Transcripts
1. Intro: Have you ever wanted to
make a 3D character? But the whole process seems really intimidating
and confusing. If so, this course
is perfect for you. My name is Eve, I am a
freelance artist and in this course I'll be
showing you how to make your very first
character in Blender. You'll learn how to
model UV, unwrap, texture, light, and render an image of
this character. Here. I'll show you every
step of the process and explain how in most importantly, why we do each thing. By the end of the course, you'll have a fully
finished 3D character and you'll be able to competently
build your own characters. This course is perfect
if you're a beginner, but intermediate users can also find a lot
of value from it. I'll show you each step
of the process as well as all the hotkeys I use on-screen
for complete beginners, I've also included a
navigation cheat sheet in the description so you can refer to it while working
on your model. Okay, without further
ado, let's get started.
2. Part 1: Settings & Navigation: Before we start modelling, you need to turn
on a few add-ons that are off by
default in Blender, go to Edit Preferences, then go into the input tab. Here you want to turn on
emulate three button mouse. After this go into
the key map tab. Here you want to turn on tab for pie menu as well as extra
shading pie menu items. And finally, in add-ons, turn on Add mesh, extra objects you
can find in enable this by typing in the
name in this field here. Enabling these is going
to make your workflow much easier and
faster after that, click here and Save Preferences. Okay, Now let's run through some Blender basics for those of you that are complete beginners, if you're not a beginner, feel free to skip this part. To rotate around your object. You use the middle mouse button. You zoom in and out with
the wheel of your mouse. If you press Shift
middle mouse button, you can pan around your scene. Now, I'll do a quick
shortcut demo. I won't be demonstrating
all of them because blender has endless
amounts of shortcuts. But I'll show you the
ones that we need. You press G to grab your object and move
it around your scene. You press S and drag your mouse to scale your
object up and down. You press R to
rotate your object. If you press X, Y, or Z, after pressing R,
you can constrain the rotation of the object
to only one axis, e.g. here I press R and then x cube only
rotates in the x-axis. Then if I press why, it rotates only in the y-axis, and if I press, it rotates in the z-axis, you can do the same thing when moving or scaling your objects. Next, I want to show you
edit an object mode. Currently we're in object
mode to go into edit mode, press tab, and here
choose Edit Mode. In edit mode is where we adjust
the shape of our object. Here you can edit the
individual vertices, edges, and faces of your model. If you press one
while in edit mode, you enter vertices
selection mode, all of these little points
here called vertices. You can select a vertex and
use G to move it around. If you press too
low in edit mode, you enter edge selection mode. Now you can select edges. This is an edge here is the
line between two vertices. Here you can press
G to move the edge, S to scale it, or R to rotate it. If you want to undo any point, you can press Control Z, which undoes your last command. If you press F3 in edit mode, you go into Face Selection Mode. Phases are where three or more vertices me to make
a visible surface. So all of these here are faces. You can move, scale or
rotate these faces with G, S, and R as well. Next, I want to show
you sculpt mode. Sculpt mode, you don't edit the individual vertices, edges, and faces, but instead you alter an area of the
model using a brush. In this tutorial, we'll
be using scope mode to quickly adjust the shape of our model once we have the base, to go into sculpt mode, press tab, and then
choose sculpting mode. Now here on the left you have
a lot of sculpting brushes. We will mainly be
using the grab, smooth and inflate brushes. I just wanted to
show you sculpt mode so you know what
we'll be doing later. Finally, I want to show
you blenders modifiers. I won't be demonstrating
all of them as that would be a whole
separate course on its own. To find the modifiers, press on this wrench tool here, this is the modifier proper ace. Then click on the
Add Modifier box. Here you can see all the modifiers you can add
to your object in Blender. Each of these does
a different thing. One that we'll be using a lot in this tutorial is the
subdivision surface modifier. Let me just quickly
show you how it works to add it to your model. Just choose it from
this list here. What does subdivision
surface modifier does is it splits the existing faces
into smaller faces. And in turn that makes
the objects mover. At the moment, the modifier
hasn't been applied, so it's only a preview. So if you go into edit
mode and now you can see that the cube is
still made of six faces. So we essentially
are just previewing the smoothing without
it being applied. We have to apply to modify or if you wanted
to actually smooth the mesh to apply to subdivision surface modifier
go into object mode. Then from this little
tick mark here next to modifier click Apply. Now the modifier
has been applied to your mesh and your
mesh is smoothed. You can see now when
we go into edit mode, there more faces on the
object will be using this for the tutorial to add
more detail to our model, so keep it in mind for later. Okay, That concludes our
quick beginner summary. I've also included a
hotkeys cheat sheet in the description where
you can start to familiarize yourself
with the hotkeys. Keep in mind that blender
has a lot of hot keys, but you don't need
to know all of them. I'll be explaining more as we go along in the next
part of the tutorial. So don't worry if
you haven't picked everything up right away. I'll explain the shortcuts
and the reason behind everything so you can understand how and why we do things. So now let's start modelling.
