Blender Beginner Character Sculpting Quick and Easy: Rick, Morty, and Jerry | EduCraft Ideas | Skillshare

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Blender Beginner Character Sculpting Quick and Easy: Rick, Morty, and Jerry

teacher avatar EduCraft Ideas, 3D Animation with your imagination!

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      0:44

    • 2.

      Blender Basics

      13:12

    • 3.

      Modeling Jerry

      12:03

    • 4.

      Modeling Jerry's Hair

      6:26

    • 5.

      Texturing Jerry

      5:18

    • 6.

      Modeling Morty

      10:06

    • 7.

      Modeling Morty's Hair

      3:35

    • 8.

      Rendering Morty

      6:46

    • 9.

      Modeling Rick

      11:03

    • 10.

      Modeling Rick's Hair

      5:22

    • 11.

      Texturing Rick

      6:47

    • 12.

      Skillshare OutroHB

      0:15

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About This Class

If you're here, you're probably a fan of Rick and Morty, or maybe you just want to learn character design. Either way, you're in the right place. We’ve already done classes on modeling and animating Rick, the Rick and Morty spaceship, and Summer with realistic hair.  In this class, you're going to develop some character creation skills by focusing on simple sculpting techniques, and you don’t need to know anything about Blender or modeling to start.

We’re not just going to do 1 character either, this technique is so easy we’re going to do it three times and show you how you can do this in only a few minutes.

We’re going to show you how to take a simple 2D character like Rick, Morty, or Jerry and make a 3D model from that 2D reference. Once you understand this technique, you can take any of your favorite 2D characters and bring them to 3D life.Lastly, we pride ourselves on helping you learn and finish the course.  Please drop us a question or a quick hello.  Also, if there is a technique you’d like us to cover let us know that too.

We'll  cover:

  • How to model from a reference
  • Modeling with symmetry
  • How to model a stylized character

Requirements

  • No prior Blender experience
  • No prior art experience
  • A great imagination

What you'll get from the course

  • over 60 mins of instructions
  • Blender User interface essentials
  • Sculpting
  • Support and answering of any questions you have
  • Character design basics

Who is the course for?

This course is for anyone who wants to learn 3D modeling and has no prior knowledge.

Ready to get started?  Download Blender 3.X  here.

Meet Your Teacher

Teacher Profile Image

EduCraft Ideas

3D Animation with your imagination!

Teacher


Modeling and animation are all about your imagination.  Here at EduCraft Ideas, It's our pleasure to teach you how to bring everything in your imagination to life.

We've already got tons of classes here but we like to work in themes.  Our most recent theme is Rick and Morty and you can learn a ton about modeling and animation if you do just these classes.  

We've also got classes that cover everything from realistic water to 3D modeling and Video Game design.

It doesn't stop there either.  We're going to cover many other facets of modeling and animation and it'll always be on free software.

