Blender Course for Beginners: Modeling, Texture Painting and Particle System | Sasha Luvr | Skillshare
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Blender Course for Beginners: Modeling, Texture Painting and Particle System

teacher avatar Sasha Luvr, Work in third dimension

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Class Introduction

      1:38

    • 2.

      1.1 Model Body, Ears and Tail

      12:05

    • 3.

      1.2 Mounth, Eyes and Cheeks

      7:30

    • 4.

      1.3 Establish the lightning

      4:53

    • 5.

      2.1 Create Fur for body - particle system

      10:08

    • 6.

      2.2 Fur for Ears and Tail

      6:50

    • 7.

      2.3 Fur for Cheeks

      5:08

    • 8.

      3.1 Texture Painting introduction

      8:27

    • 9.

      3.2 Paint ears and tail

      9:08

    • 10.

      4. Add Camera + Render

      4:21

    • 11.

      5. Homework and Congratulation

      1:02

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About This Class

In this class, you will receive a comprehensive introduction to Texture Painting in Blender. Mastering this concept unlocks the door to achieving even more creative final results. Whether you're a beginner or have some experience, this class will guide you through the fundamentals of Blender modeling, particle system creation, and realistic fur development. This course isn't just about theory—it's about practical, hands-on learning that will encourage you to apply your newfound knowledge to your own personal projects.

 

What You Will Learn:

  • Basics of Blender modeling
  • Creating realistic fur using particle systems
  • Applying materials to your 3D models
  • Establishing effective camera angles and lighting setups
  • Practical knowledge applicable to your own personal projects

Why You Should Try It: Texture painting is a crucial skill for aspiring 3D artists, opening doors to endless creative possibilities. By mastering texture painting in Blender, you'll enhance your portfolio and stand out in the competitive world of digital art. This class provides a hands-on approach, giving you the confidence to tackle your own projects with ease.

For Whom? This class is perfect for beginners eager to explore the world of texture painting in Blender. No prior experience is necessary—all you need is enthusiasm and a passion for 3D art. 

Materials/Resources: To get started, all you need is access to Blender software and a computer.
Also under that class you can found a Zip file with references. Throughout the class, we'll provide step-by-step instructions and downloadable resources to support your learning journey. 



Join me in this class today, and let's bring your imagination to life in the vibrant world of 3D modeling!

Meet Your Teacher

Teacher Profile Image

Sasha Luvr

Work in third dimension

Teacher

Hi there, my name is Sasha Luvr. I'm passionate about 3D art and love creating illustrations using Blender. I'm constantly striving for self-growth and self-education, always eager to learn and improve my skills.

In addition to my love for 3D art, I'm also a professional yoga teacher. I find that practicing yoga helps me stay focused and centered, which allows me to approach my work with a clear mind and open heart.

I believe in the power of sharing knowledge and helping others improve their skills, which is why I'm excited to be part of this online community. Whether you're a beginner or an experienced artist, I'm here to support and encourage you on your creative journey.