3. Part 2: Modeling The Body: Hi, In this part
of the tutorial, we will start modelling our character before
we can do that though, first, let's import
our reference images. I have supplied
these so you can get them from the course resources. We'll import our front
reference first, press Shift a and
select image reference. Fine, your front
reference image unclick aligned to view and then
load the reference image. Now you want to rotate it, press R to rotate and
then extra constraint, the rotation only to
the x-axis after that, type in 90 on your keyboard, that rotates the image 90
degrees in the x-axis. Now let's add a side
reference the same way. Press Shift a and
select image reference, find your reference image and aligned to view
still unchecked, load the reference image, press R and then X to
constrain the rotation and only to the x-axis
after that type in 90, then press R to
rotate again and then z to constrain the rotation
only to the z-axis, then type in Nike again. Now we have both our
references important. Let's position them. Select the side
reference and press G and X to move it
over to the left side, move the front reference
back with G and Y. So it's not in the way. Now we want to reduce the
opacity E of d images and position them so we can see them while we're modelling. Select one of the references
and go down here in Object Data Properties enable opacity and reduce it
to something like 0.08. After that set D
image depth to front. This allows us to see the
image in front of the mesh, which will make matching
the proportions while modeling much easier. Let's do the same for
this side reference, select the image and go
into Object day appropriate is enabled the opacity
and reduce it to 0.08. Then in depth, press on front so we can see the
image in front of the model. Press numpad free for side view. Here we want to flip the side image so it's
facing the other way. Press S, Y, and then
type in minus one. This flips the image
on the y-axis. Next, we just want to
grab both references as well as the cube and
move them up a bit, press Shift and click on the Free objects to
select them all, then move them up with G and Z. You want the feet
of the character to be at this red line. Nice. Now, everything is set up in facing the correct way. Let's start modelling
tomato, our character. We're going to be using a
technique called box modeling. Box modeling is when
you use a simple shape, in this case this cube here to block out the overall
shape of your model. Once you have the
overall shape down, you go in and reshape
the model to get it looking closer to
your desired object. Reshaping involves
changing the location, rotation, and scale of the
vertices, edges, and faces. The box modeling technique
is great for beginners. This is because when you're modelling is very
important to have the base shape down first
before you jump into details, box modelling really
helps with that. So how will be working
today is we're going to start very simple and then we're going to work
our way to the details only after we're
happy with the base. Now, let's start
blocking out our model. Press numpad one to
go into front view, select the cube,
position it where the head is with G and
scale it down with S. Here you want to make sure
your references centered. And notice that mine
is a bit off center, so I'm just moving
you with g in x, so the center aligns
with the blue line. Now we're going to
start extruding this cube to block out
the rest of the body, press Tab and go into edit mode. Press F3 for face selection and select this face on
the bottom of the cube. Press E to extrude the face, then press S to scale down
the newly extruded face. You want to scale this phase in, and you want it
to be the size of the neck on the reference. After that, press numpad
one for front view, press E again and extrude
the selected face down like this click to
accept the extrusion. This will be the neck. Now, let's extrude
the shoulders and the torso with the face on the bottom of the
next tool selected, press E to extrude again, press S to scale up the
newly extruded face. Move it down a bit with G and Z. Now let's extrude a torso. Press E to extrude
again and move the new face all the
way down to the hips. Click to accept the extrusion. Press S to scale up
this face and match the size to the hips
on the reference. Now what we're going to do
is we're going to delete half of this model
and mirror it over. That way we can only work on one half of the
module at a time. And then the result will get mirrored over to the other side. This way we can save a
lot of time on modelling. To delete one-half of the mesh, we first need to add a loop down the middle here to
separate the two halves. To do that, while in edit mode, still press Control R. Click to add a loop
down the middle here. Now we can delete
one-half of the mesh. Click on this little icon
here to turn on x-ray mode. X-ray mode allows you
to select the faces on the front of the mesh as well
as the ones at the back. Now, drag your mouse and select the left
half of the mesh, all the faces selected, press X and choose faces to
delete the selected faces. Now we want to mirror over the remaining half of the model. To do that, go here into
modifier properties. And from the Add Modifier
menu at the mirror modifier, this mirrors the mesh
over to the other side. Here, makes sure that
clipping is turned on so your mesh is
merge down the middle. Now when we work on
one side of the mesh, the results will get mirrored over to the other side as well. Next, let's extrude the legs. Rotate to the bottom of the mesh here and select
this bottom face, press I to insert the face. After that, press S and Y to scale the face
in the y-axis, you want this face to be square. Now press G and Z and
move the new face down. Scale it up to match the proportions of the
leg on the reference. After that, I'm just
killing in the y-axis again to make sure that
phase is square's still. Once you're happy
with the shape of the face while it's
still selected, press E to extrude it. Extrude it all the way
down to the bottom here, click to accept the extrusion. Now let's do the foot. Press Control R and add a loop on the bottom
of the leg like this. After that, press F3
for Face Selection. Select this front face
on the bottom here. Then press E ANY to extrude it. Click to accept the extrusion. After that, press one for vertices selection and
select these front vertices, crash G and Z to move them down. Next, let's extrude the arms, press numpad one for front view, then press Control R and add a loop around
the shoulder area here. Now press F3 for Face Selection. Select this face on
the side of the torso. Press I to insert the face. Inserting it, unlike
this gives us good flow of the loops
around the shoulder. So once we rig and animate the mesh that we will
