. Why I just move that in. Their control are at an
age group right there. Press one, select this
vertex and press G and move it in a
little bit less. So that's looking nice. So this is going to be the place where our
legs come out of. I'm going to move these corner points
inwards a little bit. So I'm going to select
these through breast, g, y, like this, and gx and gy a little bit more like so That's better.
That's way better. Okay. So that is now starting
point of our leg. We can press Tab, we get Br2 and we can select
this entire edge loop. We're holding Shift and
selecting those edges. If you select the wrong edge, just press Control Z and
workforce relations as well. And then press shift the
escape P-I selection, press tab and select your new
mesh and press Tab again. Now we're back in edit
mode in our new leg mesh. So let's press E, extrude this. I'm going to scale
this up a little bit, actually, looks quite nice. E, Once again, scale it
up and I'll press E, rotate it a little bit. Risky once again,
something like this. I will just double-click
on this edge loop and just move it in
a little bit because it's a weird bend of the leg
that made S E Rotate Skew. So this is where
we're going to start the nice already suppress ie a little bit
and scale it down. Risky and move it up a
little bit and press S, scale that down elements
and press E and then just move it out again a little bit. You can see that we didn't pay any attention to our
legs in the side view. But we are going to do
that in just a little bit.
7. Modeling the body details: So what are we going to do
is just go to sculpt mode now and make sure to
enable the y symmetry. So now I'm actually just going to make this look a little bit better in
the side view. Okay. Deep face is now
very much clean. So nothing really
IRA men about the face changes when we add
a little bit of geometry. So we want this mouth shape. So to make this, We
need more loop tools. So we are going to
preschool through our hover over an edge. We need one right there. It feels like one right there. Where the red there,
one right there. First ways we could even do the same thing we
call breast one. Enable extra, excuse me, enable X-Ray mode with all x, x, o. Hello, Alt
X is not working. Should be. Oh, my bad. Press Alt Z to remove the
entire right side of your head. Delete, go out of x-ray modes and add a mirror
modifier in the y-direction. Of course. There we go. And then we can just
press one or sorry, tap and go into edit
mode and then press one. Then we can move
some stuff around. So what we need is this
one to be more up, this one to be way more up with. First, let's add another edge
loop just above that point. So we actually keep that bottom pointy corner
and move this one up now. So press G, G and that moves
your vertex are alone. It's along its edge, but we don't need that one. We need actually we do, we need this one to go
up a little bit, GG, and this one to GG, and then this one
down GG. Let's see. Yeah, that's fine. And then we can select
this one GG move there. I would just want to
go out a little bit. So plus GG, move it out
just a little bit, right? So actually I don't like that. I'm going to press Control R and add another edge
loop right there. And I'm going to move
this one in a little bit. So maybe like that. Yeah, that's better. And then maybe prestige
and move this one out a little bit like so. Maybe even bit better or more, which comes from our
natural breath there. Select this vertex or
prestige and move it in. It's going to be a little
bit of a cheek bone. And then it's going to be nice. Okay. So back to front view. We now have like this
face shape that we have, or at least we almost have it. One more thing that we
can do is press one and press Control R and add one
more edge loop right there. Press G, G, and
move this one in. Right there, select this one and prestige and move it in as well. And this one to the
top part, like this. And now I'm going to select
all the faces that I want to be the mask, right? So press three and select
the faces that you feel like should be the actual mask. So it's going to be all of this. Isn't this and this
and this, and this. This is all going
to be the mask. So I'm going to
press P selection. So now we can already see
some kind of shape forming. And I now want to write
like outdoors eyes. So press tab and we need more, even more, yes, more loop cuts. So press Control
R, one more hair, go through R1 more,
There's will. And then we need one
more right there. And I'm going to
select this one and press GG, move it to the left. There we go. And it
will just select this one GG move to the right. There we go. So now select these two and add one more edge
loop actually, like so. Press three and select
all of those phases right there, except this one. And press E and just move that in a little
bit more like so. And by the way, it looks like we have a kind of a pointy mask. So I'm going to select it and
press killed mode, press G, and move the skill up a little bit with f.
And then I'm just going to move this in a little
bit more like so. So it's a little bit more flat. Choose, make it look a
little bit more like the actual Iron Man mask.
That's better already. We can also use shift
and click with. It's going to be a little weird. Let's see. So just
keep it like this. Should be fine. I'm going to move this
inverse little bit maybe. No, let's not, let's not
go into too much details. Okay, So next up, I'm going to select
my chess piece or knowing where just like my abdomen piece and we're going to oppress right mouse set
origin or it's into geometry. Countable set. First, apply the
mirror modifier. So press Control. Tab, press a right mouse. Alright, so we need to be in object mode. That's
my bad, right? Mileage set origin
order to geometry, press S and just scale it down. A tiny bits like so. Yes. And then we're
going to press Tab. And we're going to press
through and select this top, top edge loops to
double-click on it and press E. Just little width, make sure it doesn't like
poke through the chest piece. The same thing from
the bottom side. So double-click. Actually, we may have to do that manually. So hold Shift and select
those entire loop of edges. Some things just
require a little bit of work, which is fine. Actually, we don't
even need to do that. No, no, no, There's
no need at all. Just leaflet because we already like connected those
faces right there, so there's no need to
connect it manually. So let's make sure Ira
man gets his iron heart. So we're going to select
our chest piece press tab. And let's select this
inner peace right there. For this to work
feels like we first need to apply the
mirror modifier, right? It is right, but
before we do that, we can add a little
bit more details. So press tab and press Control R at some point where
you want some differences. So for example,
their breast three, double-click E,
S, scale it down. So it just makes it
look like there is some sort of stuff
going on there, right? It doesn't really matter what. Just press Control R,
add an edge loop, three, double-click on
the new face loop and press E and S
and scale it down. There we go. So that just adds a little
bit more tough to see. We can even do the same hair, press I and then
press I once again. And then you will
have the separate phases being insets and then we can just extrude them a little bit. That's quite interesting. And it matches the official
Ironman a little bit. It doesn't make it
completely with its fun. Alright, so next up the heart. So we're going to
apply this mirror. Press Tab, press those inner
two faces and press I and just insert that and
press I again because we just split it the inset, but we want it to be one piece. So then we press
Enter again and it's going to be one piece,
just like that. Skill it down. Like so. I want to press one and
select those three. Upper vertex is at 0. Why did that not work
as 0? There we go. And select the three
one-on-ones, right mouse. Merge vertex is at center. So now we've got
like a triangle. Select both triangles and
press S 0 and r plus g, x. And our y just wrote
it in a little bit. And we can press one and select this top vertex is
pointing out with a little bit. So Priest Jesus just
moved it down right there. Looking way better. Now let's select this art thing, triangle and press S to scale it down a
little bit like so. Press I to insert and
then E to extrude. And then he separate selection. So now it's different objects, so we can use that to shade
it a little bit better. So that's already
looking quite right. If you ask me now, let's select this
torso press tab. I'm going to select
those inner two. We're actually, let's
add an edge loop first, one there, Control. Left-click. Once they are called left-click, select those abs,
press E to extrude. Let's press I to insert and
I to insert once again. So they're all separate
a little bit like so. Actually, let's not do that. Let's select those separately
in those two separately, press I to insert
extra a little bit. And then those two, and those two I and
e. There we go. So now it's just like a
little bit of apps there. It's not completely
matching with, I still love the way
it's going to look. So next up, we are going
to worry about shading. Yes, but first, we could even add a little bit
more detail in the legs. Let's just do it.