See full profile

Level: All Levels

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Transcripts

1. Class Introduction: If you're looking forward to step in this exciting world of three D, but don't know where to start. Welcome. That valuable class is structured into three essential blocks. Modeling, particle system and texture painting explanation. Now let me share wine. Wasting your time in this class will worth it. First of all, we're going to delve into the world of modeling with beginner friendly techniques will transform blender default cube into an adorable and amusing cat. In section number two, we'll elevate our three model by creating life like four. We'll dive into the particle system and step by step cover our entire cat with realistic fur, creating a completely different effect for our work and making it look more professional. And after section number three, you'll feel like you reached a new level. Because here we'll delve into the texture painting, if you never even touch the section, hesitating all the while, not after this class with simple examples, I'll explain the process of creating our first texture painting, applying it to our model. Just 1 hour later, you'll notice a significant boost in your three D skills and feel much more confident in your abilities. But what if you have zero experience? Don't worry if these classes beginner friendly and suitable for anyone interested in the three imation, illustration or design. No prior knowledge of blender or three D modeling is required. To get started, you'll need a computer with Blender 4.0 that you can install for free from blender, or that is the type of result that you can expect to have at the end. In conclusion, let's have fun through learning and improving our skill. Get your grade, mood, cofer, tea, and let's start. 2. 1.1 Model Body, Ears and Tail: Hello everyone and welcome this class. First, stable, going to be short but very useful. And second one, we'll have fun like always. Under this lesson you can found a zip file with references. Please download it. And then let's start A to choose everything and deleted. Then we go one on Ped for the front view, shift A, where is image reference, and search for the folder where you download the Z file from here, choose reference, Pokemon. Great. Let's scale with, then let's go to the image properties here. I'm going to check in on the opacity. I'm going to bring this one on 0.3 then I'm going to bring the only xs. What does it mean if I'm going to have a check off? When I move, I see my image. If I'm going to have only Xs, I will see only when I'm in the front view. And then bring this one to the front and front, great. Then let's save our file from the start Control. Choose a folder, paint, Pokemon Safe Blender file. Great. We'll do this one from the right. Let's start with him. In that first lesson, we're going to create body, ears and tail somewhere here. Move it a little bit above worry this chick. Great. Then we go with the shift, a mesh and round cube. You'll do the same and you'll find that you don't have the round cube. Don't worry. Go to the edit preferences here for extra, extra objects, bring the check in and you'll have the same thing. Now let's go again, shift a mesh worry round cube. Go to the properties and bring this one toward one. Then let's make it a little bit more smaller. Let's go to the edit mode. Choose everything with a right here. Back to the object mode control to for the subdivision. Then back to the edit mode. Turn on the proportional editing. Let's go one for the vertices and we'll fit him under this border. This is some, let's call this one Astdious work where you don't need to repeat everything, just move them like that. If you see right now all these edges, all of these corners are sharp. But when I'm back to the object mode, everything is around. In order to see how the subdivision surface modifier work in the edit mode also, bring here and turn on this function. Come back and now you can see he save the same shape, it will be more easier for us to get to save a little bit of time. Let's go again, bring them here, here. Make it bigger like that. Smaller like that here. We can see that. Just move this one a little bit on the left. This one above, this one right here. A little bit more. Okay, three for the side view. I like this one. Let's turn the, this one. Let's bring it a little bit more in front that then. This one A little bit. This one a little bit. This one. This 11, come back control. I don't like that part. At least I don't like. Probably get it better now. I'm good out, let me hide. Okay, I would like to make this one a little bit more lower. I'm going to come back and I'm going to bring it like this one. I'm going to move above, this one above. Now, I think it's better, right? Quick shade, smooth. Come back. Let's call this one. You can rename something via double click or you can press two. Let's call this one point body. Good. Let's go forward toward our ears. Shift a mesh cube, go to the solar mode and then three of the side view make it thinner like that. One, control two for the subdivision, surface modifier and bring this one right here, Edit mode. And then we go control to a cut, left click and left click then without choosing everything else. Bring off proportional editing. Ge go behind that one transparent mood which means this one have to be blue. Choose the vertices above and make them thin like that. Come back from the solo mode via slash and empt make this one smaller. Now let's try to fit it under the reference. Let's go in the added mode. Choose the, choose the vertices below. Be sure that you're in a transparent mode as good. Choose only this one. Move them on the side. This one a little bit on the right. This one like that, all of them as thinner. This one here, three Mpat grade, GE. Move this one here, right click, Set origin, origin to geometry. And be sure that here you have individual origins like that, out of the transparent mood. Right click, shade smooth, then come back. Good, and a little bit wider. Now, hide the reference. No worry. Right now it is very sharp. But a little bit later we're going to make it sharp. What's going on right here? How we can see at the moment. Right now we have here some artifact. We have two options. We can apply subdivision surface modifier, but I don't want it, at least