allow us to have good deformations in
the shoulder area when the model is bending with the
new inserted face selected, press S and Y to scale
the face in the y-axis. You want this face to
be squared as well. Press G and X to move
to phase out a bit. After that, press S, x and zero to flatten
the face in the x-axis. After that, press E and extrude the face all the
way to the end of the arm. Click to accept the
extrusion. Nice work. Now we're done with
extruding all the parts. Next, we're going to shape
the box model we just created to match the proportions
on the reference better. We're going to push and
pull the existing vertices, edges and faces around to
match the proportions as closely as we can only once
we're happy with the shape, can we move our mesh. Okay, Let's start
reshaping our mesh. First, let's turn on
x-ray from up here. Whilst doing edit mode, press one for
vertices selection. Select these vertices
at the bottom of the foot and press S to
scale them down a bit. That will make the
foot shaped nice and tapered like in the reference. Select these vertices
on the floor as well and bring them
down with G and Z. After that, grab these
vertices on the hips here and bring it
in with g and x. Next, let's add
some loops around the areas where the
mesh will be bending. Once we smooth
blender will then add more resolution around the areas where we are currently
adding loops. So you'll just have
more edges and faces to work with
around those areas. Press Control R and
add some loops. Add one to where
the knee will bend, add one here at the elbow, and finally add one
around the wrist. Here, scale the loop around the wrist bit with S to
make the wrist thinner. Nice, That's good for now. Remember we're just
blocking everything out so there's no need
for details here. Next, let's fix the
silhouette from the side. Press numpad free
for a side view, select the vertices
at the front and then shift select the vertices
at the back of the hips. Press S and Y to bring those in like these vertices as well. And press S and Y to
bring those out a bit. We're just trying to match
the proportions here as close as we can with the
load topology that we have. It doesn't have to be perfect. So don't worry, select these vertices are on the
front of the chest here, and then shift, select
this one at the back. Press S and Y to scale those in. Do the same on the bottom. Right now we're modelling
the body that is underneath the clothes so we don't have to match the shape of the sweater. We will do the
sweater separately. So we're just trying to get a good torso shape
for underneath. After you're done, press Tab
and go into object mode. Turn off x-ray mode from up here and hide the reference
planes from here. Now I can more clearly
see the model we did. It's very basic by matches the proportions
on the reference. Now we are ready to smooth
our model for the first time. First let's move the
normals and then we'll add a subdivision surface modifier
to smooth the actual mesh, to smooth the normals, right-click and
choose Shade Smooth. That makes the normals of
the existing faces smooth so all the individual faces
don't look sharp anymore. Now, let's add a modifier
to smooth our mesh, going to modify our
proper 0s here and add a subdivision
surface modifier. As you can see now
the mesh looks much smoother like I mentioned in the first part
of this tutorial. This modifier is currently only a preview in the viewport. So it hasn't actually been
applied to the mesh yet. If you press Tab and
go into edit mode, you can see that we still
have the original model here. So the smoothing
is just a preview until we actually
apply the modifier. This is actually
really handy as you can make additional
changes in preview, how these changes will look on the mesh before you've
applied the modifier. If we go back into object mode, go here and click Apply. You can see that now the modifier has
actually been applied. So now you have more faces to work with and the meshes move. However, before we
apply this modifier, we want to make some adjustments
and hardened some areas. So just undo that. To undo, you can
press Control Z. Now again, we have
the modifier added, but it hasn't been applied. Now, let's hardened some
areas before we apply it. How we do that is by
adding extra edge loops, the areas we want to be sharper. Let me show you what I mean. Press Tab and go into edit mode. Go to the neck area. Here. We don't want to transition from the head to the neck
to be so smooth. And instead we want
it to be sharper. How we make that sharp
part is by adding a loop close to the base
of the neck to add a loop, press Control R, put it up here, and click to insert it. Now, you can see that the
transition is much sharper. Let's do this for a couple
of more areas where we want to have a
harder transition, e.g. at the bottom of the neck here, press Control R and add another
loop close to the base. Then press Control R again and add a loop
to the hand here. Press Control R again and
add one near the shoulder. And finally press Control R one last time and add a loop
around the foot like this. Now that makes all those
areas nice and sharp. Next, let's adjust the
shape of the mesh a bit more before we
apply the modifier, press one for
vertices selection, select these TO vertices
and scale them in S and X. Adjust the shape of
the head as well to match the front end
side reference better. The beauty of the blender
modifiers is that you can preview them in the viewport
before applying them. This allows you to make adjustments like these
before committing. This saves a lot of time
tweaking later down the line. Let me just turn off x-ray and the references so you
can see what we've done. That looks really nice. Now, let's apply the modifier, press Tab and go
into object mode. Next to the modifier from this little tick
mark, choose Apply. Now your meshes moved when
you go into edit mode, you can see that we now have
more polygons to work with. Well, we're going
to do now is we're going to make the
foundations for our face topology and we would just silhouette of the
character further. First, let me explain
what topology is. Topology is the flow and
organization of vertices, edges, and faces on a model. Good topology flow is very important when it comes
to animated characters. This is because when
the character moves, the model is going
to be deformed. Good topology ensures that
deformations look realistic. Otherwise the mesh
will pinch, stretch, or just deforming correctly
when enemy in truth be told, there isn't one correct
way to do topology. Different artists do things
slightly differently. There isn't an exact spot. You should place each loop. However, no matter what
your topology flow is, you're aiming for
good deformations. General rules you want to