We did any arms. Same thing we're going
to do in your legs. So we already have a
loop, good, right here. Double-click the S. There we go. One more here maybe. Or red there. Move it. Three. Skill down. There we go. For the legs. We could
add some more loops. And we could even
add more loops are, and just swipe those all to the previous edges
there as well, and press three and then
double-click on those loops, hold shifts, and adds the
new ones to press Control Z. If you do something by accident, a select something vaccines and press E and S, just
scale it down. It just adds some nice geometry, are some nice details, right? Same thing we can
do for the shoes, which are looking a little
bit weird by the way. So let's go to scale-up mode and press seven
and number seven. Just rotated the camera
a little bit and I'm just going to
make sure that I move those vertexes a
little bit cleaner. So something like
this could work. So at least now I
know what's going on. Alright. Alright, so let's
go to Edit Mode, the shoes. Let's select those
basis LS press I to insert the extrude brand. That should already be nice. I'm just going to
leave it like this. I'm going to press Shift a mesh. And let's add a
plain bread g, z. And let's press number
three passages that we can see where the floor should
be somewhere at their skill, this skill this up
and select the moods. Press Tab to double-click
this edge loop. Press S is at 0, and then just move it to
the floor like that and press F to close it to every
code is looking perfect. Now, one thing I
still notice is that these arms are a
little bit short or they look a
little bit shorter. I'm going to select them
skilled mode G. And remember, we applied the mirror
modifier so we need the symmetry in the
Sculpt Tool now. So there's this little
button right there. And then we can just move
it down a little bit. So maybe that works. We can even increase the width a little bit of this.
Yeah, that's fine. And the hands cool. Maybe be a little
bit bigger, too. Beautiful. I actually really liked the way we're
doing this right now. It doesn't not like the
actual proportions. I really loved this style. We'd love to see this
in a game, for example.
8. Shading and texturing: We are now on to shading. So for that, we're
going to go to the Cycles Render properties, and we're going to set the render engine from
EV two cycles first, of course, and then
the device or GPU. I have a strong
GPU. Gpu can handle rendering in rent
blend very well. So that's what I'm gonna do. So let's actually see what this looks like in
the render view now. Well, it's just a
lot of white birth. The geometry looks quite nice and I like the
blocky look a lot. So I'm not going to
shade smooth anything because I like this tile for now and we're just
going to keep it. Why not? So let's shade this and
I made you actually enable the blender kit
add-on at the start. So that's what we're
going to use now. So this is the little, little kind of role that
you see on the top now with the products or the objects,
materials seen, things. So if you go to the materials, the second one is church, for example, for metal. That you also be
surprised that we can have a lot of metal texture. Just apply. For me somehow, the arrow
buttons aren't visible anymore. But if you go to the
right of your materials, there is this little button that pops up if you hover over it and maybe it's
an arrow for you. For me, it's not. If you press that you
can go to the right. So there are more materials. I love using this
one, metal for it. It's just, it's just
show some degradation. So you can just select your
objects so they wanted, you wanted to shade
and then select the material and it
will be applied. So now hover your mouse to the top right
corner of your screen. Left-click direct to the left and set this from 3D view
port to shader editor. Now we can see how
this material is made. We're not going to get
into all of the materials, but basically it lets us
change the colors as well. So if we follow the base
color of the principal BCF shader and goes through the hue saturation to
record or a color color is, and then to the color ramp. And this is actually
where all of the colors are
being made, right? So for example, if
we change a lot of this course to a
more reddish tint, lighter, maybe all of them. So not only one, we
need all of them to go towards the red colors. I think. Unless of course I'm changing
the wrong thing now, I am going to preschool
through that a few times. I really thought it would be the one to be the base
color will be this one. Then let's try this. All right, so this seems
to actually do more. Let's pinouts. Can we make this rat? We can't. Alright, so there's another
thing that does the coloring. That's a little bit annoying, but nothing we can't fix because we can simply add a new material or
sorry, a mu core. So if we do shift a and
storage for our mixed RGB, There we go. Now
it's gonna be white. If we set this to red,
is going to be read, is this easiest debts? So obviously it
will take a little bit away from the
initial texture. But you set this
to color, color. And it will color it is only, but it will be a little
bit more hard to get the extra colorize because
it's getting too dark. Most of the times. You can scroll through
this options and see what works the best for you. Screeners, a nice trick
where there's nothing. You can get a dark
color with the screen. Well, dark enough actually. So we can actually use this one. So keep in mind
that are currently, this is looking quite
blurry and that is probably the box we have the
uv maps pecked wrong. So if we select
our objects and we changed the right
window to UV editor, and I press a, we can see how it
is written reps, and this is nothing like the shape that we
actually have here. So if you press U and the left window and
select Keyboard diction, there's already
more geometry that we see and we can even press tab and press a and the
right window and press S and just kill
this up like that. And then we should
have smaller objects for smaller, smaller
texture skill. If you wanted to try
another material. For example, if you
don't like this one, then you can always try
and find something else. So for example, if you
want something more shiny, you can find, or you can
even change the material. It doesn't matter
where you can find the learning material.