I don't want it right now. Go to the edit mode control and bring the loop here on that line. Choose, click, come back and then turn the reference on. Let's make it a little bit that hid, let's recall this. 12.2 under line, right grade shave D x to right here. Let's play right now, transparent mood. Choose this one, bring them here. This one move a little bit more lower. This one a little bit more in the center, right there, right here. All of them. I'm going to move a little bit for the scale above, like that out. This part, I don't like it have to be low, it'd have to be lower. As for scale, this one, this one, great. Out, check a good. Let's recall this one ear left. What I'd like to do right now because I don't like that shape. Just choose your ears. Three GE and move them behind like that. Now we can see the shape of our body. Then let's go with our tail. Let's bring them three for the side view right here. Okay, we have to move this one a little bit higher there. Mesh and cube control to make it smaller like that, Create. Then we go to the edit mode. Choose this face extrude, move it down. Rotate a little bit. Move it up, extrude right here. Rotate extrude, Create. As for scale one here we have to play around vertices, transparent mood and choose right, like that, x zero to make it straight for a scale. The same thing right here, x zero or yes. Make it lower. Good, right there. Rotated a little bit. Great. The same thing here. Make it smaller, higher. Let's go with this one. As for scale. As for scale, this rotate again. Come back, right click. She smooth control. We'll have the control. We have to make this one a little bit big. We have, we can increase the level of the viewpoard toward the three. Now let's hide the reference. Okay, but I would like to choose this face extrude once and move this one a little bit like that. As for a scale, Choose the loop via holding out left click. Make it smaller like that. Let's move forward or it is too big. Choose all of these vertices and make them smaller. Let's fit it under our reference. Create, even if it's not perfect like in the reference. Don't worry, we don't have to bother ourselves with that. I'd like to make this one a little bit more thinner. This one a little bit more thicker. This one a little bit more thinner. This one thinner two and move it inside. Great two. Call this 13 tail. That what we have at the moment right now. Like always, it looks very simple at the start, but don't worry. So we'll get a great final result. Thank you so much. I'm going to see you in our next lesson. 3. 1.2 Mounth, Eyes and Cheeks: Lesson number to. We're going to create the ice mouth and cheeks. Let's start with his ice shift. Right click and shift a mesh and heave sphere. Then we go first scale. Let's go like that. X a little bit bigger, right click, shade, smooth seven to take a look above. Bring this one a little bit more in front because don't forget our cat or wherever it is going to have fur. That's why move them a little bit more forward then you like. So three for the rotation like that. Let's call this one then four. I underline, right? Great. Guess what ship And bring this one here. Make it smaller, make it higher. X7p, GE. Move this one not completely inside but keep it close control. Three for the second side of you from the left. One X or probably, You know what, I don't want to keep it straight as in the reference. I'm going to keep this one like that and double click, left height. Okay. Then control three. I'll move this one like this one, pat. Great. Let's go with our chicks. Shift right click, shift a mesh and this time round cube. Keep this one on one. Good. Let's go in the solo mode. Shade smooth control two, go to the edit mode, three for the side view transparent mode, and choose these vertices X deleted. Then we go out of the transparent mode, choose the edges, this H loop via holding out left click. Then we go zero, now it's flat, then we go with the S S at the center. Now we have clean and grade topology three, crate of the edit mode out of the solo mode, make it smaller. G grade three for the side view rotation. Move this one a little bit more in front even if there is a small space. Again our going to have fewer. Then let's call this 15 chick, right Then copy X. Move this one higher. Move this one here. Control three, actually seven. Move this one in front rotated. Let's check X X. Bring it right here as it have a bit here. Control three. Move this one in, Create. Let's recall this chick left. The last one is our mouth. There are different options of how we can do this one in the same way, how we're going to create how we created the tail. We're going to create the mouth shift a mesh cube. As for a scale control two as for a scale, then GE move this one in front. Three added mode three, choose this phase. Extrude one here, one here at an additional loop right here. And move this one more close to the end, transparent moot vertices. And make this one smaller. Move this one higher, choose this one, move them lower, this one rotate. What we're going to do is control air at a cut right here, click left click, transparent moot. Choose these vertices X, delete them out of the transparent moot. Let's go to the Solomode, make it more clear. Then we go to the Ed Modifier search for a mirror. And that's what we have. Bring the clipping on and move it above of our subdivision. Let's go right here. We don't need the reference. Bring the transparent mode, this one make a little bit smaller, this one a little bit smaller. This one probably a little bit more wider. And bring it like that right here. What if I'm going to rotate it and more toward the center like that? A little bit lower. Good out, right click. Shade smooth out of the solar mode. Okay. Now seven, pet Erik, Erik. Move this one close to our body. Then rotated right there. Again, it's not perfectly as in the reference, I mean, the positioning but what should we have? It's look good out. Problem. I'm going to rotate a little bit more like that. I'm going to choose this fo and a little bit smaller, this one without a little bit like that that I like that what we have. But probably, I'll move this one a little bit here. Let me check. Let me check. It's all good, except this thing is too wide. It's not too wide. Okay. But let's make this one E. Now they look great. Let's recall this one to six point month at the moment. Right now, probably a little bit weird when I did for the first time. I didn't keep the same size. I mean, I make them a little bit more in my own, but it still look nice probably. I'd like to keep this one a little bit more higher. I do this one just for myself. Okay. Okay, good. Now I like it. Great. My friends we're doing with the modeling. In the next part, we're going to establish the lighting which will elevate the quality of our work. See you in our next lesson. 