remember is to not place triangles in areas that
will be deforming a lot. And to not place poles in areas that will be
deforming a lot as well. So you want to avoid placing
these in the corners of the mouth really
close to the eyes, at the elbows or the knees and other areas that
will be bending. In terms of face topology and easy way to get good
deformations is to make your topology or edge flow follow the structure of
the muscles in the face. This way, when the face moves
and the muscles contract, the deformation we
will look believable. We're going to do
now is make a base for good facial
topology on our model. Let's start press Tab
and go into edit mode. Then press F3 for
face selection. Shift, select these
two faces after that, press E to extrude them in S
to scale down the extrusion. We do this so we can have a nice rounded continuous
loop around the eyes. This will later be very helpful when you rig and
animate your character. Let's do the same
for the mouth area. Select this face, then press
E to extrude the face. Click to accept the extrusion, then press S to scale in. Now we have a nice
rounded continuous loop around the mouth as well. Move to newly extruded faces
are a bit with g and y. You're just trying to make the curvature of the face nice. You don't want these new
faces to be to indent. Now we're going to
shape the body to match the reference even better. Now that we have more
polygons to work with, making more complex
shapes will be possible. Let's start with the hip area, press Tab and go into edit mode. Press one for
vertices selection. Select these vertices around
the leg in position them to match the reference closer
by pressing G and Z. Next, I'm just
moving the hand in the x-axis with G and X. This here will be the
palm of the hand, will extrude the fingers
from that later on. After this press Tab and
go into object mode. From the Modifiers tab, add a subdivision
surface modifier. Don't apply the modifier yet. We're just adding it for now. Now, here you can see that
the legs are an odd shape. Let's fix those now, press Tab and go into edit mode. The reason it looks odd is because the legs
on my model or a bit too wide on the
y-axis to fix that, press two to go into
edge selection, Double-click on the
edges and then scale them in by pressing S in y. Here, remove this edge loop
by double-clicking it, then right-clicking and
choosing dissolve edge. This was an age we
didn't really need as it was too close
to this edge here. Next, I continue to
adjust the leg shape. After I'm happy with the legs, I press one for
vertices selection. I choose the vertices at the front and the
back of the pelvis, and they moved apart with S NY. Now that area has a nicer shape. Next, let's adjust the shape of the head where x-ray turned on, grabbed the individual
vertices in position them to match
the reference with G. A lot of books modelling is just grabbing in tweaking individual vertices. Personally, I find
that super fun and therapeutic even once you
get used to modelling, it's almost like meditation, trying to match your
model to your reference by tweaking everything. Nice. Now everything matches the
reference pretty good. Anyway, now, ready to apply the subdivision
surface modifier, press Tab and go
into object mode. Next to the modifier, click on the check
mark and choose Apply. Now our meshes moved further. This is the stage where we
will be adding the most detail to our model will
make the eye area, the mouth, the nose,
and the hands. Let's start with the eyes first, press Tab and go into edit mode. Press one for vertices
selection, shift, select these two vertices here, then press X and choose vertices to delete the
selected vertices. This opens up a
whole for the eye, as you can see here, we have the nice continuous loop we made for the eyes earlier. Now we just want to
shape the opening here to match the eye shape
of the reference. Press numpad one
for a front view, turn on the reference from here. If you've hidden it. After that, grabbed
individual vertices on the opening and move them to match the shape of
the eye. With GI. You want to move the neighboring
vertices a bit as well. So everything is
spaced out nicely. Make the opening slightly bigger than it is
on the reference. These variances in the
corner of the eye, you want to move in
the y-axis as well. Shift select those and press D and Y to move
them into y-axis. The whole time you're
working on your model, you want to be working
from multiple angles. This is because something might look really nice from the front, but then it can look really
Genki from a side angle, which is never good surprise. So rotate around your model a lot while you're doing the eyes. Shift the vertices too
close to each other. So I'm just pasting
them out with G. Any. Next we want to
move the whole eye area inwards to do that, press two to enter
edge selection mode. On the eye-opening loop. Then while holding down Shift, select these three loops
around the nose area as well. Press G and Y to move those
edges into the head a bit. This helps me make the
facial bone structure. Here. I'm just further adjusting the vertices and making sure
they're nicely spaced out. Next, what we want
to do is extrude the eye-opening inwards that will make nice circular
edge loops around the eyes, which will mimic the
circular muscle that exists around the
eye in real life, this will help everyone to rig and animate your character. Press two for edge selection. Double-click to select
the eye-opening loop, then press E to extrude it, click to accept the extrusion. Then press S to scale
the new edge inwards. Now you can see that
when we press Control R, we can add circular
loops around the eyes. This is good as it matches
the shape of the eye muscle, like I said before. Next, I'm just scaling up the circular loops
around the eyes a bit. I double-click to
select the edge and then press S to scale it. Then I adjust the vertices
around the eye manually, making sure that they're
nicely spaced out. Here. Continue adjusting the
vertices by pressing G. I'm trying to space them
out so there's no pinching. And I also tried to keep
the edges straight. Spacing these vertices are
also ensures that there are no hard edges or lines in the silhouette
of your character. Nice, That's looking good. Now next let's block
out the mouth. Press F3 for Face Selection. Shift, select these
male faces here, press X and choose faces to
delete the selected faces. Then press two for
edge selection, Double-click here to select
the opening of the mouth. Press E to extrude it. Click to accept the extrusion, then press S to scale it in. We want to shape the
opening of the mouth. Now, press one for
vertices selection. Then select the individual
vertices and move them around with G and
Z and G and why? Here you're aiming to make