For example, this one. It doesn't look right
at all at this point. But that's just
because of the rain. We will fix it in a little bit. First, let's find a nice
material that we want to use. I'm just going to use
the one we had before. This one, I'm going to
go to the shader editor. My boss is being used
without the UVs, right? So the texture coordinates defines the mapping
of the texture. So if there's a sudden object
and will basically take the object info if
you set it to UV, it will use the info from the
UVs that we just unwrapped. So if I now plug this
in, for example, you can see the entire
texture changes to this. Now, if you go to
your UV editor, tap and lift concrete and
steel on the right side. So as you can see
in the left side, the texture is changed. If you scale this down,
increases in size, scale down or scale up, you can see it I'll
changing quite nicely. Alright, so the main reason that most of the blender renders look our most some of the
blend renders look like they are rendered in EV, even if it's cycles,
for example. It is all because of lighting. There's just so much that
lighting can do for peace. It has incredible. You can make a ****** 3D model look incredible with lighting. You can make a sick 3D
model look like ****. If the wrong lighting is
just as easy at that. Lighting is a huge
deal in 3D modeling. Alright, before I make a
huge deal on lighting, just make sure that all of our materials
are applied first, we need to add material
to be the same as this. So select your head
hold Shift and select your upper arms
control l Materials. Do the same for the
abdomen and the boots, hold them down with
Shift Control L at your materials, objects
link materials. There we go. So now everything is
red and not unwrapped. Let's unwrap it first
step, a UQ prediction. Same thing for the legs. True projection. There we go. So now I have a nice look, even a little bit better. Now we need a bit
of a goal material and we can look for
that as well, right? So if we search for gold, it is probably not good. Is it like copper at? I don't know. We're just going to try
and use a cool material. I'm looking for something
that's a little bit rough, a little rough goals. This is too rough per year. Settings. Keep that in mind, but
it's not the right one. So what I'm thinking
is, let's just try one. That's ready for step a. You keep projection. Wasn't ready, UV unwrapped. So that's fine. It is a red goals. We can apply that same
material to relax. So select your legs press tab and we're going to select
every part that we want. So we want this top part, this, this, this, this gold. And maybe this, this is what? This, yes. So go to your
material properties right there in the bottom right. Select the plus icon, select New, and hit Assign. Now, they will be white because
it's an empty material, but we can make this
the goals material, so procedural material, then
it will be goals selected. Once again, we can, for example, make this together
with this and this, and this and this and this hold shift and double-click
on those edge loops. And this, we can make
this, for example, even a new material you assign. We can make that
material, for example, fully metallic, low roughness and make a little bit darker. I'm making less and metallic. We can even search for another metal material, for example. A little bit rusty x is exactly
what we need right now. Well, Rusty is maybe not
maybe some scratchy missile. Yeah, that's fine. Okay. So for those arms, we also want them to be
like a little bit of gold. Gold like go just like
this and this and this, all of this stuff that this and this mature to select
everything you want to shade. It can be completely up to you. So a plus sign, new assign. We also need to incorporate
the right side. Now. Double-click and just
select everything you want to shade your new
material and Halo sign. And now we can make this
material whatever we want. So for example, the gold, and now it's gold. That's looking nice. Now I've
got this chest piece New. And we're going to change
this from principals, do and mission and
Teaching Scholar to like this bluish right
now it looks like ****. When we can increase the
strength to five or even 210. And the whole thing
that's going to Here we'll be in the
post-processing of Blender. It will be nice and
glowy, believe me. Just not now. Make it nice
and strong, and least. There we go. And now we can actually do the
same thing for the eyes. So select your face plus
three in edit mode, of course, and select
all the faces that you think should be glowy. Hit the plus sign. Then turn this into the emission that you
made so material for, for me and hit Assign. And now you've got this nice
phase with the glow even, Wow, that's
incredible, isn't it? Well, next stop. Boring shading. Very boring shading or not the shading with the
environment is very boring. So first things first go. So your world settings, it is always set at gray. Gray makes everything boring. So we're going to use an HDRI. So open up your web browser
and let's search for Holly. Hey, there we go. Pull the Haven completely
free textures, H2RAs, models we need to
issue arise right now. There is one HDRI
that I love to use. For example, Shanghai. Shanghai burned. It's this one, so it's nice and colorful. You can get some very
nice reflections. And for things like this, so an Ironman suit, which is generally
found in the CDS, like fighting crimes and stuff. I've always found something
like this to be perfect. So it's downloaded for k. By default. You don't really
need anything higher than that until you once really, really clear
reflections in your, for example, your
metals and stuff, but for now it will be fine. So to actually use these, we have to change the color
to environment texture. There we go. Nice and pink. Yeah, this is just think in
Blender means that blend or can't find the texture and we have no texture selected,
so it gets pink. Well, let's try a
search for Shanghai. Shanghai burned. I have eight k n for
k I'm going to use for K opening image. Right away. It gets implemented and you now have shading and reflection
from the entire scene. If you want to rotate
your environment around, you will have to
add some mapping. So go to the shader editor
in the right window. And we can change this
from object to world. There we go. Now, there's nothing
showing you're seeing on your screen and
that's because it's just focused
on the wrong part. So press your home button and it will find the notes for you. Now, I'd like you to go to Edit Preferences, go to Add-ons, and let's search
for Node Wrangler. This is something that just saves a lot of time every
time you do shading. Enable this, press the menu,
safe preferences close. Now if you select
your image texture right there and press Control T, you will see that automatically. You will add a mapping notes and a texture
coordinate nodes. So that's the Node
Wrangler, It's very easy. So now we can actually
change the z rotation. So you can see we've got a huge, huge environment,
beautiful environments, and we can change the
way our character is now being affected
by the environment. So rotated around the Z, you will see the background
changing as well. Something like that. So I advice you to find a nice, nice angle that
you're happy with. I mostly try to avoid
something that hits completely formed from the front or completely from the site. And you can primarily see this for the shadows of
your character, right? So the best way to
see the geometry of your character is to
have something loaded up from multiple directions with different kinds of
light strengths. So this is looking
quite alright for now, but of course the background
is looking horrible. So we're going to go
to Render properties, go to film and just hit
that button right there. So now you will keep all
of your reflections, but you will lose the
actual background. So one thing I
noticed right away, this is not bright enough. So I'm going to say this
length 3030 will be 50. Let's just write the brighter
you said it, of course, the less color you will
see in your actual thing, in your actual life. And it's just obvious. Of course, I want it to
be a little bit blue. It's a little bit Lexapro. Perfect, Right? So if you don't feel like the environment section
alone does the trick, I'm first of all come to
skill up this back plane. I'm going to rotate
this a little bit around the z so it's
perpendicular with the camera. I'm going to press Tab to
select that edge, whiskey. Just like that. Perfect. I'm going to select this
middle edge Control V and just make that big and
scroll up a few times. So we actually get this
nice bet for breast step, right mouths and **** smooth. So there's a very easy trick
to get a smooth backgrounds. We use a lot for, for
example, products, photo shoots as well, where you don't really want this hard edge in your background. You can just make, for example, in A4 paper or an A3 paper, curl around to the top. So you get this very
smooth transition of light and it's
all working perfect. A lot of times now this
lane has no shading, so change your right
window from worlds to object and New, and select home. But now I'm probably going to go with some
kind of a red background. So just because it matches
the character quite nicely. Or even some new, it gets some columns raise
or maybe some black. Now, I'd like to read because it matches the
character nicely and it reflects a nicely
and gold as well. So I feel like the
texture is not doing, is just as so I'm going
to set this lower. So maybe 0.2. I'm
going to press Shift a. I'm going to
repress a light area, and I'm going to press R Y and just rotate it a little bit. British g x. Now I'm going to go to the
light properties right there. Skill up this light. That's too much salt like this. And I'm going to increase
the power quite a lot actually like this. Now if you go to
your front view, you move around you or light, you can see that it's already becoming a
little more interesting. Let's simply because being lit up from the back just
pops or character out from the background a little
bit more like this because the background is red and
now your character get this nice hard highlights. And you can even change
the color if you want. If you want it to be. Blue, red, and blue just
goes well together. So let's try that. You can even duplicate it and
move to the left, rotated. So you also have some
lighting from the left side. Right. So I changed
the color to orange, but you can pretty much change
it to whatever you want. I usually go to orange
because it looks like there's like an explosion heparin happening in the back
of the character. But in this case, it does
actually take away a little bit from the character because the background is already read, so it's not that well, I'm just moving the light to
see what it's interesting. I actually like it. We can even try some
different stuff. Yellow. It adds nice to go by the way. I'm going to stick with that. It really adds to the goals. So this is width, this without some interesting this and because we have
those flat surfaces, it adds some nice stuff
to be actual character. So I'm going to try to go
to this red color now. So metal O4 go to
the shader that I'm actually going to go
to my roughness value. I'm going to try to
make everything a little bit more reflective. Probably I'm going
to press Shift a search warrant to
search for a minute, just swipe that in-between rent, they're set it to multiply. And let's see what
happens. So now, if we set this to a low value, it's going to be this is
minus as being width. Weird. But you know, if you're
turning this down to below, one is becoming more rough. Right? So now you
can see more of those reflections,
hard reflections. If you turn it down, turn it up and gets
basically rough. So I want us to be nice
and reflective and glossy. Same thing for the gold actually would think that gold is
already quite reflective. So let's see. We can just, Lord is
referenced if we want. Yeah, it was it
was already fine. I'm going to leave that.