4. 1.3 Establish the lightning: Welcome back my friends Where we're going to create in that lesson, the lighting. First of all, let's recall this collection. Double click, one right click, New Collection. Let's call this 12 Studio. Great shift, cursor to World Origin. Let's start with first lighting shift A. Go toward the light and choose area. Now we have to see what we've done. Let's go in the render mood. From here, go to that icon, which means the world righting, decrease this one toward 01. The color here, a little bit more darker. Then let's open the second window here. Turn off the overlay part. Let's go to the lighting. Move this one behind is that area? Yes, move this one toward our cat, but on the small diagonal one a little bit higher here. Let's go toward our settings. First of all, let's change the shape toward the rectangle. Then we go toward the color here in the hex. Bring 980 grade, then the power going to be 290. Now we can see something. Then we go to the size X. It's going to be 4.8 size, 5.5 grade. Then let's go toward the render engine and choose cycles. Now the quality is better, but it's too close. Move this one a little bit behind, like that. Move toward the trade. The purpose of the light behind is just to emphasize, to create the outline of the lighting. Which means when you're going to create the four, it's going to look very cool. That's why we have. Then probably I'm going to move this one a little bit more higher. I want the light also here. No, no, no, no, no. Let me check one. Let me move this one a little bit on the right, great. Now I like everything. Then we go seven pt to look above. Then here the pivot point, we're going to bring the three Dcursor. Choose our light shift D, air set, and move this one on the right, like that. Great. Let's go to the properties here in the color. We're going to choose 51. Good. The power going to be 350. Then toward the size x, we're going to have five size, we're going to have seven. What if I'm going to move this time x x n? Yes, a little bit more far from our t. Then shift. Move this one on the right like that. Let's go toward the properties here. Bring the good, the power decrease toward 300 and then size x 3.67 Then move this one is a little bit more probably, I'm sorry, but let's move this one closer also like that. That's what we have at the moment right now. Was it hard? No. Is it easy? Yes. Then we go here, bring ourselves down toward the color management here. Let's go toward the high contrast. What about very high? High contrast is enough. Let's call this one area behind this one, left. This one right? Control. Save my friends. We've done with a lesson number three. That's what we have. Cool, I'm going to see you in the next one. I'm going to think, or we're going to create the first, or probably we're going to create the first. See you there. 5. 2.1 Create Fur for body - particle system: Hello my friends. Lesson number four. I hope everything is moving well and we're going to create the four for our cat. Small thing to say that I have a class apart where in details I explain the particle system for beginners. That's why I don't want to stop on all of the settings that we're going to apply today. If you want to level up for real your knowledge, you can check that class. But right here we're just going to fulfill the settings with some numbers, with some value that I prepared from the start. Let's go like that. Let's go to the solid mode, bring the overlay on, Let's go on our cat body and let's start. The first thing that we have to do is to create the particle system. This is not like, okay, it's not a mistake, but the golden rule, and you can found in that class about the particle system, we have to bring the material on. First of all, we're going to create the material for our cat. Let's call this 11 body. Okay, then we have to add the second one plus two body under line four. Here we have to change the surface principle, DF. One principle hair DF. It was creating for some purpose. That purpose is the hair particle system. Great, let's hide this window like that. Bring plus let's call this 11 body underline for rock, this one above. Let's start number going to be 5,000 hair length going to be 0.17 Let's go lower toward the render. And here material choose body F. Then we go to the spline and check in View point display. Let's increase the steps toward children. We're going to choose interpolated and we're going to bring pot. There is important thing to say, of course our results may be different because we scale, we rotate, and all of that stuff. Let's go to, you can see right now if you're going to bring the ph side menu item. We didn't play with the rotation, but we play with the location and scale. Let's go with the control scale. Let's go with the control. A location, how you can see our eyes, We can see them. Let's go toward the hair length. Let's decrease toward 12. Great. Don't worry about this one right now. Let's go forward with our settings. So we're going to bring ourselves toward the clumping. Let's move more closer to see how our result is going to be changed. Clumping going to increase toward point. Then we go toward the roughness where the main major going to be uniform, going to be 02. Let me long story short, in case if again you didn't check the previous class, the uniform answer for the overall distortion of our hair. Then we go to the end point, which show the direction of the end of each hair. In particular, it's going to be 02. Then we go toward the random 0.07 Let's go, I hate this word for my pronunciation. Three salt, I don't know that part. We go to the point to create control to save. There is one important thing that we have to change. We will not see in the solid mode because the settings of the hair shape, we can see only in the render mode. But however, let's bring them long