a nice curve for the mouth. So keep adjusting these vertices and dessert and
y-axis until you get a nice curve. Okay, Nice. Let's move on from
the mouth. Now. As you can see here in the head, there are some pinching around this circular loop we
added where the eyes are. This is because the vertices here are too close
to each other. So even if we add a
subdivision surface modifier, this pinching won't get fixed. How we fix it is by going into edit mode in spacing
those vertices out. So that's exactly
what I'm doing here. I'm just spacing
these vertices out. I press G twice to slide the vertices along the
surface of the model. That allows you to move
the vertices around while also retaining
the shape of the face. Nice, that looks
much better now, we can leave the
protruding area above the eyes because that
will be the brown line. Now that we have the
base of the face, Let's continue shaping it. Press Tab and go into edit mode. Press one for
vertices selection. Select the vertices at
the front of the mouth. Then you want to turn on proportional editing
from up here. Proportional editing allows you to move the selected vertices together with the
surrounding area around them with a
smooth fall off. So if I press G and
move the vertices now, you can see that the area next to them is
affected as well. You can scroll up or down on
your mouse to increase or decrease the area that
proportional editing effects. Here I'm just decreasing
the area proportional editing effects by
scrolling down on my mouse. And then I press G and Y to move the whole lower
face area forward. After that, I select
the middle of the nose here and bring that
area in words. Here, my side view doesn't
exactly match the reference, especially in the eye area. Sometimes that happens when you draw your own
reference like I did. And you don't
exactly nailed down the side view, but don't worry, as long as your model looks
good from all angles, it doesn't need to match
this side reference exactly. Next, let's match the mouth
position to the reference. Press one and select all the
vertices around the mouth. When proportional
editing still turned on, press G and Z to move
the mouth up a bit. Now press numpad free
to go into side view. Here you want to
match the shape of the front to the
reference a bit better. Here I'm just adjusting the individual vertices to try to match the proportions better. I also strengthened these
horizontal head loops by double-clicking on
them to select them, and then pressing Z and
zero to string them. I do this so things aren't wonky and they're
a bit tight ear. Okay, next, let's quickly
block out the nose. After that, we'll make
everything look nice and tidy the messy areas
while in edit mode, press F3 for Face Selection shifts select
these three phases. After that. Press Num pad free
for side view and press E to extrude
the selected faces. Click to accept the extrusion. Press R to rotate the fetus slightly after day or press
one for vertices selection, select the individual rows
of vertices and start moving them with G so they match the shape of the nose
in the reference. If you press Num pad
one for front view, now you'll see that the
nose is too boxy and wide. Let's fix that now. Shifts select the
vertices on the side of the nose and move
them in with g and x, that makes the nose narrower. Next year also want to move the same vertices in
the y-axis a bit. Press G. And why to do that? Now, let's connect the nose
bridge to the forehead. Press F3 for face selection. Shift, select these two faces. Then press X and choose
faces to delete them. Now we want to close
off this open area. As you can see on the bottom, we have two faces and
on the top we only have one phase to close the area of properly without
creating bad topology, we need to have two faces on the top in two phases
on the bottom. So this way we can connect them without creating triangles. You should avoid putting
triangles in the face. This is because it
creates pinching. Once you rig and
animate your model, if you want to put triangles, you want to put them in areas
that wouldn't be deforming. So e.g. we can put some
at the top of the head or the bottom of the chin where things won't be
deforming too much. The press Control
R to add a loop. Now, it adds a loop
around the whole model. That's not ideal as
it creates a lot of unnecessary faces in places
where we don't need them. So what we will do
instead is we'll manually cut in
the new edge loop. This way we won't have any unnecessary loops and we can place a triangle
where we want it. Press K to activate
the knife tool, click your mouse to start
cutting from this point here. This creates a
triangle. Up here. A triangle there is, okay, because the area
one be deforming once we rig and
animate the character. Once you've reached
the end here, press enter to accept
that newly cut edges. Awesome. Now we have
two phases on the top, in two phases on the bottom. So we can connect
these edges while the flow of the
edges remains good. Press two for edge selection. Select this edge here, and then shift select
the bottom one, press if to create a phase
between the selected edges. Do the same for the
other to select the top edge and then shift
select the bottom edge, press F to create a
phase between the edges. Nice. Now we have the
base of the face or laid-out only need to do is
shape everything a bit more. Here I'm just adjusting the
shape of the nose further. I press one to go into vertices selection
mode and then moved individual vertices with g to match the shape of
the reference better. While I'm moving the vertices, I tried to keep
each phase square. Here. I'm enabling the subdivision
surface modifier in the viewport. Then I continued to make
some more adjustments. Now that we have a good
foundation for the face, we can start paying more
attention to the details. So we're just trying to match the reference more closely now. Here you can also use coped mode to quickly fix the
shape of some areas. Press Tab to go
into sculpt mode. Here you can use
the grabbed brush. What the grabbed brush
does is it moves the vertices in the selection
area around the brush. Here and Sculpt Mode, you can press F to increase or decrease the
area that the brush effects. I'm just using the grab
brush to give the face and nicer shape and then moving the sides of the mouth
a bit further in. Another brush that
comes in super handy here is the smooth brush. It does what the name says. It smoothes your mesh. You can increase or decrease the strength of the
brush from up here. I just used the smooth brush to smooth out some of
the bumpy areas. Now let's shape
the lips properly press Tab and go
into Edit mount. Press one for
vertices selection, Let's pull the vertices
around the mouth to make the protruding shape of the lips turned on x-ray from up here. After that, select the