See full profile

Level: Beginner

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Transcripts

1. Introduction: What's up my blended family, if you like Rick and Morty, you are in the right place. We've already done classes on their spaceship, space versions of Rick and Morty and the full version of summer R6 granddaughter, including the amazing hair she has. And now we're gonna teach you how to sculpt. Rick, Morty and Jerry. That's why we're gonna do all three in this class. And once you have this technique, you'll be able to take it and do any animated character you like. We're going to cover sculpting and materials as well as how to render this and get the best possible image you can to show all your friends. Now without any further ado, here is your teacher, an e-mail. 2. Blender Basics: Before we get started with all that fun modeling, the first thing you're going to need to do is download Blender. If you haven't downloaded blender yet, all you have to do is go to Blender.org slash download. And right now they're are showing lender 3.03.1. And that's what we're doing, the lesson or what we're doing the tutorial. And now if this is way in the future, like it's Section four or Blender version four or something like that, then please refer to one of my more recent ones. If this is sometime before that and it's reading a bunch of three-point anything, you are probably good to go. So go ahead and download that and install it. Once you have it installed, you'll be greeted with some splash screen here. This waste stream changes with each release. So if it's plunger 3.13.2 or 3.3, this way scheme will all be different, but as long as this one's a three-point x or three-point something, you are probably fine. Now, the next thing I want to show you is, let's say hypothetically that you don't have a keyboard, you don't have a full keyboard or a full three button mouse. So if you don't and you just have a trackpad on a laptop, you're going to go to Edit Preferences. And in the Preferences under input here on the left, you can click emulate NUM pad or emulate three button mouse now emulate numpad. That's just the part of the keyboard that has just numbers on it. If you don't have that, and you click this now you can use those numbers at the top of the screen instead. And now that's good for a number of reasons, but we'll talk a little bit about that in a minute. Now the second thing is emulate three button mouse. Now if you do not have a three button mouse, I strongly recommend that you get one. It will make your life much, much easier. But if you don't have one, you don't need one. You can simply indeed three button mouse by holding down the alt button and then the left mouse, mouse button. And that will emulate that middle mouse button or that middle mouse wheel. Now that we've done that and you're all ready to get started. This is the screen you see when you first open up Blender, and this is what we call the 3D view port. And this is where you'll be doing most of your work here. On the right side we have the outliner, which just has all of the different types of objects and things you have in your scene. It's a good way to check and see what's selected. Now, you know something is selected because it's orange. And you can do that by left clicking on it. And you can see here I left-click this cube and this is the default start screen of thunder. So you'll always have this default Q at the beginning. And you can see here that is also orange. So I can click here or I can click it here. And this is how you know it's selected and how you can interact with it. Now on the right side, we have lots of different things. I'm not going to cover this at the, at this very second, but it's not important. We will cover it when you need it. Don't worry. As you're looking at the 3D view port, let's just talk about how to navigate that environment. In order to navigate the environment. If you want to shift it around, you hold Shift and the middle mouse button and then you can move it around. This allows you to move it around without rotating it. Let's say that you want to rotate it around. In order to rotate it around, you're going to hold that middle mouse button here and rotate it around, move it around. This allows you to move around the environment or rotate around the environment. So remember to shift the environment around or pan, you're going to hold that shift button and move it around like that. Or if you want to just rotate it around, you'll hold that middle mouse wheel and that will allow you to rotate it around. Now, let's say that you want to zoom in. If you want to zoom in, all you have to do is roll that middle mouse wheel and you will zoom in to whatever is in the center of your screen. But let's say that you don't have things where you need them. Let's say they're all the way over here and you want to work on it. And it's really, really disadvantages place, right? The easiest way to fix that is to simply let click on whatever you are interested in. And that's here in the viewport, or I could have selected it here in the outliner and on the numpad you're gonna hit period. Now that will zoom in and center knocking role the middle mouse wheel out. And you can see now that this is now at the center of my screen. And that's just a little trick that'll help you work on precisely what you want to work on instead of trying to figure out how to get the best angle on it. The next thing is, how do you rotate and grab objects? If you would like to rotate and grab an object. It is very simple. There are multiple ways to do it. I'm gonna show you the easiest. If you would like to move this object around or any object around without rotating it, you're going to simply grab it. And I say grab because the key you're going to hit is G. So you hit the G key and then you can move the object around. But because we're actually working in digital 3D space, freely moving me object like that doesn't really tell me where it is. I'm going to hit Control Z to undo. And that's how you undo things. If I hit G and then they access, I want to move it along. Now I can be more certain about where it is. It hit Control Z again to undo that. And I can hit G for grab, and then I can hit X, or I can hit Y, or I can hit Z. And that allows me to move it around on those specific direction. Now, let's say that instead of moving only on what axis, what you really want to do is move it in a plane. In order to move it in a plane, you're going to hit G for Grab again. And then instead of hitting the axis, you will hit the Shift and the axis you want to lock in the same place, so I don't want it to move in the z. I will hit Shift Z. And now I'm moving it strictly on this x-y plane. So if I move this around, you can see that it's still there. I can hit G Shift Z, and then I can keep it on the XY plane that you can do that on any access. I could've hit Shift Z or X or Shift Y. And that would have allowed me to move it just on that plane. Now, let's say that you want to rotate an object. In order to rotate an object, you're going to hit R for rotate. You can see that you can rotate the object. But once again, this is a really random way to rotate the object. So if I hit Control Z, I'm going to just undo that. I can hit rotate. And then if I hit Z, it will only rotate on z, x, why, and so forth. So that's G for grabbed to move the object, R for rotate. And if you would like to scale the object, it is S. So S for scale. And it behaves the same way as the others. I say you only want to scale in an x. You hit S for scale. And it's only on the X or Y or Z. Or I can do Shift Z and it'll stay, it'll keep that z constant just like it did before. So that is how you move an object around and only a few seconds you are learning so fast. Now the next thing you'll probably going to want to do is to actually change the object. Because before we were like manipulating objects like where it is and we did scale it of, for the most part, we were not actually changing the object itself. Now in order to edit the object, we need to get into edit mode. Now, the current mode we're in is object mode because we're just manipulating the object, but we're not really editing the object. So to get to edit mode, we're going to have what we want selected. We're going to hit Tab. Now you can see that we can see what this object is composed of. Almost all of the objects and blend there almost but not all, are comparable. A mess. And blender is considered a mesh modelling software, not a solid modeling software like something like SolidWorks. So AutoCad or any kind of CAD program for the most part is not a mesh modeling software. And that just means that our part is composed of these vertices, edges, and faces and everything we do, most things we do here, the objects will be composed of these components. Now how we interface with these components is much the same. We can hit G for grabbed, or we can hit S for scale, or R for rotate. And just like before, we can hit S, then the axis. But what you can do an edit mode is instead of just picking the entire thing, I can pick just a part of the object. So I can shift, select these top vertices, which means that this entire face is then selected because I selected all the vertices associated with this space. And I can say S for scale y in the y-axis, or I can say rotate and I can hit X, so you only rotate it in the y. And now I have an actual different shape. I can do this for vertices. I can do this just for a line, or I can do it for an entire faced. Now, let's say that you want to interact with the object in terms of just just these edges, you can go in edge select mode, which is in this top portion here, like edge select mode. And now I can interface with just this edge or I can go into face select mode. And now I can select faces. Now if I go back to vertex select mode, you can see that in order to select that