story short. Again, for beginners diameter root, show the thickness of the root of each hair in the particular tip. Answer for how thick is the end of each hair? We're going to keep the diameter root on 0.8, tip on 0.3 Now let's go toward our render to see what we have. Close the overall, the color is the default color. Don't worry about this one right now. How we can see even the settings here are much more than if we have the classic one principle, SDF. Let me show you, Don't copy, just take a look. Let's go, for example, color toward some red copy. Let's go to the simple material and bring it here. Now let's go to the Body F. Let's change from the principle Hair BSDF toward Simple Principle SDF. I hope you see the difference. The color don't reflect. When we have Principle he BDF, the material is interact more deeper with the lighting. It reflects the lighting. You have way more options. Meanwhile, when we have the classic principle BSDF, the color is flat. Yes, the result can be decent, but we are looking forward for just decent results. We are looking forward for the best result. Now take a look, if I'm going to switch back to the principal heirsDF bring the color. You can see the outline right here. The outline right here. The color depth is a little bit better than then it was. I hope that moment was clear. Let's bring the roughness toward four, going to be 012. Then we go to the random roughness and I'm going to bring this one toward 0.7 IO, we're going to decrease toward 1.3 Good. I think even right now you can see clearly the difference in between of that. Let's establish the right color from the start. Bring yourself in the Google or wherever you want. Bring the online color picker right here. Then we use your image browser drop image search for our reference with our Pokemon Go. Then bring yourself here and copy that hex color. Come back to the blender. Let's go toward the color control right here. Let's go control right here. That what we have at the moment right now. What if I'm going to decrease the OR toward, again, to make you believe that I know what to talk about. Let me again show you the difference. If I'm going to turn back to the principal SDF, let me bring the color boring, flat and boring, come back different vibe then. What if I'm going to increase this one to 08? In that case, the hair going to be less reflective, but I'm not sure if I'm really looking forward for that now. You know what? I'm going to keep this one on Golden middle. I'm going to keep this one on 0.60 51.65 I'm going to decrease this one toward 0.08 550. Great. I hope you'll already found something new for yourself. Let's go toward the solid mode. Let's bring the overlay on. Let's go toward our T. I don't know why is everything opened. Wait, give me a second. Second. Okay, then we go to Choose Shift, left click, left click, left click. Let's go seven Pt. And bring G. No, just bring G, E and move them in front. Let me check. Great control, save. Let's go from the start. Let's bring the color for our ice, and we'll finish on that, our lesson. Come back yourself here. Okay, go to the materials, bring new, let's call this one point month. Let's choose the base color, black. Let's go to the roughness 0.33 Then choose this shift left click, shift left click. This one have to have a golden border. This one more orange one. And you press control L, link materials. Come back and enjoy your result. Now we start to have something different from what we got from the lesson number one and only lessons. In order to make it easier, we're going to create the four of ears, tail and cheeks in our next lesson. But for now, thank you so much for your attention. And no, let's go toward 25. Good. I would like to bring them a little bit, the ice inside like that more. This one. Let me check. Even if they delve a little bit in the hair, I don't see this one as a problem. Great, thank you so much, my friends, and I'm going to see you in our next lesson. 6. 2.2 Fur for Ears and Tail: Welcome back my friends lesson, I suppose number five, our guy is looking cool. I promise you, just in a few lessons we're going to make some drastical changes in that one, we're going to create the four for our tail and ears, and then we're going to create the four for our cheeks. In the next one we're going to keep it short. And we're going to keep it simple and we're going to have fun. Let's start with our tail. Open aside. Menu chose how we can see. We have to apply scale and locations. We go with the control, a location control, a scale. Now the value is great in case if you ask why you have to do this one. Well, let me show you. Don't repeat, you apply the scale, tation grade control Z. I'm going to keep on the standard settings and you're going to see what I mean. Let's go to, we have to create materials, but let me quickly show you. Let's go toward the particle system plus and choose body four. Let me show you Control a location, control a scale. Now should say something, Should I comment something? The quality you can clearly see that is different. We have some artifacts, but when apply the scale, now everything is on point. Let's duplicate our body four. Let's recall this 12 pale underline four, create. Then let's go toward the materials and choose body duplicate. Let's call this 12.4 then we go toward plus choose body four duplicate. Let's call this 12.24 Tail. Let's go toward our settings here. First of all, we're going to decrease toward 06. Then we go to the random, I'll actually decrease toward five uniform. We're going to keep it on 12 instead of two. Then we go toward the end, 0.15 instead of two. Then we go toward the clump and we're going to keep it on 12. What if not, what if, But let's go to the diameter root and let's keep this 15 deep on. We don't see any change because the changes of the hair shape. Remember I told you we can see only in the render moot. Then we go toward what I think the length, I'll like to decrease toward 5.2 number I'm going to decrease toward 3,000 Great. Let's go toward our ears here. You'll see the same thing. Let me show you plus particle system. Let's go, for example, with tail fur messy. But let's go with the control scale. It's better location. No, it's not. We have some artifacts here. I think we have to apply. Let me hide. Let's go right here. Let's apply our subdivision. This is our topology