vertices around the opening of the mouth and move them
forward with G. And why? Move the bottom ones forward
and slightly up as well. Here you're just trying to match the silhouette of the
lips from the reference. After this shift, select
the two vertices in the corner of the mouth
and move them back with G. And why this
creates a little dimple like shape which makes the area look a bit more
fleshy and organic. After this, I continued
to adjust the spacing of the vertices while making
sure they're not too wonky. Here, I'm trying
to keep the edges straight in the face is
a square as possible. Again, I've pressed G twice to slide the vertices along
the surface of the model. So yeah, I'm just
continuing to make lots of small adjustments to
individual vertices. These small tweaks will help the overall shape and make
everything come together. So just keep adjusting
everything in, make sure it looks
good from every angle. In the process of
adjusting everything, I use edit mode for
final adjustments and sculpt mode for adjusting
and moving bigger areas. Here, I'm using the
grabbed brush to bring the bottom of the
mouth a bit further in, so it doesn't look like the
character has an under bite. I continue to adjust and tweak until I'm happy
with the shape, I make the cheek area chubby and the bottom of the
face a bit narrower. Nice, are done with shaping. Now let's make the inside
cavity of the mouth. We do this so we can
have something inside the mouth to hold the
teeth and tongue. I won't be showing
you how to make the teeth and tongue
in this tutorial, but you can easily do them using the same techniques
we've learned so far. You can use a cube to block them out and then add detail
as you go along. I might even provide teeth
and tongue models in the course resources if that
will be easier for you guys. Okay, Let's make the
inside of the mouth now press Tab and
go into edit mode. You can temporarily turn off the subdivision
surface modifier from here to see what you're
selecting more clearly, press two for edge selection. Double-click to select
the opening of the mouth. Rotate the camera
inside the head so you can clearly see
what you're doing. Now press E and y to
extrude the selected edge. Press E ANY a second
time to extrude again. After that, grabbed
individual edges and space the top from the
bottom by pressing G and Z. Once you have the
edges spaced out, Double-click to select
this edge loop, press E, and why again to
extrude it in no y-axis. After that, press S and Z to scale up the
loop and the z-axis. Press one for
vertices selection, or just the shape
of this loop here, so it's not too sharp. Then press two for edge selection and double-click
to select this end loop. Once again, press E and
the y to extrude it, press S and X to
scale the new loop in them press E and
the y to extrude. Again, scale this
loop down as well. And one last time, press E and y to extrude and then S to scale
the new loop down. Now let's close off this
area selected top and bottom edge here and press F
to make a face between them. Do the same for the rest
of the edges as well. After this, press one
for vertices selection. Here you want to space the
vertices out a bit and make the shape of the inner mouth
cavity a bit more rounded. So you just want it
to be a bit smoother. Here, I'm just pressing G
to space the vertices out, or trying to make the face
is a bit more square. It's good practice to keep all the phases on your
model a square as possible. You should avoid leaving
really long rectangular faces. So again, I'm just tweaking the individual vertices to make the overall shapes smoother. Here I'm just getting
the loops and the z axis to make
the cavity wider. This is where you
can fit teeth and the tongue without
clipping through anything. Nice. Now you can
see that we have an inside part of the mouth, so it's not just an
empty hollow space. Next, let's extrude the eye
loops inward so we can make the eye waterline
press Tab and go into edit mode or S2
for edge selection, Double-click on the
I loop to select it, then press E NY to
extrude it inward. Let's hardened this area a bit. Press Control R, and add an
edge loop on the inside here. Next I'm just going in enclosing the opening
of the mouth to close it grabbed individual vertices and move them down with G and Z. While doing this,
you can turn off the subdivision surface
modifier so you can see what you're
doing more clearly. Nice, That's the
face all done now, let's add the eyeballs next. Press Shift a and
add a round cube. If you don't have a round
cube as an option here, make sure you have added mesh, extra objects enabled
from add-ons. Right-click the Round Cube
and choose Shade Smooth after that ad and apply a subdivision surface
modifier from here. Then press Tab and
go into edit mode. Press a to select
all the faces of the object and then move
it up with G and Z. Scale it down with S in position inside the
eye cavity with G. Here makes sure the eye
isn't clipping with the lid and it isn't
sticking out too much. Now let's mirror this I object, press tab and go back
into object mode from the modifiers list
at the mirror modifier. Nice, now she has two eyeballs. Next we're going to make the eyelashes press Tab
and go into edit mode. For speed's sake, we're just going to duplicate
the faces around the eye and make that into the lashes by adjusting
it afterwards. Press F3 for face selection. Shift, select the
faces around the eye. Then press Shift D to
duplicate the faces. After that, press P and choose selection to
separate the phases. Now when we go into object mode, you can see that the lashes are a separate object from the head. If you want to see
things without the subdivision modifier on it, you can turn it off from here. Next, we just want to separate the bottom lashes
from the top ones. Select the lashes object, press Tab and go into edit mode, shift select these bottom faces, then press P again to separate the selection
into its own object. Now we have two objects, one for the top lashes
and one for the button. Makes let's go into edit mode and adjust the shape
of the top lash. Use G to move the
vertices around and make sure that they're
not clipping with the eyelid. Here these n vertices
are clipping, so I'm just moving them
forward with G and Y. On the inner corner here, make the end thinner by moving this front
vertices in words. Now let's do the
bottom lash press Tab and go into object mode. Select the bottom lash press
Tab and go into edit mode. As you can see on the reference, the bottom lashes much
shorter than the top. So what we can do is we
can delete this face here, press F3 for face selection, and select this
inner corner face. Then press X and choose
faces to delete it. After that, press one
for vertices selection, start adjusting the shape of the lash to match the reference. Now let's extrude the