I'm going to select the backgrounds and
actually change this color. Maybe a little bit darker
still, or maybe lighter. What do you guys think? Maybe a little bit more
blue sides. Let's see. There's a lot that
we can try here. I like to read
just a little bit, tend to forget like so. Looking nice. Now we can actually start working
on some thrusters.
9. Modeling Iron Man thrusters: So this is going to be fun. This is what I've been
waiting for Ashley. So the trustees of Ironman, I'm not even sure what it
looks like. Let me check. I run this basically the beam that just shoes out of
the shoes of Ironman. I have never really tried to make something
that looks like this. But I'm quite positive that
we can, because all this is, is like unlike are very, very high, high temperature
beam of fuel being burned. Obviously something has to be asked to turn into
this energy boost. So it's very much just some very efficient burning process. I feel like there's
not a lot of smoke. You can see most of the
images environment. There's no smoke coming
out of anywhere. Which pretty much
means that it's just a very clean, clean process. So we are just going to
make smoke simulation. Which smoke? So he's only going to be fired, but it's going to be pushed
out as a very large beads. So we can actually
try and achieve to get this, this, this, this nice, this nice image. So to do so, we gotta make sure that we're working
in the right proportions. And to do this, I'm just
going to select, for example, my chess piece and I'm
going to see the size. So the one thing that
you want to avoid when working with simulations and stuff is that your
whole scene is very, very tiny because your domain for the smoke or for the liquid, will need some resolution if you decrease the
scale of everything. So we also decrease the scale of your emission objects
and your domain. Then blender just needs a very high resolution to get that small shape of a
smoke simulation going on. So if you work in a larger size, then Blender has way more. It's just simpler for blender to calculate all of these
simulations and stuff, and it's just way
easier to work with, Believe me, I've tried
it a million times. So to start off, we need to define where
the objects are that are going to emit the shading or
sorry, emitter smoke, right? So let's move this
background down. We can make it look like
he's already flying off. I'm going to select
the camera, press G and you're zooming
out a little bit. Move this down
just so we can see the flame coming
out or the thrust. So we want there to be smoke
coming out of his shoes. So let's select our cursor
and move it to the zoo. So just click on the bottom
of the feet for shift a mesh. And we want the shape to
be something like maybe, maybe a circle, sheer
scale it down, like so. And pre-step an F or Control
a and apply all transforms, right, mouse that origin, origin to geometry. There we go. Now go to Object, quick effects. Lets go to quick smoke. Yes, quick smoke. Now, it's instantly
adds a smoke domain, which is something we need in order for blender to render out
the smoke and stuff. So if we now run the animation, because the smoke simply
goes up and it's smoke, it's not fire or anything. But if we change some stuff, we can actually make
this look incredible. So I'm going to go select
my smoke main press Tab, press a, and I'm
going to press G. Move this down. We
don't want smoke to come above the feed anywhere, so we can just move
this all down. Press S, scale this up a little bit so we can get some nice, maybe some, some bounces
from the floor or anything. So press G and Z, move
this down, like this. S shifts at, just move
this up a little bit. You have to remember
that we are going to use one smoke domain for
both our objects. So both thrusters or the feet. So we need to make this cover the entire part of
what's going to be smoke or fire, right? So this will do the trick. There we go. So all of these settings for
the small domain you can find in the physics
proper step right there. So this is the main type. Resolution subdivisions
very important. After everything,
every change you make in either the emission
object or the domain, you will need to change the resolution
deficient in order for those changes to actually
be applied, right? So let's play it. Still smoke that wants to go up, but it can't go up
because there's already the limit of
our smoke domain. So let's go back. And let's first of all, set this domain to
an adaptive domain, which basically means it starts small and it will increase. Its size whenever the smoke is about to touch
the domain, right? So now we're going to have to
select our emission object. Just like that. So select it and we want
some velocity going down. Actually, we want a lot
of eliciting to go down. So what we're going to do is
just change this F value to minus 60. Let's
see what happens. So make sure to select
your stomach domain and of course change
the resolution. Otherwise it's not going to
play those changes right now. Incredible force down already. So 60 miles or what is it? Meter per second? This, I think the unit
that is used by default. Here, it's about,
I think you can do it times 3.6 kilometers an hour. So it's quite fast. Now, you can see that
there's smoke is coming out of the
sides of this object. And that's actually because
our smoke domain is still at like 32 resolution deficient
for our final render, I'd recommend once
you aids or to 56, depending on the amount
of details you need. We can also select our
emission object and change the flow source from 1.5 to one, which basically means the
distance of which is emitted. Let's change the
resolution deficient. So that's already
changes it a little bit. If we set this to six for, it already is, becomes
a little bit smaller. So play this out now. You can see a nice thick
thrust are coming out. I actually love already. I would just look
so we don't even have like materials
and stuff yet. So it's going to be
fun, right? For now. I'm going to set this background and scale this up a
little bit by the way, because it's not reaching
the upper left side. Scale this up at certain
us into a collision, collision object and
this is a plane. So do we have to
change anything? That should be fine. Let's replay this at the
resolution deficient of 62. It should be interacting
with or plane now, which is this. And let's see what
happens or plane. We can try to turn off
single-sided four ones because it is a plane and sometimes just add some difficulties
with the simulations. Alright, so that's
not working yet. Let's see. Let's see what we need. We can also just try
to extrude this. Bristle brushes. Select your object
first step because a and E and just extrude
that down a little bit. So now our, sorry, it just scale that up. So now you have some
thickness in your plane. Make sure to shake
this smooth and set your normals in the
object data properties to outer smooth. There we go. Now let's try again. Let's see what happens.