right now, let's open the particle system. Now, everything is good. Now, everything is good. Let's check the item. The scale is on point, but we have to bring the rotation. Also control a rotation. What about the length? The length is okay. Actually, everything is completely okay. One thing, let's go toward our tail. Be sure that material is for tail. Then back to the ears. Let's go to the materials. Bring new, actually not new, but let's go toward the Duplicate. Let's call this 13 points. Then one more, choose the body for, for example, duplicate. Let's call this 13.1 ears under line, then we go right here. That ear, same thing. Apply the subdivision surface modifier, shift left, click on that one. Control L link materials and then control copy modifiers. Also apply the scale. Apply the rotation. Great, let's check. What is this? Explain please. What is this? Let's go toward the particle system. We'll like to duplicate three point, Let's increase this one toward 3,500 and the length toward seven. Just a little bit, the same thing right here. Choose the ears. Great shop, then come back. Let's see what we have at the moment right now. Okay, he's very nice. He's already nice and he is already great for the render. But we will make it even more better. Come back, Let's check. I like honestly, for our ears particle system to change here, two small things for example here instead of two, we're going to keep it on five. Then the uniform, we're going to keep this one on two, come back the random toward the eight, not really. Toward 65, good diameter route. Let's go toward six, tip to five, right here core. That is my friends for another lesson we created for everything control save, don't forget always. I'm going to see you in the next lesson where we're going to finish the F block with our chicks. See you there. 7. 2.3 Fur for Cheeks: Hello my friends and welcome. In the short lesson, we're going to create the F for our chicks. Let's go to the solid mode, turn the overlay, let's emphasize it, let's go toward the material tap. But before we have to choose our color, so let's go toward the color picker, choose the chicks, copy back to the blanter, create new, let's call this 14 point chicks, then base color control, create the second one. Choose for example, by fur duplicate, let's call this 14 point. Chicks underline fur color control V. Let's go toward the particle system. Let's create the new one. Let's call this 14 point chicks instead of emeor choose, let's start number going to be 2000 hair length, going to be 0.06 gate. Then don't forget to apply a scale. In our case I have to say something honestly. I already applied on this one. But if you're going to check on that one N you can see we have different location, we have different rotation and different scale. Right here, control A Al transforms right here. Also control A Al transforms back to our settings in the render tap material. Choose chicks, f, is it chicks for number one. Okay, Then we go to the spline Check in Viewport steps four and choose interpolated here. We're going to have 30.30 Good. Let's go forward. We're going to add this one at the end, the uniform going to be 0.01 Then end point going to be 0.007 and the random going to be 0.04 Then we go toward the clump 0.1 control to save diameter root going to be 0.3 diameter tip going to be 0.1 grade. Then we go toward that chick shift left click control, L link materials control, copy modifiers grad. This is what we have at the moment. Right now, I'm not sure if I'm satisfied with the length. Let me decrease toward four. Okay. Now let's check. Okay, look pretty nice, but what I would like to do is to increase the roughness toward 75, 75 here, a decrease towards 00. I'm going to keep the same. And the random roughness, I'm going to keep on 0.75 Good. Also I want to bring that color a little bit lower even if this isn't straight as in the reference I want it. Then let's check looking nice. But I personally would like to make it a little bit more randomized back to the solid mode. You can see the difference in between here and here. Let's go toward the properties quick. Quick. We're going to increase the random toward 65, we're going to decrease the number toward 17,000 We increase the uniform toward 12 and the clump to 13. Good random, 55 point word for up back that what we have. I'm not sure. I'll move this one a little bit more forward in the month. A little bit. Oops. Why moving back here? Individual regions then K, move this one a little bit inside, like this back. Let's see what we have. Our body is already very nice. Our body is already very cute. In the next lesson, lesson, in the next, the third block I'm going to show you, I'm going to explain you the texture painting which is, trust me, very easy. And I'm going to show you how we can turn this one into a lot of cats like that. It's a process where you're going to have fun and it's a very useful process because it's going to level up your knowledge. But at the moment right now, thank you so much, and I'm going to see you in our third block and the final one. 8. 3.1 Texture Painting introduction: Listen number one from the block number three where I'm going to explain the way painting. Let's go to the solid mode. Let's go here, and let's hide our particle system right here, everywhere, actually. Okay. Okay. Okay, good. Stop. Come back. They're far, but it is what it is. Okay, Open the second window, go right here. Then we go toward the shader editor. And here, switch toward the third tab. Where is the material preview? Let's go right here. Let's choose the body of our cat before copy that color and shift a image texture, go right here. Then we go with, let's call this one point body underline paint. Bring yourself here. And just click and drag the left button from the mouse to emphasize both of them. Multiply on fo in the color control V for our yellow color. Then connect color toward the color. Great control S to save. Next point we have to go to the texture paint one in an M path. Let's hide the collection of our studio because we don't need them right now. Let's go in the material preview. In order to paint, we have to make UV unwrapping. I did this one for the purpose, We have to see that apology right here, but we don't see why because we didn't make the UV wrapping back to the layout, go toward the edit mode three, let's