face, I did select actually these vertices. I personally spend a lot of time in vertex select mode. But when I'm doing things like extrusion, which I'll cover in a second. I tend to do that in face select mode. Let's say that you want to do something called a shoot. And if you're thinking, I have no idea what extrusion is through, you're in the right place. I'm going to explain what extrusion is. Extrusion. It comes from it comes from mold manufacturing talk when they do certain ways of molding shapes. But if I want to actually not multi shapes creating shapes, if I want to extrude a face, it basically millions to pull a face. Another phase I want to extrude in Blender, hit E, and I'm able to extrude this face. Notice I'm also an edit mode. You can't do an extrusion in object mode. Now I'm going to go to face select mode that we just talked about. I'm gonna select that face. You can hit Extrude. And now you can imagine, you can extrude wherever face you want. It doesn't matter even if this new, you can extrude it. Now you can imagine that you can create lots of interesting structures here with just extrusion. Now the last thing I'm going to cover in this brief intro is inset face. In order to insert a face, you hit I, and then you can make the face either bigger or smaller. In this case, I can only make it smaller. And that allows you to put a face inside of another face. Now if I hit Extrude and I pulled out, you can see it gives me this kind of faceted with this tiered effect. But what's more useful is if I hit I for insert phase, I make it smaller. I hit E for extrude, drag down. Now I have a whole. So once again, this allows you to do more interesting shapes with just a few things. So that's if we're extrude for interface, for inset face. And once again, you can do that for anything. You can do that on any shape here. You can create lots of different things. Now, what I encourage you to do before you get to the next part of the class is to make something simple. Make something like a chair, make something like a table, and screenshot it and put it in, put it in the discussion. Let me see, let me see what she made. Be creative. All right. See you in the next one. 3. Modeling Jerry: Hello everyone and welcome to this Blender tutorial. Today records will make Jerry Smith from Rick and Morty. It's pretty much the kind of depressed of Rick and Morty. He's a little bit of a silly guy and he's always looking a little bit sad, or what's the ride worth? Just always looking a little bit down the surrounding. Really going to try and capture that essence in the 3D model. Because we're going to make his face in a very short time period. We would come to try to stick to around ten minutes, maybe a little bit more, depending on what comes up. While we model Jerry Smith, I actually already edit a reference image or I didn't edit, but we're going to do it right now. This is a standard had been Blender interface. So you can press Shift a. You can go to Image and reference, and that allows you to select an image. I'm going to go to my download folder and select the last one. Got Jerry were going through, neutralize those rotations. I'm going to set x to 90 in the item set right there, the white 090. This is looking fine. I'm going to person D and X and move that away a little bit and scale it up a little bit. We're only going to make this head not TO or not that the ice code, which is the reason why he said in a particular image. But I think this face captures the idea of Jerry quite well. So we're going to do first is make the base. And that's all. So do you only think that if you're going to maybe head, so I'm going to select this cube. We are not going to delete the default cube. Once again. We're going to select it and press S and Z and just scale it up a little bit because you can see the heads has a little bit of oval or elliptic shape in these directions. So we're going to scale it up in his iteration a little bit, maybe a little bit more. Now go to the deficient modifier. Modifiers tap, which is this gear icon or gear, what is it a tool from kind of tool. I'm not that familiar in the garage. And we can also add a modifier. And we are going to add a separate efficient surface. We're going to set this at three. I think we're going to need a little bit more satisfied for now. Hit Tab on your object and we're going to press Control R to add an edge loop and shaped his head to Layer bit more to our liking. I'm thinking something like that is going to be fine. One edge loop for this one is going to do the job. Are we going to press Tab? That's already looking a little bit like the head shape of Jerry. How are you going to worry about creating this little bit of a sad face of his? And we're going to start by going into school modes right here. And we're going to enable wide you a symmetry Right there. Press F to make your brush a little bit smaller. And we're going to make the eye sockets right now. It makes a little bit smaller. And some reason to why the Western poetry is not working that well. That's because we didn't apply the subdivision modifier. You hover your mouse over them, preschool through a. There it is. Scale this up a little bit and create those eye sockets quite high in the heads are quite high compared to morning and stuff. That is, Let's create those circuits by holding Control and just throwing some nice holes like this. That's looking great. Go back to object mode. Let's add another script efficient service modifier and set it to one, right, the mouse Shade Smooth. That's fine. Let's see what geometry is bent pressing Tab, because right now we're going to make that knows and we need a little bit more geometry from the nose. I'm going to apply this deficient modifiers. So hover your mouse over it's in preschool for a. Now check it again. I think this can work. If we add another super efficient modifier right there instead that the one, don't apply that one. And now go to skilled mode. We are now going to try and CAP. Nose isn't very pointy. Pointy nose, which we can probably re-create. We're going to use a snake hook for this one. We're going to go a little bit to the side view. And we're just going to try and match the nose to the reference image. I'm just going to extrude this a little bit down. And if it doesn't work, I was just controls at it. There's no there's always time to controls that, something like this and now go to press G and just move this if it allows me to move this a little to the side. Let's see what it looks like. Alright, so this has to be a little bit wider at the base of the base. That this has to be a little bit more inwards. So we can actually see the shape of a little bit of a triangle. I think this one has to go up a little bit, mixed up sharper corners. So I'm just using grep tool. So shaped them, those into what I wanted to be. Just try and follow me on this one. Let's rise and do it yourself. It's always a good learning curve to try and do things or self as well. You can always press Control Z if you don't like something. And I'm actually thinking about changing this subdivision two to your computer can handle it if it cans. Just don't. But if again, feel free to do so because it just looks a little bit smoother. I'm just creating this nose with the grep tool sort of. Step one was just extruding some geometry with the snake hook. And then all I do is shaped the nose with the grep tool. So G and the bottom has to be completely flat like this. And I think we can make the actual triangle shaped little bit more defined with a nice light in the end. Maybe it's a little bit vague right now. By the way, let's try and shaved this down a little bit more. We've got a nice and pointy, but you can't really see the point in his office knows yet. Because we don't really have the right lighting setup. But I think the shape of the nose is right. It is fine. I'm not going to do much more on that part. Maybe move it a little bit. Like so we move this side a little bit more, are still in the graph tool. So don't worry if there's something that you feel like I skipped telling you. It is not. All right. Something like that is fine. I'm trying to make this side piece of limit more. What's the right words? A little bit more. Pointy. All right, so I think this will do the trick. Alright, so let's go and try and shape the mouth. Now, I'm going to go from field by pressing them three. I'm going to go and select the crease right there. In the reference image is mouth is of course very sad shape. So we're going to try and make that as well. I'm going to scale it down a little bit of pressing F and just resizing the brush. Let's try to create a set. Jerry. We can even over, over schedule rate that part a little bit like this. That's looking very nice. And now I'm going to select the drought brush and I'm just going to drive those corner. Most mouth soreness little bit because that's a little bit of extra geometry. And it will define the mouth shape a little bit better. That's looking fine. That is great. I'm going to press G and F at. I'm just going to move this nose even a little bit more done because I feel like there's too much of space between the mouth and the nose, right? So you can just make those edits real quick with the grep tool like that. Now let's go back to object mode or shift a mesh UV sphere. Scale this down. First Gy, first GCF, breast gx. And I'm just moving the eye to the right place and scaling it up a little bit of pressing S. Something like that is looking fine. I'm going to press G and X and move it out a little bit more. Press G and Y, G and Z. Just try and get the eye on the place where you want it to be. Something like this. All right, so next step we need to create those large eyelids because he is a sad guy and it needs those eyelids to be nice and low because he doesn't have the strength to keep them open and stuff like that. Let's go to x-ray