Go to your domain, changed the
resolution deficient. And let's replay that. It's still looks like
it's going right through. Which is weird. Oh,
it's not weird at all. It's not where I'm
just being retired. And we're going to
call this a few times. I want to take this
off the plane. The thing is that we
actually need this to be fluid simulation. Set this to what is it again? Let me, let me
think for a second. This has to be effector
be a collision. So if I'm right, this should be below
fluids flow, smoke inflow. So this is going to be an effective collision
of the fluids. That shoe, they should do the
trick, right? It's planar. So this is a plane, so
that's what I was looking for a little while ago. So now let's find out if I now finally know
what I'm doing. Yes. Look at it. Isn't that amazing? Isn't it amazing? Yes. Okay. So that's
looking dope. I actually want some of that
to be seen in my camera. So I'm going to zoom
out a little bit more. We can even make this
a vertical image. It could be way easier actually. To change the proportions
of your camera, go to your scene
output properties and you can just change it, for example, your way
around like this. That's better. So now we can zoom in a
little bit more like this. That's looking nice. Move this up like so. And now we've got
two random view. We can actually see some
smoke coming out already. Had some amazing for Ironman. There is no real smoke. I may just add a little bit because I loved the
way it looks okay. Alright, so from this
point on my audio got a little bit weird. So I'm just talking
over it right now. So I'll talk, talk you
through the steps anyway. So what I'm doing here is just selecting some options
in the smoke domain. And you can see that by default, the smoke domain is
set on only smoke. And we want to set this
to fire and smoke. Because that's actually
how we get the flame in their setting only smoke, then there's no real
way to get fire. And then you get
these extra options, fuel, density, temperature, and those will all
change the way your flame looks and the way your smoke reaction
is going to act out. So make sure that
after making changes, you change the resolution of your smoke a
little bit to get those changes to be applied
and were just playing the smoke simulation
for a few frames, actually get the
smoke out there. Right next up, we've
got the materials. So there's one
material principles, volume that is automatically applied to your smoke domain. So the smoke domain
takes care of the actual way the smoke looks and the fire
looks as well. So there's one
node that controls the fire and the smoke, right? So first things first, there is a little bit of stuff that we still
want to change. There is one principle,
volume nodes. You can see here on the left, there's one smoked maintenance. Well, in the end, we want
to have two thrusters from, from one from each feed. Of course, it weren't for which foods are better right
now we're going to worry about the emission object for a second because we can still
change some values, right? So for example, the velocity, we can change this to maybe 1, 100th minus 100s just to get a little bit more speed
out of the thruster. Why isn't that can change the
entire look of the flame? And of course to do that, we can have a small look
at our smoke domain. So let's go to Solid View first. Real, first go, who's
a copy of this? Tourists and other foods. So select your object and
then press shift D bridge. Gee, why? I just moved it to the right. There we go. So right now you can
really see anything yet. And that's because we have
to update our smoke domain. And the reason why
we're doing it like this is because that
way the thrusts, those wounds look
exactly the same. So the other way you
would do this is to just duplicate the object, but now change the resolution deficient by one or two and go back in your timeline
to the first frame and then play your animation. And in that case, it will render out
your new simulations. So it's going quite fast. So that's really
nice. You can already see what's going on there. So now we've got two thrusters. There are still quite big. And that's because our resolution
is still set quite low. So it's set on 66 right now. Let's see how it actually looks. So there's double the smoke
coming from these thrusters. And it's really nice
because they have some kind of feedback from the
crowds, they collide. So let's go to our principles
and volume right now. And there's actually a
lot of stuff that we can change in the principled
volume shader. So to do this, we need
to be rendered for you. Otherwise, we can really
see what we're changing. And there's a few
options that really, really help getting
this fire out there that we're going to
discuss in just a second.
10. Texturing thruster flames: If you look at this, we want the thruster to be, it doesn't have to be real fire, but it's going to be more like, like a restaurant, like a beam. So first example is change the blackbody intensity,
swap it all the way up, but you can see it stops at one, but you can menu type
in larger value, for example, 50,
which is quite high. So we can actually
change this back to something like 20, 30. It's looking way better, but it's still looks a little sloppy, a little bit chaotic. So we can actually
change a lot in the principled
volume to make this look like we actually want. And make a little bit more space to swipe the screen to the left. And now we're going to
press Shift A Search and regrown to search
for a volume info. And it basically gives us, gives us the
information of volume. So that is being created in the simulation,
we flip density, flame temperature
density basically defines the density of the smoke at a given point and the flame actually defines where
the fire should be. So that is the one option that
you can have if you change the emission objects from
smoke only to fire and smoke. So we've got the right
now and once you connect it to the
blackbody intensity to define where the flame is, it's going to be a very dull, it's not going to
be quite bright. So we want to increase
this brightness that step once per shift a and
search for math nodes, swapped it in-between
and change the value. So if you're going
to up this value, they can see that
it's just good. At another value. Your fire intensity are due
to the blackbody intensity. So set this at ten for now. We'll change that later. We can even change the setting from add to multiply later. But that's something we can
worry about in a second. So first things first, we're going to change
the color ramp. So Shift a and search for color ramp is swapped
with in-between and swept the black to the right and
just see what happens. So this is something
where we can define how much of the flame is going to be visible and what part of the flame
is going to be cut off. It's right now. It's not doing that much. You can see some slight changes, especially when we
decrease the nodes. Of course, if we
have to add ten, then those changes
are coming to be very slight of the color ramp because it's just going to add that ten value to a
value from 0 to one. Certain value is going to
be anywhere from ten to 11. So of course that's
not going to be that visible and we'll change
that later to multiply. But right now, it is nice to see what it does to our fire. We can add another point there
and swipe it to the right. We've set it on
constant right now. And we're going to set this to a little bit of a more
grayish color, right? So it's a little more
bright at the sensors. Something like that. That's what I did back
further to the left. And we can even change
B-spline to get a little bit more of
that transform failure. So I live in more of a
smooth transition, right? So next up, we can actually add a new color ramp because we want to use the density of
the volume note as well, because it can define the
density of the smoke. But we can also use that for
the density of the flame. If we want a part
of that smokes to just become part of the flame, that we can use that as well. And we can use that
dissolve value of the flame to actually cut
off the flame at some point. So let's actually duplicate. We can add a column rep
or we can duplicate it. I'm going to left-click
this one per shift the move that down. And we need to reset that first, select your math nodes and duplicate that and swipe
it to the bottom as well. Because obviously we're
going to have to use math nodes and
connected in-between. Because that's where we
want this color ramp to connect to the bottom socket. First x, first, click
the little arrow and reset the color ramp to its default settings and
just collect the density to the factor and the
color to the value. There we go. That
is the basic setup. And now we can change the
color ramp in the way we want. So this is going to use a
density value of our smoke. And we can basically change
the cutoff of that smoke. So once again, it's not
doing that much yet. We'll get to that in a
little while when we change the add
nodes to multiply. So let's check the
density of the smoke. We want there to be a
little bit of smoke visible in the final simulation. Just to show that it is. It's a reaction. A fire is being created. There's feel being birds. And I just liked the way
the smoke looks about. It reflects off the
ground surface. So at this point, I'm trying to figure
out why there isn't that much changing and
that's because we've got our color ramps are sorry, our notes set to add. Jesus, do multiply. And there's going to be a huge difference.