go to the solo mode and choose the loop in the middle with out left click. Choose the entire loop, right click mark, now it's red. Now choose everything you up. Back to the texture paint, now we can see clearly our topology. Great. The next thing which is very important, we have to save our texture. We go toward the image saves. You can create a folder. Let's call this one text text for just save image. Great. Now we can draw, go lower. And here in the first one we're going to change them. Where is white? We're going to bring our yellow color. What we have to do next, where our reference, what we have to do next is to color. If you want to make brush bigger or smaller press and just drag the males on the right or on the left. You want to make the color more emphasized, which is the strength of the color. You can drag here or you can press shift. That's how you can make it lower or stronger. I'm going to keep this one on one, then bring the empty, or in other words, our reference. Let's start to draw over our Pokemon. Now, when we try to draw, for some reasons, in my case, probably you don't have the same thing. I can say nothing. Why? Because I commit a mistake. I want to be sincere about that, and I want to show you how we can solve it. What is the mistake? The mistake that we are in the body Th, which is connected to our four where, meanwhile we have to bring the image texture to our body. Come back to the layout, now come back to the materials and choose the image control C. Go toward the body control V, connect toward the color. Now come back to the texture paint. Now that is, sometimes we commit things like that. But 1 minute and the problem is solved. Then you can come here and let's start to draw the Pokemon part. The one more thing that we can do is to connect. Not like to connect, but to bring the symmetry on the one we'll have here. Also, then reference. Let's start finally, bring it like that. Good, bring it like that. Hide it. Now, if you're going to hold the control, you can bring the opposite color. The shape is ugly. Yes, yes, especially right here. What we have to do is just with some flesh movements and holding control, just bring it like that. This is some sort of personal work where you don't need to copy me, you just need to do on your own taste. Then let's go toward the solo mode and let's connect this here. Control here. Also come back out of the solo mode. One, I personally don't like it, I want to make it thicker right there. Control like that. And control like that. Okay, I've done on my side. Well, it took some time even if this look as some simple shapes. Now one important thing that we have to make is of course to save our updated texture so you can see even the star appear right there were a. Then come back to where the layout. Let's go toward the render. Bring the studio on, This is thing number one, then let's bring our particle system. This is the thing number two. In case if you don't have the same, just go and copy. And bring in the body, connect color with the color. That is our result. My friends, this simple, simple things. I hope you get it clear. What is texture paint? You make our first steps via creating this black lines. We'll finish with the tail, with the ears, but you got the point. When you know the tools, the one thing that it's left is just to work with your creativity. I hope this lesson was useful. I hope this lesson was simple. And I hope you feel like you get on a new level. Small but new, updated higher level. Thank you so much and I'm going to see you in our next lesson. 9. 3.2 Paint ears and tail: Well, I suppose it's going to be the final lesson before we're going to render our T or Pokemon or whatever it is. Let's go back to the solid mode. Let's go toward our tail. Before we're going to bring all of the necessary things, we have to apply our subdivision because it's not enough decrease toward two. And then apply then one more time control to come back in the edit mode. Choose this one in the middle, out left click, solo mode. Let's make sure that everything is emphasized. Right click, mark, Create. Come back, come back. Let's go shader. Go toward the materials, be sure that we are in our F for tail. Then shift a image image texture, then we go toward copy the color. Let's call this 12 point tail. The width, the color is already here. Okay, Then connect this one and this one. Go to the texture paint, let's hide the particle system on our body. Go to the aided mode. Teaches everything you unwrap. And now let's go to where the texture paint. Great. Go to the image, save, save image, and bring the reference on. Let's go only toward the reference, but we can see, go to the empty. Okay, there is the black part only here. Let's draw. Make sure that we have the symmetry on the eye. Draw the color right here. Good seven to take a look above, Let me hide. This one sold. The more polygons you have, the more slow it's going to be. But it is what it is. This is the price of being a three D artist. Let's go control seven to look below control three for the site. Let me draw right here. Okay, one and an MP control one. Why I see this? I don't like it like that was great. What if I just want to do this one for myself? It's not like in the reference, but I'd like to make that part black. Also very interesting, let's just say, just in case. Okay, let me make this one smaller. I see it's Gingles When the brush is so good, seven to take a look above. Let me draw here. And then for some reasons I have this one. This one good one pet. Let me go below, Let me draw that side. One pet, I think more yellow right there. Once again, good control to save image, you see the star, which means you have to save. Then we go toward the layout, then we go toward the render. And then copy and bring this one in the fur tail color to the color. Let's see what we have. Bring the particle system on. A beautiful. Then the last thing that we have to do is our ears, which in the reference, let's go right here, are black above. We go to the solo mode. Three pet, choose this one for example, it doesn't matter, like one of the loop, right? Or actually, let me choose this one. This one more in the middle. Right click, mark a P in the materials. Ears shift a search for image texture 3.0 color, connect to the color. What is important here to do is to get out. Remember that