mode, but they'll getting this little icon right there. Select your eye. Whereas the guy wrote at your screen a little bit if you can find it personally. But three again, now hit tab and let's go to the select box. So select this icon, hold your mouse on it and go to Select box. And we're going to select a lot of material like this. One more. May be. Yeah, Let's try it like this. Let's just over-exaggerate the whole, the whole sadness of Jerry a little bit. What are we going to do now is press E, escape Alt S and just scaled it up a little bit. So it's like an eyelid going over and I like, So hit tab and let's disable x-ray mode, right mouse, Shade, Smooth, go-to your object data properties, go to your normals and select outer smooth just to get rid of those which shading issues. All right, that's looking fine. Let's hit Tab on the eye right away. Let's go to materials. We still have this eyelid selected breast three on your keyboard right now to go into face select and let's hold shift and double-click on one of those H's that goes in this direction and double-click. And that will, that will this whole edge loop through your selection. And if double-clicking does not work for you, then you can probably try Alt click. I think that should work if double-clicking doesn't work. Now hits plus in your materials, hitting you at goal. The first one, I hit publish new and call this one by double-clicking skin. And it assigned right there. Now you've got the skin material on this eyelid right there. It does give you a fine. We don't need to do anything else right now. We can hit Control a and apply all transforms reservoirs, right, the mouse set origin, origin to 3D cursor. And let's go to the modify properties right there. And modify your, let's add a mirror and then change the x's from x to y. There we go. Now Jerry has to ice and we can start worrying about the hair. 4. Modeling Jerry's Hair: Alright, so I created this hair. This hair is pretty similar to mourn his hair. Very simple hair. We're going to press Shift a mesh cube. Let's add a modifier step deficient surface and set this to four. Let's press S, scale that a little bit up in the z direction. Press G and gx and just make sure that it is has the right starting points to go into sculpt. Alright, now go to scrub mode. Let's toggle x-ray president a bit three branches, the y symmetry tab. This icon right there, press and press F. So now you've got to grep british enabled. You can apply this first, apply a chip deficient Modifier by hovering over it with their mouths and pressing Control a. And I'll just move this to the side. The whole pair, part two about where it stops behind the ears. We don't have the air, so I'm not sure if you're going to make the difficult thing for debt because the ears are quite simple to make. We might just leave that out. All right, so that's looking fine or no, just toggle x-ray off because now we've got the hair outside of the face and we can actually start worrying about the shape of the hair. I'm just going to increase my brush are very much move everything. The back of the head delivered more. Something like this because firmer foam for you. We want to see the shape of Jerry's head and the hair is pretty much on top or in the bag. And I'm going to add a lot of sleep deficient surface and set this to one maybe antique control a, just so we've got a little bit more to shape. Those nice curly parts are what is it? The, the parts that go in and out. I'm going to show what they intended it to be in this series, but I think they are something like like, like curl, curl or something curly hair. So we're just going to recreate a little bit of that stuff as well. That are some nice details. And in this case it won't look completely flat. And it is nice. Alright me move this out a little bit. Still in the grep tool. Still making some nice details, something like that. Make the back a little bit currently as well, but just moving stuff in and out. Grabbing stuff. Moving stuff in worth. Like so. Just sorry, it isn't completely alright. I feel like this is going to be fine. Maybe move this down a little bit, something like this. Move this up a little bit, something like that. Alright, so this is looking fine. I think this looks like Jerry already really going to go to object mode, select the head, press skilled mode, and let's hit this snake hook for now. Regard to create a neck. Now, zoom in a little bit, go to the back of the head and the bottom and just extrude that down. Something like this. Brush G and just move the parts. This is not what we wanted to reach like the snake hook. Let's try again a little bit more from the bottom side, and now let me make it a little bit bigger. Rosetta, few times, try again. All right, this is looking better. Brush g Now that you've got the geometry extruded and just shaped and how you want it to be. Something like this. A little bit more, little bit more in red right here at the deep heads. You can actually see where the next starts and where the chin is. For example. It's looking fine. Actually, it is not totally fine. I'm going to press conference said a few times. I think that it's too much. The reason why is because we couldn't really see the bottom shape of the head anymore. I think we should work a little bit more in the back here so we can keep that nice phones shape of the face. Something like this is already fine for G. And let's increase this a little bit. Just apply the subdivision modifier if your geometry is being annoying. Happen sometimes. And then just shape it a little bit Better. Move this to the side a little bit. We'll distribute side a little bit as well. That is growing to be fine for now. That is the neck. I'm going to go to object mode, select the hair right mouse and shade smooth. Now we're going to press Shift a mesh and circle. Let's press G and X, g and y and just scale this down. This is going to be, the pupil is just gonna be very small. I'm going to press R Y, just rotate. That's something like this. G x g. Let's keep this to the eye or set this to the isobars. Gy, move this to the eye. Gx, move it out a little bit. Why wrote to this a little bit to the actual shape of the eye and move that to where the eye is. Something like this. Scale it up a little bit more, maybe. Tap F and extrude it to the eye. That's looking fine. I'm going to move this in a little bit more, pressing G, something like this. I'm going to press Control a all transforms rightmost set origin, origin to 3D cursor at modifier mirror and change the excess from x to y. There we go. So there's going to be the pupils. I'm going to select them, go to Materials hidden, you rename this to pure. Let's set the base color to black and maybe the roughness down to 0.1. Hit GoPro safe, I'm sorry, Control S to save your file and name it as January. 5. Texturing Jerry: Let's go to the rendered view. Let's go to the random properties and let's set the renderer ancient two cycles. And let's hide Jerry in the background. We don't really need that anymore. Make sure you always have the render tab as well. So disabling renders, if you don't have this icon, you can hit this filter icon right there and just click on this photograph icon right there, which means disabling renders and then you will see them right there. And you can turn this off. Let's select the head. Go to Materials. Renamed is to actually we already have a head with zeros. So select this icon right there and select skin because we created that when we made the, I change the base color to a skin color. Let's see something like this. I should not have removed the reference image to sheath, but it's going to be fine. That's like your hair hidden you and rename this hair and make this singular with gray, brownish or we need this a little bit darker, limited closer to the whitish values as well. Something like that. Now we're going to actually, I think we already have all the materials setup. We did. Alright, so now let's select our point light right there and change this to a son. The strength of three. Let's rotate this a little bit. We've got a little bit of a more interesting lighting setup, something like this is looking fine. And now hit Shift a mesh, pulling SGX and move it away. Breasts are white and 90 and press S and scale that up all the way. Something like this. Now President, Pence 0, go into a camera view and select your camera cube square thing right there. Now if you press Shift F, you can actually move around your camera with WASD and your mouse, just like you bought in a video game. Now let's move this outwards a little bit. So I'm going to select my head and I'm just going to change the materials little bit because they were a little bit too light when we changed the lighting to sudden. Something like this. I think the hair is looking fine. The ice as well. Like sad eyes, so it's going to be fine. I'm going to select the plane, hit New, and I'm just going to make this a nice reddish color as we do like debt. We might even select the sunlight and press R and zeta and move that a little bit like this. Many of our, why, make them a little bit more from France. This is going to be fine. So now we've got a nice shadow from the nose and we can see that it's nice and pointy. And we can also see the shadow in the mouth and soft shadow from the head on the neck. I think this is looking like a said. Let's render this out. Go to random properties set is two cycles and device GPU, if you have a throne GPU, Of course, otherwise set it to CPU. That's all we have to do. I'm going to set the time limit to ten seconds right now because that's all we grow into. Nice because it's a very easy model. Now hit Render, Render Image and it's going to render out your own Jerry. It's going to finish in five seconds. So you can see it's already looking with very, very nice is done already minimize this window and go to the compositing temp