And what's happening. Because right now
it is multiplying all our values of the
actual color ramps. So now you can see
it's very dull. Notion is that feasible? So now if we change
our multiplied failure to large value like 150
is actually going to look very different because in now actually uses the values
of our color ramp, right? So let's change the
density of our smoke. And it will just decrease that. We can worry about the smoke
later and keep us at 0. And now we can go back
to this color ramps and actually start worrying
about the actual flame. So I'm going to leave
a little bit of smoke in there, not too much. So set this at Any ends at like for one or two,
maybe a little bit more. But for now 0 worry
about the scholar rooms. So now when we
change this slider, you can see the
blockchain says how much the outside of
the virus visible. So that is basically the smoke density at
root that's being used. And we can add a new one, changes to a dark gray color
or a little bit darker. There we go. And then we can get some nice color change
in the minimal as well. So you can really see
that in the center, the fire is transparent. And then there's a small
layer of fire festival and a small layer that is
again not visible. So the top is the flame. We can change the
more values of this, but now it's going to look
more like an actual flame. So you can just see
me here playing around with those
values in a color ramp. And that's basically all
you do with volumes. It's a lot playing
with color ramps and don't worry about just
trying new stuff, right? Add more, more points in
there, remove points, slide points where you want them and just
find out what it does to the look
of your flame and try to achieve the
look that you want. So once again, I, I'm still not quite
happy with the look. I'm changing the resolution
deficiency P256 just to get a little bit
more more information, more detail in or smoke or fire. We're going to have to run this one more time in order
to get those results. So it's a little bit slower, so it's going like
it's one frame. Few seconds. But you can see that's already looking at
limit more details and a real struggle will be once
this fire hits the floor, then blender is going
to have a little bit of issues calculating what the fire's going to do once it
collides with the floor? Well, that's going
to be fine for now. It's working quite right. You can see it now slowing
down by quite a lot. And read. Just go to hope that at
some point school to start. So what I did, I was just ending the recording for
a second and I am now bec because it took way
too long to keep recording. So now it is at frame 25. You can see there's some
nice stuff going on. You can also see that
there is an issue. Right and left are
looking different. Right? We changed all of those
values of the flame. So we change the velocity, the velocity and
also the vorticity of the actual she'll flame. And we have to make sure that we get those changes
that we want. So keep moving those sliders
until you get what you want. I can't stress it
enough. I'm also just trying new stuff here. I've made fire before, of course, and stuff like that. Those kind of beams coming
from, from the shoes. They just need to
look a little bit different than actual shoe. So I'm just playing
around here with colors until I get what I want. And may, we might even need an additional color ramp because you can see that we've got some areas in-between of those bright values that are
just not filled with fire. Alright? So we're going to have to find a way to
get that in there. It seems to be not working
with just two colors. So I'm actually going to
select that one, shift, the deprecated and Shift a. And let's add on our math. Notice why read
in-between there. Set it to multiply
right away, multiply. So we don't have the same issue. Connected color to the
bottom seconds and density to the socket
of the color ramp. And then let's set this
back to ad actually. Because we're
setting that to add, we can maybe get some of those values back that are being lost in-between
the bright spots. You can see that it works. Although it looks a
little bit weird, Maybe. Once again, trying
stuff out there actually are like the way this looks a bit better already. So we at least have
some new values in between if there's
bright spots, right? Slow. Right now, I'm just looking
at what we've done. So what we can still change, I'm adding another
color and let's shift the color ramp and Shift a and another math nodes right in between
those final two. Let's connect it to
the bottom socket. Once again, let's collect
the flame to the top. We may be able to switch
those two points. So move the black to the right. Doesn't really look well,
we're going to move back. So set this back
to a lower value. Maybe we can use subtract that. Cool. It looks
quite interesting. Actually. There's so much you can do
with color ramps to get way. The flame looks. Maybe a little moves it
all the way to the left. Let's see. Interesting. Moving back to the right a little
bit more interesting. There's still quite
a large change in values between the
bright spots, right? But it does look nice. For now. We can
actually run with this. Well, I think we should
make some changes in the terrestrial or select
that emission objects. Let's just make some
changes right there. So we've got those
flame values and we've also got the emission. So the servicing mission
basically defines how much your object emitters emits. So we're going to 0.5 that
instead of one to create a limit of a smaller source
and also set the source to 0. Change that philosophy. And we can try to
set the frame rate maybe a little bit,
a little bit higher. Set this to three, just so that the flame
moves a little bit faster. Now, select your smoke domain. There's some vorticity in
our fire that I don't like. It has to be a thruster,
it has to be hard. So I'm looking for the
volume value off the fire. So open the fire tip. There is the vorticity
at the third option. And I'm going to set this to 0. I don't want there to
be any kind of weird, noisy much higher,
at least not much. Right now. I think
that should already. Let's write a ruinous first. So let's go and change that
resolution by one-step. There we go. Moving back. You can always do that and move your timeline back to the start. And now we're going
to play this again, a lag before it can
take some time. So I'm just coding
and we're back. You can see there's
some differences in left and right foot. There's a very easiest
explanation right there. And that's simply
because we only made restraints to
the right foot. Right? So there is a
difference right now. At least we can now check to see why those differences exist. We can also see what
we like better. Rise foot. There is just at this point
there's not enough fire, but it looks way better than
the left because there's just much less for test. Yeah, let's check out how it
looks in a rendered view. With our shader applied. It's going to have to load
for a little, little second. And that's because I'm hitting
the animation right now. That's my bad. You