the ears share the same material. Let's go right here. A. Choose this one. Right click, mark A, create the thing. Let's connect them. Control J. Now one more time, come back to the texture paint. Oops, come back to the texture paint out of the solar mode, one Pt and then we go toward the image. Save, save image. Now let's draw no symmetry this time, just like that one here. Three, control one to take a look behind. Good control three, no one and pat. Then let's draw this one here, for example. Like that. And then holding control, let me redo that part. Actually, control one, draw three, draw right here, draw right here. But unfortunately, we miss that seven to take a look above, connect them here, draw where we have to draw one on pet. This one is more bigger, that's why we have to, at least in my case, let me make it bigger here also three on an pet. Let me try carefully to draw on that side. Of course, very careful one, Let me redo a little bit. Control then image, then you go toward the layout. Copy this one. Go to the four control, connect color toward the color. Now let's bring the particle system everywhere. Here, here, here, chicks, the second chick, good, let me hide this area, let's see what we have that my friends is our result at the moment. Right now, I'll give you a homework in the next lesson, but before that we're going to render. I can say that we finished. I hope you found it very useful. I hope it wasn't in some way entertaining. We learn about, okay, modeling, it wasn't the hardest part. Particle system as particle system, but the main point of that class was to introduce you in the texture painting. How you found there is nothing hard and it's very easy to bring the colors over the model. How I told you before, I will bring this one just for inspiration. You can search and Pinterest for different illustrations. But spoiler as homework going to be to render via drawing one of them. That was the Pokemon, which is very simple, simple, and very cute. Now, thank you so much. I'm going to see you in the next lesson where you're going to make some small adjustments and then we're going to render it. Thank you and goodbye. 10. 4. Add Camera + Render: Hello everyone and welcome. First of all, I hope you're satisfied with your final result. In that final lesson, we're going to establish the camera first, and then we're going to render, I suppose it's going to be under 10 minutes. If you're ready, let's start. Okay, the first thing first, let's hide our collection. Let's go toward the studio. Let's bring the camera, bring yourself a little bit more, far from our shift A and camera. Then the hot key is, oops, I'm sorry. Let me open. Okay. Now you can see everything that I press in the left corner, the hot key are shift a zero on the pet. That's how you can easily establish your camera from wherever angle do you want? I'm going here. Okay. Control at zero probably. I'm going to move myself even more closer like that, too far, but it's good. Let's open the side menu via N and then we go here in view. Check in. You see the border is red. Now let's move back the thing. We can go checkof we can go toward the icon here, the camera properties. There are a few ways of how we can establish it. We can bring the perspective, what we have right now. We can go toward the orthographic which is the same as if you'll press one empt or orthographic. They are the same sharp angle or we can go toward the panoramic or the fish. You can see this one in the render. There are different options but how we can see fish mirror, bowl, but we don't need it for our project today. What about perspective? Or what about orthographic? Do know why I like this one? I personally like to keep the orthographic, Come back then A shift, shift. I'm going to move it then check in, Let me move it right there. I want to have here and here the same distance. Probably a little bit on the left. A little bit up, great. Now, check off, Let me check over, lay off. Good, great, this is exactly what I needed. Now if you're satisfied with your camera angle with your result, we can bring it to the render. How easy? First of all, let's see. Okay, our reference, we have to hide it from the viewport, from the final render to make sure that the eye and the camera, they both are on or off. In our case, everything what we need is on. Then we go here. We can play around with the color management which is below, but I'm going to keep this one on AG X high contrast. You also can play with Rec, this one is interesting, but again I'm going to keep it on SRGB. I like the saturation is a little bit more, a little bit more higher. This is my settings. Then I'm going to bring myself up to the render here, the samples. I'm going to keep personally, long story short, the more samples you have, the more better quality going to be, the less samples will of course, quality going to be not so good. But also of course, the more samples you have, the more longer it will take. Probably I'm going to give this one on 1024, check in on the noise and that all I don't know, Usually people expect that when you want to render, you're going to bring a lot of things but actually that alloys amount of samples, color management, I check here, check that everything is on. Now if you're ready my friends, let's go toward the render image or 12. That is for our lesson. I'm going to see you after my render going to be done, which I think will take some time. 11. 5. Homework and Congratulation: Our final lesson. This is my result and I hope you're satisfied with your result. Also, I bring a little bit of the color dating, but at the end of the day, that is our Pokemon. Your homework. In order to solidify your knowledge that you receive through that class, use one of the cat as the references or as your inspiration and draw over our model. So in that case, you will apply everything that you, you'll do a little bit of a loan work and in that case you'll understand better everything that we learn through that class. These cats are cute and these cats are simple. I'm more than sure that you're capable to do your own variation and rest. Let me say goodbye. Thank you that you stay with me. I hope that was useful and I hope you have fun through, I suppose it was less than 1 hour, which is amazing. We model, we bring the particle system and we also draw. Thank you so much and goodbye.