right there. Select use notes and select render layers. Press Shift, left-click on Rina layers. And now we've got a viewer node that you can swipe to the right. I have the composite depth to the right as well in the Reynolds and lift. So you can see Jerry and a background and we can see the changes that we make. And what are we going to do in a compositing tag is make a little bit more adjustments in the course and stuff. Hit Shift a and search for hue, saturation and value and swipe that in-between the rent or lease and the viewer. And let's wipe this saturation value up a little bit. Hold shift so you don't overdo it. And let's see. It's overdoing it. Something like this. So just so that Jerry has limited color and the background as well, I'm going to increase the value a little bit because I wanted it to be a bit lighter, something like this. I'm also pressing Shift a and search. And I'm going to type in varieties of cones, rest, swiped it in-between the saturation and the viewer. Maybe increase the brightness just way too much. Increased a little bit, and decrease the contrast as well. So you've got a little bit more for those shadow values. I think this is looking fine. Now, go back to your render. Those changes will be applied. They won't because we forgot one step. Connect our bright contrast nodes to the composite tab right there. Alright, so now go back to your render and those changes are applied there. Hit Image, Save, and save GAS. Saved this as Jerry, our own sad little GRE. Alright, so that is it for this tutorial. I hope you learned something and I hope you liked it. I will see you in the next one. 6. Modeling Morty: I'm going to make Morty from Rick and Morty and we're going to try and make this quite quickly in around ten minutes might be a little bit more depending on how how we are going to approach this. But I've got quite a good idea and how to do this. So let's get started for once we are not going to delete this default cube, but we're just going to apply a soup deficient and modify. So goes into wonderful, I said right away and click on modifier and hit super efficient surface. Let us make this 33. Now we've pretty much a sphere, but the width a little bit better geometry to work with later. To check what more they actually looks like. I'm just going to add a reference image. So press Shift. Let's go to image to reference, and let's add. Let's go to the download folder first and then we're going to open this one. So this is the morning I chose to make regarding to make those rotations are a little bit more clean. So we're going to set 9090. So that is going to be nice and aligned to the front view. Press G and X and moves it away a little bit, scale it up a little bit, something like that. This is what we're going to create and what he doesn't have. Every interesting phase. Well, it is very recognizable because of the hair and the mouth and stuff. That is just a round face. We have the round face or the round head started already. And I'm going to apply the subdivision modifier by pressing Control a. And I'm going to actually add another one. That's going to be a one. Now what we are going to go to sculpt modes and re going to create some nice eye sockets. So let's press this school the brush right there, sort of drought. And let's press F and resize our bridge to something more that can create an eye sockets. Now we're going to enable a y symmetry, right? There's this little icon. You can now see that we've got some symmetry going on. Now if you hold Control and drag something like hair, actually, how does it look? Something like that? Something like this. Just to throw some, some big eye sockets for more tea that we can actually add some Ising. I think this is still a little bit too big, so I'm going to preschool for Rosetta and zoom in one time and then just do the same thing again. Like that. I think this should be good. Maybe live is still a little bit too big. It actually, it's more, his eyes are a little bit smaller compared to the heads. Embarrassing Rick Sanchez. So let me zoom in a little bit more. They're the same thing again. Something like that is going to be fine. You can see that there's now a little bit blocky still. If you press a right mouse and shaped smooth, we can still see some of those blocky, blocky areas. We're going to apply this 11, simply fishing and just add another one. So whitened not I'm going to set this to two. And now we've got those eye sockets. But first we're going to create this. And notice before we get to the actual eyes or the mouth, go into skilled mode once again and grab this little snake hook right there. Let's go into cipher. So I'm already knows it's just a line, old pointy pointing pump. It seems like I think it is actually shape of a nose that we can try and recreate. I've got a snake hook and I'm just drawing the, what I would think the 3D shape of the nose could look like. Something like this. If you don't like something just brush controls with. So I think this is a little nice and pointy. Maybe not long enough because we can't really see that it is an actual pointy nose. I've got the grep tool enabled now and I'm just trying to grab some parts of the nose out. And I'm going to direct this in a little bit just to keep it nice and pointy like this. And don't worry. You can just keep shaping this until you are completely satisfied. I think this is going to look even better when we actually add some lighting. So this notice properly lit. Like this is already looking fine. Little pointy nose of Morty. Next up, we're going to worry about the mouth burst. And I'm going to go to object mods and suppress tap on the head, see if we even have enough geometry. Create something like that. And we don't. So we're going to apply this to and to modify represent control. Check the geometry. It is a little bit much, but I really think we do need this much to create a mouth like that. What we're just going to go, excuse me, going to do is go back to school modes. And we are actually going to go out of the cemetery mode because we want this mouth to hang a little bit to one side because otherwise it's going to look weird in front view. We're going to go back to the snake hook. Regards to make it a nice and small and it's right answer on your camera to about where I've got it as well. So we see at the limit from the left. And then we can just try and extrude something that is going to look like the dead mouth. Like this. We can reshape it later. Don't worry, too much. Alright, so that is step one. We're going to make a little bit longer. I've got the grabbed tool enabled now by the way, if you've got some weird geometry going on, just control said a few times, it means that you pretty much over extended the boundaries of what is possible with the geometry. You've got. Just scape this skill this to something that's kept Luke, like a mouth. All right, so I think we need a little bit more to decide the even. So I'm just grabbing stuff going through the front view. Maybe we, this is too big. We're going to drag this in a little bit more. This is a very unique mouth, or it's going to require a little bit of trial and error to get rides. But you can see I'm zooming in, I'm sculpting. Just try to create something that looks like the face of morally, this mouth is already looking better than we had before. I'm going to resize it a little bit. So I'm going to make everything a little bit smaller. Like this racialized your brush once in a while by pressing F and just scrolling. This mouth is already looking a little bit more like the actual reference image. Bit hard because we see it from froms and the images in 2D are mostly elevated from the site with something like this is going to be fine. So go back to object mode. If you want, you can even add and sub deficient surfers. So if you select her head now and for step, you can see that there's a mouth is really being Let's see, stretched and stuff. So if you add a notice of deficient surface, it should work fine because it is not a very complicated object. But it is going to add a lot of geometry. If your computer can handle it, I am. You can just do it. If it can't, you can leave it like it was. Alright. I'm just going to apply the VARK with this. I'm going to press Shift a mesh UV sphere. Scale this down by pressing S brush Gx, Gy. For SGX, I'm just moving this to where I want. So look it through an x is by pressing G and then the xs. Let's see something like this is already looking great. So what I'm going to do now is press or sorry, r and y and 90, just so that we've got this pure pill, this option for our pupil, the front, well we can even make this little derby life. I've sampled roads into this, is that extra superpowers that roads the district is side a little bit. What you see in Rick and Morty is sometimes didn't make the eyes and license Derby simply by rotating the ice or the pubis little bit too. Besides, right now, I am going to press Tab and I'm going to press three on my keyboard to go into face select. We will just select this inner branch right here with the query selector. So that is this leg box. You can select it by hovering your mouse over select box and just brushing it and holding it and then turning it to select box. And I'm going to press I to insert something like this because I don't want these people to be big. Rigor mortis, very small pupils, pupils, something like this. And then I'm going to go to Materials, this tab right there. Plus hits, New hit, Plus once again and hit new name, the first one, white's named the second one. Pill. There we go and make that black right away. The right there and turn the roughness down. So scroll down during a reference 0.1. Same thing for the roughness down for that as well. Something like this. And I'll go back to object mode. Right mouse Shade smooth. Let's press a right mouse set origin, origin to 3D cursor, go to