shouldn't play an animation
inhabitant rendered. Let's just go slow. So I will stop hearing it right away before it gets
through laggy. But you can really
see the difference in left and right, right there. So the left foot prior to the change we made
in the image or object, and the right foods is the
changes post the left one. Obviously the right one has a little bit of a higher
frame rate right now, so age changing
quicker into smoke. So there's less fire. The left one almost
touches the ground, but the right one
has less vorticity, so I really liked that. Okay. So those changes
in her right foot, left foot compared
to each other, we want the right foods to be
the same as the left foot. Alright, so this one is just
better than the left one. So we're just going to
duplicate that entire thing. But first, set the frame
rate down a little bit because it's not even
touching the ground now the grounds and I want it. So let's change that to 1.5. Somewhere in the middle
should be amazing. That's pretty much
the only thing that we have to change right now to get what we want and
the rest is completely fine. So now we can actually
delete that first one. We don't need it anymore. We can just select the right one and duplicate it, move it back. Don't worry about
those weird changes in the volume metrics. Just go to your
resolution divisions and a domain and change it. And we have to run the
simulation once again. So I just do that real quick. And we're now at 19 frames. We can move it a little
bit further as well. So we have a little
bit of feedback on the floor layer
limit of collision, and that's exactly
what I wanted. And we've got the thrusters. They don't completely trust
just touch the floor, but they almost do. I like the way this looks. I want to add the smoke density because I really want to see some smoke. They're coming off
from the floor. And I still not really
liked the way it's fine. It looks shift a color ramp to the top density
through the factor. And I'm going to use this for the density of this
principle of volume. So the actual smoke density
math nodes in-between set to multiply and change
this value to 20. You can really see
the differences and that's because we still have
to change those sliders. We have to move them a
little bit to the left, I guess, to get some
of that value back. I'm just, I just
wanted to create some custom cuts off, right? So just move that to the
left a little bit more. Get a hard contrast
between the two. Set the value that was higher. We can really see this
extended to Honduras. And that's looking really nice, so nice detail and Jesus, through a little
bit darker maybe. Yeah, something like that
is looking looking fine. Okay. So let's go back to that fire. It still looks too much
like fire, in my opinion. Right. So I feel like one of the
reasons it doesn't really look like versus the color is
still much of a fire color. I want it to be a little
bit more yellowish. So just changed the
blackbody tint. And I feel like we need some
kind of a bluish color to, to go against those
reds a little bit. So you can see that the, it also changes the
intensity a little bit. But let's just try to
find something that suits the thoracis
a little bit more. I think something
like this is already more like something
we're looking for. We can, this value of the
intensity isn't not that much. Maybe, maybe down to two. Let's say life on
Earth about there. It's looking nice. And it's still, let's set this back to
the thousands with, by the way, just
for default value. Right now it's still not really
the way I want it to be. So I'm messing around
with color ramps. Slide is a little bit more. Maybe swipe left to right. It does add some intensity, but not how I wanted add them
or point to make it black. Just so we can maybe try and get some more interesting
details in our thrusters. Yes, that is looking way better. The way does it looks
like it's just starting off a little bit rough
for to start off. I really liked the
way this looks. Actually, we're
going to keep that. So it's all about playing
with color ramps here. Because that's just the way
how we can cut off some, some of that fire and get us some new looks at loops
that we really like. I'm just playing
around a little bit more to see what everything does now because we've got four color rims going right now. So each of those things
will of course change the look of our fire. Just trying to find if we can make it look a little bit nicer. Even nicer, yes. So I think this is already
looking quite nice. The bottom one is
the one that changes the most I feel like. So I'm going to go
back to that and try and have a little bit of a different looks till
you're going to see me just being very picky
on the hottest fire looks. And that's just because I enjoy playing with those values. So you should
probably just do the same to get the
look that you want. But right now, I'm
quite satisfied. I'm not going to go
into any longer glucose for color ramps that we're
using to James's flame. So there's just a lot of
time and we get spent there. But right now it's looking nice. Looking like he's
just popping off, is just starting up.
And that's nice. So if you want this to
be to be rendered out, which is what we can do now is I'm only changing the samples to five 12th because that should be plenty to render this out. And now we can just press
Render, Render Image. Actually, I'm going to change this color of the
smoke real quick. I think it was too dark. I'm just making
it a bit lighter. Just a personal preference,
personal touch. Maybe it'll be a
yellowish, It's Render, Render Image and we're going
to look at the final image. Let's see how long this takes. Can I just wait this
out with you guys or should pause it for a second. I think I'm going
to have to pause. It's going quite slow there. There is the final render. Five-twelfths samples. Looking quite nice. Actually, I really liked
the way this turned out. But there are some values that
I want to change and go to compositing tab right
there, click Use nodes. So I'm just to the left
and we're going to left-click, shift,
left-click, sorry. So our viewer appears, shift, left-click on that
regularly at notes, shift a search for a bright
contrast nodes swapped with the material up the contrast a little bit because it was
just a little bit dull. We want it to be nice
and hard in contrast. So about two or
three brightness. Jason mixed with 0, shift
a hue saturation value, and just up the saturation
a little, little. Actually, let's move that
down because we can move some of the yellowish out of the flame without
losing that much red. Then I think that is the final touch that
we actually need it. So you don't have to change it. Lots of 0.956 in this case
works in nice for me. I like that a lot and
make sure to connect the nodes to your
composite tab as well. So that when you go
back to your render, it is the same as your viewer. Save it and name it low, poorly, Ironman or anything
you want. There you go. Alright, so what
the render done? There's only one
step left to do, and it's gonna be
an interesting one.