lash hairs on the button. Press Control R, and add some more edges where the latch here need to be extruded from. After that, press two
for edge selection. Shifts select these two edges and press E to extrude them. Press G and Y to move the
extruded edges a bit forward. After that, press Control R and add some edges
to the ends here. And at the base of the lashes
to harden those areas. Next, I'm just going in and manually adjusting
the position of the vertices so there's no gaps between the face and the lashes. It's really good
to keep rotating around your model
at this stage to make sure that the
adjustments you're making look good
from every angle. That way you can spot
mistakes and gaps too. Nice. Once you fix the gaps, you're all done with the lashes. Let's add the eyebrows now. In object mode, press Control
a and add a round cube. Right-click the Round Cube
and choose Shade Smooth. Add in applying subdivision surface
modifier to the object. After that, scale the cube
down with S and move it up with G. Next, you'll want to flatten the
cube by pressing S and Y. Then press S and Z to
make it elongated. After you're happy
with the shape, plays the cube on
the face with g. Here you rotate
it by pressing R. Make sure that the cube isn't clipping the face at this stage. To fix the clipping, adjust the rotation and
position of the eyebrow. Next, we want to mirror this
object, as you can see, because we moved it in object
mode and not in edit mode, we have some values here. The pivot point is
also in the center of the object instead of
the center of the scene. This will cause some issues when we try to
mirror our object. So if we tried to
mirror the eyebrow now it doesn't work properly. This is because the
mirror modifier works based on the pivot point. To reset the pivot point in
the center of the scene,
4. Part 3: Modeling The Hat And Hair: Hi guys. In this part of the course, we'll be modeling
the hair in the Hat. I'll show you a really
easy way to do Harris transform curves that you
can adjust as you go along. Okay, Let's get started. Press Shift a and add a
path curve from here. After the press Shift a again
and add a circle curve. Shift, select both of the curves and move them out
of the way we g, You can also scale
them down with S. After this, select the
circle curve and rotate it by pressing R
in, typing in 90. Now what we're going to
do is we're going to make this path curve follow
the shape of the circle, select the path curve, and go into object
data properties. Then in Geometry, going to bevel and then click on object. After that with the
eyedropper tool, select the circle curve. You can see now that
the path curve has been extruded in the shape
of the circle curve. The shape of the path curve is now controlled by the circle. If you select the circle curve, press Tab and go into edit mode, you can now move these
points here, as you can see, once he moved them, that changes the shape
of the path curve. You can also select the path curve and move
its points independently. That makes the setup ideal
for making hair strands. Now, let's grab this
bottom point on the circle here and
move it up with G. After that, grabbed
the side point and rotate the handles
like this with our then move down the point G. You can see that it makes the
strand flat on the bottom. Now let's adjust the
shape of the path curve, press tab and go back
into object mode, then select the path curve in press Tab to go into edit mode. Here you can select
individual points in press Alt S to scale
them up or down. Alt S is how you adjust the thickness on the points
on the hair strands. For this hair strand, let's just make the
ends really small. Select the endpoint and press
Alt S to scale it down. Do the same on the
other side. Nice. Now the strand is nice
and tapered on both ends. Here. While in edit mode, you can press Control
T to twist points. This is great for
wavy or curly hair. Shape, this trend, you can press G to move the points around. If you find that you don't have enough points to work with. In some areas, you can
sub-divide to add more points. To sub-divide, select two points between which you want
to put a new point. Then right-click and
choose sub-divide. This adds a new point
in the middle here that gives you more control over
the shape of the curve. And that is pretty much everything you need to
know about this setup. It's really straightforward
in great to use for hair as it's so
adjustable here, I'm just pressing
Control Z to undo all of the twisting I did until
the hair lays flat. Nice. Now let's start placing some strands
on the character. You can grab this
original strand or you can duplicate it by
pressing Shift D. Then you want to move
it in place with GI after this press Tab
and go into edit mode, then select all the
points on the curve and press R to rotate it. From this menu here you
want to be sure that your transform pivot
point is sent to bounding box center and
not individual origins. So you can freely
rotate your curve. So yeah, just make sure it's
set to bounding box center. Rotate this trend
in place. We are. Then start moving
individual points with G. We're just trying to
match the shape of the French trend on a reference. While you're doing this, make sure you're rotating
around your models so you know that it looks
okay from all angles. I'm just rotating
the horse trend with R and then moving
individual points when G, I'm not being too
precious with matching everything 100 per
cent at this stage. I'm just trying to
get a nice curve. Here moving the horse
trend back with G. Once it starts
clipping the head, I fix it by bringing some
points a bit further out. There's a lot of back
and forth at this stage. So be patient with yourself. Keep tweaking the shape
and you'll get there. Here I'm selecting the middle
points on the strand in pressing Alt S to
scale them up a bit. That makes the hair
strand a bit chunkier. Then I continue to
adjust the shape. After this, we want to
add another strand to the front here to fill
out this front section. Press Tab and go
into object mode. Select the strand
with just shaped in press Shift D to duplicate it. Then press Tab and
go into Edit Mode. Start shaping this trend by adjusting the individual points. Scale the second strand
down a bit by pressing Alt S. Then press Tab and
go into object mode. Shift select both strands, then press tab and go back
into edit mode again. By doing this, you can adjust both strands
at the same time, which is really handy. After I got my strands in place, I decided that they're a bit too thick to change the thickness, press Tab and go
into object mode. Select the circle curve, controlling the shape
of the strands, press Tab and go into edit mode. Select this top point and
move it down with G and Z. This makes the strands less