the modify properties, add modifier and add a mirror right there, and turn this from X to Y axis and press Control a all-trans forms. And then it should be mirror off. Quite alright. Alright, so now let's worry about this hair. 7. Modeling Morty's Hair: And the hair of Morty is quite, quite iconic. I think we're just going to create that quite easily by hitting Shift a mesh cube modifier, subdivision modifier. Whereas it, and this doesn't need to have as much geometry as the actual heads. So we're going to probably turn this to three and scale this down a little bit. Just like this. And then we go to the brushes g, x and g. It is limited behind Morty muscularis open. A little bit like so. That is looking fine. Let's turn to for actually something like that. And then we're going to go into skilled modes. I'm going to re-enable the y symmetry. I'm going to press G, F, scale this up a little bit. And now I'm just going to try and shape the hair as morally hence. Alright, so it isn't not working that well because we didn't apply them when to fire. So we go back to object mode over, over your modify or your ship diff, Control a and apply that. So now we can actually work with the geometry, go back into skilled modes. And let's just drag this to the size. Just so we've got the front shape of the hair goes something like that. Move this out a little bit as well. Like that. It starts a little bit down on the bottom. Then it goes up. It has some wounds from some wrinkles and stuff. So it's probably some curly hair or something and we can just create this with the grant brushes as well. Like that. Looking fine. We want this to go forward the limit maybe as well, and make that happen. Not that hard at all. Because his hair is just not dead at fonts. Rakes hair was a little bit harder to make. More of his hair is not that big of a deal. Just create some nice, weird curly stuff in the hair. Make sure it is not completely round. So it's a little bit more organic, something like this. That's looking fine already. Alright. Now press object mode. Once again, I'm going to press Enter x and just move that back a little bit. Because for some reason, the hair of the Rick and Morty characters basically starts on top of the head instead of a little bit more to the froms. Because you can always see the rounded shape, right? So that's pretty much implies that the hair starts on the top or even behind the dog. Moved it back, go back to school mode. And I'm just going to drag this in a little bit so it doesn't become too large. You know what I mean? Something like this is looking fine already. Maybe drag this just a little bit, just a little bit, and maybe direct this a little bit because we need to see some volume in it for hair office. Something like that. Girls and stuff. Something that you can actually see from a front view that's actually looking quite alright. Now, I'm going to go to Object modes and I'm going to add another sub diff, just to add some nice smoothness and turns to one right mouse, Shade Smooth. That's looking fine. 8. Rendering Morty: Now we're going to select the heads material, sorry, two heads. Let's go to material properties. Change the material to the name head. Let's set this beige color to more actual skin color or something like this. And let's actually go to rendered view for now. They're going to do a render tab right there and thoroughness of cycles. Let's go back to the material and just make this a nice skin color, a little bit more orange. Maybe it's something like this. That's looking fine. And we need to light this up a little bit more. By the way, let's select this point lie that is their standard. And we're going to turn this to son, turned the strength down to three and just press R and Z and just rotate that a little bit. So we've got some nice shadows in the face. I don't want the nose to cost that much of a shadow on the market because the mouth is actually a very interesting piece on this project. And just make sure you get a nice, a nice shading that highlights the shape of the face quite well. Something like that. We'll do a little bit more. We can actually see the pointy nose a little bit better. Actually something like this grows, be good. All right, So some reason this pupil isn't a black yet. So select the I press Tab. And with that little part selected, go to your proof and material and hit Assign. There we go. Now it is black. Now select your hair. We're going to delete those two materials, hits plus hidden you. And it's going to be here and double-click. It, turned this into hair and then make the coal are executed me that was the material I think a few times. I'm not sure what happens. Select your hair. Your hair. I think I still had the I selected hit plus new and certain base color into a nice brownish color. I think you'll be fine if we didn't finish the hair before or just select your hammer, it's Arial and make it a little bit brownish, like Morty has didn't at the reference image anymore because it is almost finished already. From already there is no real Nick can do is press Shift a mesh and just add a UV sphere, presages that. And let's press S and shifts it and just scale it down a little bit just to match a little bit of the shape of mortis T-shirts. Let's press G and x. Let's move that up a little bit. Something like this. You'll be fine, whereas the right most Shade smooth. Let's give it a new material right there and make it a little bit yellowish. So what is the color of the shirt off Morty, I think something like this. We'll do a little bit lighter. Like that. It doesn't look fine. Because gx little bit more maybe. Just that there is a little bit of geometry right there. Alright, so I'm going to press Shift a, match plain brush gx, RY 90, and scale this up the way gx so that shadow is not costed. The axial plane right there hidden you. And let's give this a nice material. Thinks something bluish might work here, or let's stick to something nice and reddish. Something like this. Hits 0. Go to your camera view, select the camera, square, brush Shift F, no use WAS and D to move your camera. And I'm good at screwing to move it into the room view of Morty. I don't want to see too much of the body because that's very quickly modulated. Models like not sure what it's called, something like this. Let's go be fine. I'm going to move this backplane, Beck a little bit more because we still see the shadows or press G x, move it back and scaled it up, like so. And now we can hit Render. So go to your render template here. And I'm going to turn my device to GPU. I'm going to set my time limits in the render at ten seconds because that's all we need with cycles x and a decent computer. I think that's it. Make sure it's settled cycles as well. And then just render your image that you'll be doing in ten seconds because that's the maximum time we gave it. Now Let's wait 1 second. Until it is done. We go now minimize the screen and go to compositing. Hits. Use notes and select your render layers right there, Control Shift and click it. And now we can see it in the backgrounds. We are going to hit Shift a search and search for hue, saturation and value, swiped it in the top. Between the viewer and the render layers. I'm going to increase the saturation because we need a little bit more color in the face and stuff like that. I'm going to increase the value of lipids as well because I want it to be a bit lighter. We can also hit Shift a and search for bright contrast and swipe dead name it. So when the saturation at the viewer and make it little bit more bright, maybe increase the contrast as well. This is just a little bit about feeling. So try and make this, try and give it the look you want. You can always go back to the saturation and increase a little bit more if you want. Like that is going to be fine. All right, so make sure you connect this bright and contrast nodes to your composite as well. And then you can go back to the Render tab. You can hit Image safe S, and then we can call this Morty. And that is already done. I hope you learned something. I hope you liked it. I can see that we miss the ears now, but I think the ears are the least important part of Morty and we only have very limited time period for this tutorial because I wanted to do some quick tutorials in about ten minutes. So we're going to leave out the ears. If you wanted to do it yourself, you can do it the same way. Use the, sorry, the scale tool to create the mouth and nose. Just use the grep tool or the tool that we use sort of snake hook em to just exclude those here. So a little bit and make sure to turn on symmetry as well. That's it for this tutorial. I hope you liked it and I'll see you in the next one. 9. Modeling Rick: Today we are going to make a very interesting version of Rick Sanchez. And this is going to be interesting because we're going to try and make it in around ten minutes. So let's go into a very, very quick 3D model. And then we're just going through and select the default cube and press Delete. Alright, actually we did not have to do death, but it is very, very basic thing to do in Blender. So it is really was pretty much automatically deleted. So we're going to add an order cube. So press Shift a mesh and cube and then we're right back where we started. And then we're going to scale this up in the z-axis. So press S and Z and this scale it up a little bit because we're excited. Yes, face is, of course a little bit higher than it is white. If you're struggling with what he actually looks like, just get a reference image on the screen or you can edit in or by pressing Shift a and then going into image and then reference. And I think I've downloaded one so I can just import that one. Hair. I'm going to move this decides to G and X and we're going to make those rotations neutral just by pressing and 900. I think this one should be 90. Yes, there we go. So now we've