11. Final render: So there's this program on
his website called Mixamo. And I'll show you right now, I've already uploaded
to character, but we'll do the steps. It just a, just a second. It makes them all
basically lets you upload your own character that you
made in any 3D program. Doesn't have to be blender,
and you basically add a rig, so our skeleton
to your character in order to create animations. And Mixamo has these
basic animation, so that's included with the best, so it's
completely free. And you can just
use, so for example, if you wanted to make
your Ironman fly, you can just search
for flying animation. If you want to make him
do a hurricane kick, beautiful, then you can just make them do a hurricane kick. That's all you can
basically just select and it will apply
it to your character. I'll show you how to
get your character in Mixamo right now. Alright, so we're
back in Blender, so we already got the
renderers and stuff, we've got the material setup. So we're going to start bringing
about the skeleton now. So let's start by selecting all the objects
that you want to export. So hold Shift and just select everything that makes sure that there isn't something
in the background selected. You can see by the
orange outline. Just de-select it. So hold, Shift and
select everything. You can always double-check
if you have selected everything by just pressing G and then moving those objects, you can see that I missed
the entire abdomen. So let's select that as well. And this little triangle. Alright, so if you have
everything selected, you can just press File Export. And let's do an OBJ works
fine in most cases. Then we can also
set this to select. Only. There we go. So it doesn't include the
background and stuff. And let's just also go
for material groups. I'm not sure if it's going
to work with mixed-mode, but let's just select
it and then you can export it with the
name you have. So Ironman stylized
dot OBJ, export. It should be very quick. It's quite a simple model. Now, let's go to your browser
and let's start clean. So we go to make
some OAT.com.com. And each time you
upload your character, it will save it
for the next time because it's dependent
on your account. So I will log out. So we have
the same starting point. So this is what your
website should look like. Just sign up for
free if you don't have an account, if
you have an account, login, login with my
Gmail, most of the times. There we go, logging in, so it's already saved for me, probably the model
will already be there. There it is. In the crowd,
but that doesn't matter. So what you're gonna do, it basically shows you a default character if you
started up the first time. It's the basic, the
default Mixamo character. So we're going to press
Upload character. If you can see it,
make sure you are in the character tap right
there on the top. Upload character,
Select Character file. And then we can see
our OBJ file and make sure not to select
your MTL file, which only contains the
information for materials, but select your
stylized OBJ file. So open it up. And it should take
just a second to load. There we go. It's loading. There
is how ARIMA model, and it isn't really in
the right direction. So we're going to rotate this
on the y-axis a few times. So it's facing
straight through us. Press Next, and now is
where the fun begins. So it makes them there is
an outer rigor in Blender. If you have to break,
you have to rig it completely yourself. You have to add bones and connect the bones to a
certain part of the mesh. It makes them or you can
just apply these pointers. So left-click and just drag
it to where the chain is. Same for the risks you have
symmetry enabled by default. So you can just swipe these two, the wrists, elbows, There we go. Knees and it doesn't
even have to be perfect. Last one to the groin. There we go. And
just press Next. And now let's go to
Rick, your character. It says it can take up to
two minutes depending on the size of your file and the amount of
details and stuff. This should take
us four seconds. And it makes them who they will automatically smooth everything. So we will lose our flat faces. But that's only going
to be for Mixamo. Once we imported
back in Blender, those phases will all be
straight again as we like. So here is the
rigged character and then we'll start with a
default animation right away. So it's just looking
around a little bit. But you can see that it works. You can also enable
the skeleton view, which doesn't really
work in this case. I think because our character
is quiet, small size. And then we can
press Next, Next. And we can see our character in the right view a little bit through the
floor, but that's okay. Then we can go to the
animation step on the top. And we can search
for an animation and I want to make them fly. So we can search for fly. There are a few
animations we can choose, even though a lot
of them are not actual flying animations. So we're just going to pick
the first one, flying. There we go. Now we can just select Download and there are a
few other options that you can select as well. You can, for example, over-exaggerate the movement of your service to overdrive. You can think, widen the arms, the legs, and you can
also change the frames. But I'm just going to
keep this as default. So we'll just select Download. And now there are few options
that you can choose off. I'm just going to keep this as an FBX and mostly works fine. And I'm going to do with
the whiskey in as well. Otherwise you will
only get the armature. And the rest is all fine. So just download your
file and it will save As the name
of the animation. So it's going to be flying. Mike is Frank three because I've already tested this before. Alright, so now we
go back to Blender. We can just select
File Import FB x. There we go and then
find your animation. So flying three in
my case, imported. And now it is There. It is very small, so we're going to have to
press S and just swapped it up a
lot. There we go. Something like that. And
then I'm going to press 0, go to camera and view, scroll out a little bit
and just move that into the camera view. Once again. If we want this to be
somewhere in the camera, we can just swipe it in. This is just to show you how to work with a mix of all
I'm not going to change. Like the entire scene is
going to take too much time. But now you know
how to import it. And for example, if we
go to rendered view, now, you can see
that it's there. And it is in front of
our bother Byron men. But the materials are lost. So that's a little
bit of a petty, but we can easily get that big, especially since we have a
splitted up model anyway. So what we're gonna do
is just select the legs, select the legs of
your initial version, press Control L, link materials. There we go. Do the same for the other ponds. So the chest Control
L link materials select ahead hold Shift. It's like your
first head control. L link materials. Same for the face. There we go. Same for the eyes, will already be there actually. Then for the ends is
part of the chest, abdomen, hold Shift
Control L link materials. And there should
be one more piece, the triangle right there. So select that one,
the other one. Let's see, Control
L link materials. There we go. I think we still have to define the material in the eyes because it is part
of one object. So select your feet, press Tab, and it will move back to its
original location. So make sure to go over
there and press three. Let's select the faces
that you want to be D emission material again, Alt Shift, just
select those faces, select the material right
there, and hit assigned. There we go. Now press Tab again, and it should be back. Now we can hide, for example, our initial models, but we can also just
check it out right now. So let's go to rendered view. And look. There we go with some
serious are now completely back like they are
supposed to be. And we can rotate and transform this new model by simply
selecting the armature and press R. And it's
going to rotate it around the initial position
of our model, which is a little bit to
the right because we're not on frame one
of the animation, but we're on frame 24. So the animation is already
running for a little while. And that's because we want to be a few frames in for
this smoke simulation. So what we're going
to do, it's just rotated around the z-axis or is that something like this? And then move it
back into the frame. Let's just popping into frame. It looks got relate. It looks great. Now
let's render this out, Render, Render Image, and
let's see how it looks like. I'll be back in a second. Alright. So there are still a few few issues that
were not taken care of. For example, the
arms materials are now I'll read this
because we didn't define which part
of the arms has to be the metal or the
data gold again. So we can read through that. So just press Tab on your object and select all the faces that
you want to be gold. So hold Shift, double-click, and keep doing this until you
have everything selected. You have to do the same for
the other side as well. Of course. There we go. This one too. And then you select your goal
material and hit Assign. Just like that. We should probably do the
same for the legs. Then press tab and
let's go to the legs. Press three and double-click, hold shift, and double-click all those faces that
you want to be gold. There we go. You can always hit Control Z. If you select something. That's wrong. This, and this is one, this is going to be gold. I don't want this in the price
to be the initial metal. So hold shift and
select all of it and select the metal
scratched, hit Assign. We forgot one face right there. We want to do the same
for the other knee. Of course. There we go. Select it all. It's not that big of a deal, not that much work to do. And select a material and
hit Assign. There we go. Let's see if the face has the proper material.
Should be good. And I'm just going to move this back a little bit
suppressed G of X, G. And let's just move it behind our character
are right next to it. So it catches some of that initial lighting that
we set up as well. We can always move the
camera a little bit. So select it and press G and
move that up a little bit. Just like that. Now let's render it out again. Alright, the render is done. You can see that
all the materials are now applied correctly. And it basically measures the
initial model of Ironman. It's just a little bit
of extra work that you have to do to reapply
some of these materials. But that isn't that
much of a deal right? Now. In this tutorial, we've
learned how to model. I remained in a low Polish tile, quite an interesting style. If you asked me,
we've learned how to make a smoke
simulation looked like the way you want it to look like and get the
material rights. And we've even added
this character in Mixamo and created a rig for a
character to get it Any made it. So there's a lot of information in one to three, let's say. So I hope you enjoyed it. I hope you learned
something from it as well. Then I'll see you
in the next one.
12. Your Done!: That's it. You did it. You made it to the end. Congratulations. If you like Marvel characters, check out our other Marvel
Carrie's to courses. And if you'd like
Rick and Morty, we've got high poly
classes on that too. Don't forget to check
us out on social media. Tell us how you like the class. And last but not least, please drop a review on this class that
helps us out a lot. And I cannot wait to see
you on the next one.