got it in the right direction. So plus g x I move it away a little bit. Maybe you scale it up a little bit. So this is the face on pretty much looking for to re-create about ten minutes. So let's go and get started. So we're going to scale this down a little bit. So right away we're going to go to the Modify tab right there. We're going to add a modifier and add a subdivision surface. And we're going to set this at three for now. Several one's a little bit more geometry to make it rounded. So this is a way to elliptical. We're going to press tip, we're going to press Control R to add an edge loop and just swipe this up a little bit so the head is going to read a little bit more square. It's like this. Same thing for the bottom sides. Move it up a little bit more so that one is a little bit more rounded. I think this is looking fine. We're going to go out of edit mode. Now we're actually going to try and make them nose and the eye sockets because we're going to add an eye later. In order to do so. We want to scale this with the additional geometry. So we're going to apply this up deficient modifiers or hover your mouse over it and press Control eight. And now if you go to edit mode, you can see you've got all this Germans were to work with. Right away. We're going to add on motor subdivision modifier, but not actually apply that. And we're going to share this at 11. That should be enough for now. Now let's select the head and go to sculpt mode. And right away we wanted to enable the symmetry in the y-axis. And it can be done a pair at the three icons and press Y. Now you can see there's a dot on the right side as well. So we are going to create this eye sockets. So let's see on what line it is. Pretty much aren't there. If you press F and then just drag your mouse out, you can see you can make the sculpting tool with bigger and that's what we need right now. We're going to create the eye sockets. And let's see how we're actually going to do this. Hold Control and make sure you are in the drought tool. And with control you can actually paint inwards. So let's do that little bit of this already looking pretty alright. Actually, all we need is a little bit of a socket for where the eyes are going to be. Nothing more. Make sure you leave some space here for the nose later. But they should be fine. So we're going to go back to object mode and right mouse and shade this smooth for now. Let's right away. It just adds some eyes. Or shall we start with the nose? Let's start with the node because we're sculpting now any way. For the nose, let's see. We don't really have that most geometry to work with. So you can see if we want to create a notion right there. We only got two sets of phase rows to work with. And that's just not going to be enough. We're going to apply this 11 modifier. So comfortable a, let's see, this is a little bit better and right away we're going to add another sub diff at 11. Because I want this to be smooth as well that we're going to scale them now, select your heads and go back into skilled modes. And we're not going to use the dynode TOPO today. We're going to work with the geometric we already have. And now we're going to select the snake hook right there. Make unknown. I'm going to wrote in my view limit to the side, I'm going to go to the nose or where it should start somewhere like there and I'm just going to drag it down like this. Make a little bit smaller and keep dragging it down. Make it a little bit bigger. Maybe. Drag that down a little more. Something like this that losing like a nose. That's Rick cliff. I'm going to press G and just move this out a little bit so that it is a little bit more rounded. On those bottom sites. You can see that this is still a little bit HE right there. So we can try to two and that's going to make it a little bit more rounded. And I think this is looking fine. We can reshape the fluid with the grep tool. If you press G, maybe make it a little bit more, more straight or whatever you want. I'm going to make a little bit longer maybe. Let's see. I think this is looking outright that isn't noticed for now. Go back to object mode, shift a mesh, and go to UV sphere. This is going to be an I. We of course have to shade this a little bit smaller, or scale this a little bit smaller. So plus S edges drag this down all the way until you think this could be an eye, something like this person. And why just position it, Gx, Gy. This should be fine. And of course, it is a cartoon, or those dimensions of the eyes are not completely going to say it is not completely true. So those eyes, if they were real, they will overlap in the school. What's going to happen there as well. But it doesn't matter. So first things first, before we mirror this, we're going to make this islet. And there's going to be a very easy process. We are going to enable the X-ray mode right here, this icon, and you can also press Alt Z. I mostly just press this icon. I'm not sure why. Just press that. Select your breast step. Let's go into front view by pressing number three and regards to select all of those upper edges right there. We're going to press E and Alt S, press Escape first and then Alt S. There we go. I just scale it up a little bit so it looks like there is an eyelid over the eye on the top side, something like that. Go out of your edit modes and let's disable X-ray once again, we can shade this smooth, right mouse Shade Smooth and let us go to the object data properties Deb right there, go to the normals and select Auto Smooth so we don't have this weird shading issues. All right, so before we mirror this, we're going to apply some materials which kills, otherwise, we're going to have to do that later. It doesn't really matter which sequence you use, but this is going to be my sequence. So we're going to select the eye and press New. And we're going to rename this to I. We go ballistic, null, press New, and we're gonna name this skin. Then we're going to select the head, and we're going to press this little icon and select skin as well. So they've got the same material. And that way the eye lit and the head will have the same color and stuff. So that's going to be perfect. All right, So we've still have to define which part of the eye is going to be which material. Press Tab number three, go into X-Ray mode. I just select. Well, this is still selected, so that's fine. I'm going to press three on my keyboard to go into face left. And I'm also going to select this bottom face circle right here. So double-click on the list in this direction. I did choose, select the whole bottom edge loop as well. I de-selected this face by accident, so I'm going to reselect that. And now we're going to hit the skin material and hit Assign the whole I will otherwise be the materials. So the first material. And now that we select this top side and hit Assign the skin material, then this part is going to be skin. Looking fine. We're going to disable x-ray modes ends. I'm actually going to now apply a mirror modifier. So go to the modifiers and hit mirror. And now you can't see anything and that's because the origin is in the eye itself. So we need to set that at the center. So select the head and the cursor is actually already in the center. So we're going to select the I, right mouse set origin, origin to 3D cursor. Then we don't want to mirror in the x-direction within the y. There we go. That's going to be the I. Of course we are going to need to make a black pupil somehow later. That is going to be easy because we're just going to take a little bit of a shortcut right there. But first we are going to worry about the mouth. The mouth we're going to sculpt as well. So we're going to select the head. We're going to go into skilled modes. And we're just going to use decrease brush right there. And then, well, where should the mouth be a little bit under the nose. We're just going to drag a mouth right here. Make sure you're getting it a little bit straight. Without those weird shading issues going on. Just move that to the side a little bit. You can press G and move it up and down a little bit so that it gets a little bit more straight. You can hold Shift and click and make deliberate more smooth as well. So let's see. All right, so there's a small bend in the mouth that goes up, something like that is going to be fine. Drag this down a little bit, maybe. Maybe drag it all down a little bit. Shaped this smooth little bit more. Hold Shift and click that will Shade Smooth little bit better. If you think you're done, you can just wrap the drought and scale this down with F and just paint those little mouth corners right there. It doesn't go into add some nice, nice look to the mouth. 10. Modeling Rick's Hair: Just looking fine. That meshes the Eric. Ready a little bit. Now we're going to worry about the hair. So go back to object mode, select your head, press shift D and press Escape and skill is down a little bit more pressing S and hold Shift and just scale it down so it doesn't overlap with your other heads. And we're just going to use this head for the hair. That is the easiest way to do this in ten minutes or so. I think we're already almost at diamonds, but that's fine. A little bit more isn't no problem. I think we're going to go into skilled mode. I'm going to select the snake hook tool once again and we're going to go to x-ray mode. Right now you can't see anything because everything is just an X-ray mode. But once we drag this, you can see something happening. First, we wanted to create the silhouette of the hair, so the pointy hair, we're actually going to disable the symmetry right here. Just start extruding stuff. Try and extrude things that are going to be a little bit like the hair. We can reshape this later. Just make the brush smaller by pressing F and just try and create the hair shape that Rick has. You can see that it takes a little bit of time. Birth Indiana is going to look fine because we can still reshape this by using, for example, decrease brush. The other one called the pinch. For example, if you know it's selected crease brush and throughout right here, then it's going to be a little bit more inward like that. And we cooled even de-select x-ray mode right now. See what it looks like. Today's isn't looking poorly, but that's going to be five. We can just go into, go into object mode and press G and X, sorry, G and X and just moved as down the back of the head so it doesn't intersect. Alright, so let's continue. Go back to skilled modes. Let's make some nice creases on those points. Right there, right there, maybe here as well, just a little bit more inward. Here as well, there as well. There was real, we can make this little more pointy by picking the pinch. Then just drought or stop pieces a little bit more like this. Like this. If you don't like something, just press Control said it's dead easy. Like this. It doesn't lie some point they already this one as well. That one. This one. That's just how you can make the hair silhouette real quick. Of course, the backside has no hair whatsoever for us, so we can go back to the snake hook. Just saw throwing some more of those extrusions and just turn your camera or define which direction this is going to be extruded in because it's always extrudes parallel to the camera, like this, like this. And it doesn't really matter because this is not the part that you get to see that often like this. And then we need to change the camera angle a little bit so we get something like that, like that, like this. Maybe like that. It is just free handing it right now. So this is an animated character that has 2D hair. And returning to create 3D hair right now, we're just going to have to improvise this quite a bit, but it's totally fine. White and there's always room for some creative freedom. You know, something like this. I find this fine. I want to extrude this up a little bit more. So press G and just grab that up because I think it will be cool if we can see some of those points through the front, like so. So it looks a little bit more 3D than it will be. Harder wise, something like this. I'm just going to keep it like this. Now we can actually go and select the head, go to skilled modes. We're going to select this snake hook again and we're just going to extrude the neck down like this. Not like that. I'm going to decide few, maybe make it a little bit smaller and then just direct the backside down a little bit like so. Few times, little loose, nice like a neck. And then we can just press G and move this outside where it's a little bit. So maybe this inverts a little bit. So this is a neck regular person who'd been 0 and we're just going to position the camera for now. So go back to object mode. Select your camera. If you didn't press an input 0 yet to just do it. So you're in camera view and press Shift F. Now with WAS and D and your mouse, you can just move around. Just get a nice angle of Rick, I'm just going to take the films right there or make sure that is in the scene. And this bottom pieces note because we're just making this really quick. So there's no shirt on our torso or whatsoever. So you can see that the hair is getting a little bit through to face. So just select this and press G and X. It just moved it away a little bit, so that's fine. Something like this so we can even move it a little bit more gx because I think Rick is bullying me a little bit or at least we can see this rounded face into a phone. So that's what we wanted as well, something like that. It's going to be fine. 11. Texturing Rick: Let's go into rendered view. Select Display first and hide it by pressing H. Make sure you hide it in the render, as well as by pressing this camera icon right there. If you don't see it goes through this filter tab and enable this icon right there. Now go into rendered view. Let's go to the random properties panel right there and changes from EV two cycles. I just liked cycles little bit more. Select this light that is automatically in a scene. Wrote it this a little bit by pressing R. And why is that not working? Let's rotate our screen a little bit. Select this light. I think it is not as sunlight, it is not as a point. So we wanted to change this to sun maybe and set this to a strength of one, or maybe 33 is fine. And rotate this a little bit. So it is a little bit more often organic shape, something like that. So we can see a nose shadow. I don't want it to be over the mouth. Maybe do I? Maybe a little bit, something like this is fine. We're going to press Shift a mesh plane, but gx, why 90? And press S and just scale it up like this, maybe move it a little bit more. So you didn't see the shadow in the render lipids 0, a little bit more, gx. This is going to be the backgrounds. We're going to materials hidden you. And we're just going to make this maybe a little bit bluish like the hair. We're going to select the hair. And this has the skin materials. So we want to breast and the minus button and hit plus nu and make this a little bluish like the hair of Rick. Think it is very light blue. Maybe we need this background to be a lighter color. Maybe something like this is going to be nice. Limited reddish. That is a nice color to go with the blue. Select our skin material. Make this a little bit orangey. I think Rick is a very light skin color, so we can leave it something like that. Now select our eyes. Of course we want this to be nice and glossy so we aren't going to decrease the roughness quite a bit. Decrease the mixture you are in the eye material not in the skin. Just decrease the roughness all the way down to, well, let's say 0.05. Alright, so now we want to go into solid view. I'm going to press Shift a mesh circle, press G x, and just move that there are why 90 and just scale it down. Is it going to be the pupil? I'm just going to make this very simple because we press gx and moved it to your face and rotate this a little bit. Gx, rotate a little bit. Make sure it is in your eyelids but not in your eye. Something like that. Press a press F and extrude this. Just extrude that until it is in your eye, something like that. So now we've got a pupil that sticks out a little bit, but it's fine. Person who had 0 just to see how that looks. That's fine. Plus gy, move it out a little bit so it is facing the camera like that, right mouse set origin, origins with 3D cursor. And let's go to the modify properties and add a mirror right there. Now press Control a and apply all transforms pressure, right mouse set origin, origin to 3D cursor once again, that we didn't want to mirror this in x, but in y. There we go and let me go through the material properties. President, you make this black and turned the roughness down just like this. So that's should look like an eye. Now, there we go. We can move it down a little bit, something like that. Maybe that's a little bit too much. Like Did I don't want to play around too much with this. Began maybe rotate the sun a little bit more. I'm just going to leave it like this. I like the shadow that falls over the mouth and stuff. Let's keep it like this because now we can see the actual size of Ricks and nose. You can render this out. Now, if you go to your random properties, you can set this to GPU compute if you've got a strong GPU. And I'm just going to set my timer to ten seconds. Because cycles x is a very amazing at rendering and we don't need anything more than that. I didn't render animation, Excuse me, press Render and render image. There we go. You can see that ten SEC is really all we need to render this out. Right now is looking a little bit dull and we can fix that in the post, post editing. So I'm going to minimize this. I'm going to go to my compositing tab would use notes. And I'm going to select my render layers and press Control. Control Shift click. We can see in the background what is happening. We're going to press Shift a search and search for, let's say, hue and saturation value swapped, It's in-between. I wanted to saturation to be a little bit higher. You can see in the background what was happening. And I just want some more color in the scene and I want it to be a little bit lighter as well. So you can certain value up a little bit and it will get lighter like that. We can turn a situation or even a little bit more like that. If you want contrast, you can press Shift a search for brides, slash contrast. Just wiped an in-between as well. And you can make a little bit brighter contrast up a little bit as well. Something you will gets a little bit more contrast in, for example, the mouth and the shadow areas, something like that. And if you are happy with the result and make sure to connect your final notes before the viewer through the composite as well, because that is what is used to render. Then go back to your render tab, which is now updated. And now you can press Image safe S and save your image as for example, Rick Sanchez. And then just save it. Right? So in the end I changed a few tiny details. For example, the top of the nose, I just made it a little bit thinner with the grep tool in sculpt mode. So we've used that a lot in this tutorial. So you should probably know what I'm talking about. Just drag that they know a little bit and you'll get a little bit of smaller noise. I also move the hair a little bit outward with the grep towards wealth. So just swiped it out with a little bit so that the hair appears to be a little bit larger. And that's it. That's a complete tutorial on how to make Rick I hope you enjoyed. 12. Skillshare OutroHB: Amazing You made it to the end and congratulations, Thank you for taking this class. And don't forget about all the other cool Rick and Morty stuff we have. If you're interested in the spaceship or anything like that, check us out, let us know and we'll see you on the next one.