bulky and more manageable. After this, continue adjusting
the shape of the strand. You can press Control T to tilt them and moved
individual points with g. To be honest, there is no big secret on how
to get these looking nice. Mainly you're aiming for
a nice even curved shape on the points and you want it to look good from every angle. So lots of little tweaks
is how you get there. After you're happy with
this front section, press Tab and go
into object mode, select the second strand and press Shift D to duplicate it. This will be this trend
in front of the ear. Select the new strand and press
Tab to go into Edit Mode. Start shaping it by moving
the individual points with g. Here you want to
twist the bottom points by selecting them and
then pressing Control T. Keep adjusting it until the shape looks
good from all angles. Once you're happy
with this trend, press Tab and go
into object mode. Now I'll make the hair
strand going over the ear. In object mode, select the last hairs trend in press
Shift D to duplicate it, then press Tab and
go into Edit Mode. Start moving the point when g, you want this trend
to be above the ear. Continue tweaking and
adjusting the shape with g. Match the side and front
reference as close as you can. Select this point and scale
it up by pressing Alt S, that makes this trend a bit thicker like in the reference. Here, I decided I don't like how short the front strands are, although I've drawn
them short in the reference and it
looks good there. I don't think that works in 3D. So what I'm going
to do is I'll just make them longer to do that. While an object mode shift,
select both strands, press Tab and go into edit mode, select the bottom points
and move them down with G. Nice. Now this side
looks all good. Press Tab and go
into object mode. Now we want to copy in flip these trends over
to the other side. Let's just join them
into one object first, so it's easier to flip
them in object mode, shift select all of the strands. Then press Control J to
join them into one object. Now when you press Tab
and go into edit mode, you can edit all the
strands at the same time. You can also still edit the individual strands
on down to do that, select one point on the
strand that you want to edit, then press L to select
all of the linked points. Now you can press G or are to
edit just this one strand. If you're all done, we can now flip the object over, press Tab and go
into object mode. Before we duplicate and flip it, we want to apply or transforms. To do that, select the object, press Control a and choose 0, transforms the zeros out
all the transformations, sets the scale back to one and move the pivot point to
the center of the scene. Now I can flip these
strands to the other side, select the strands object and press Shift D to duplicate it. Then press S x and then
type in minus one. This flips the object
to the other side. After this, you can press
Tab and go into edit mode. You want to adjust the
shape of the strands on this side so it's not completely identical to the other side. Adding a bit of asymmetry to your character makes them
feel a bit more natural. Next, we'll do some trickery
for the hair and they're the hat you could model or the strands under the
hat if you wanted to, but that would take
a lot of time. So if you do each and every strand in bed at the hairline, that would be a
very long process. So what we'll do
instead is we'll make a hair cap which will have the same color as the
rest of the hair. This hair calf will be
hidden under the hat so it won't be noticeable and it
will save us a lot of time. This type of hair
cap is often used in video game characters
and under short hair. Okay, let's get started. In object mode, select the body, press Shift D to
duplicate it will grab the hairline geometry
from this duplicated model. Press slash on your keyboard to view only the
duplicated object. Then press Tab and go into edit mode risk-free
for Face Selection. Shift select all these
faces for the hair line. After that, go here
into select intake on invert the inverse
your selection. Then press X and choose faces to delete the selected faces. Now, all we have left
is the hair cap. You can adjust the shape of
the corners by pressing one for vertices selection and
moving the vertices with g. When you're done,
press Slash again, unhide the rest of the objects. As you can see, the hair cap is clipping a bit
while in edit mode, still press a to select
all the vertices. After that, press Alt S to
scale them along the normals, you can fix any remaining
clipping by hand. And with the hair cap is done. Next, let's apply
some materials to the hair so you can see
what it will look like. Press Tab and go
into object mode. Select the hair cap, go into material
properties here. Click on the minus
here to remove the currently applied material. Then press on the plus sign
to add a new material slot. After that, press on New
to create a new material. This will be the hair material. Name it by double-clicking on the material name after this, click on the box next to base color and change
the color to black. Then click on this
button up here to enable material preview. Now you can see the actual color of the materials
in the Viewport. Next, let's just quickly apply the same material to
all the hair strands. Select one side and then
from material properties, click on this icon here, choose the hair
material we created. Do the same for the other
hair strands in the eyebrows. Now, this one material controls the color of all the
hair on our model. Nice. Now let's
move on to the hat. Here. I'm just going back into solid view from this button. Now let's add a round cube to
start the hat press Shift. A and add a round cube. From this ad ran Q menu, set the radius to one. Right-click the cube
into Shade Smooth. After that from
modifier properties, add a subdivision
surface modifier. This moves the object
in the viewport. After this, press G and
Z to move the object up, scale down the object with S. Now let's delete the
bottom half of the object. Turned on x-ray from here, press Tab and go into edit mode. Press F3 for Face Selection. Drag, select the bottom faces. Press X in, choose
faces to delete them. Now we have a half sphere. This is going to be
the base of the hat, moving down with G and zed and scale it to match the
reference with S and Z. After that, scale it up
in the y-axis a bit, but pressing S and Y in, rotate it so it matches the angle of the hat
in the reference. You want to make sure
that there's no clipping here with the hair
cap in the skull. The clipping on
the strands we can fix by moving this trans out of the way after this press Tab
and go into object mode, we will now add a solidify modifier to the
cap to add some thickness, go into modifier properties. And from add modifier at the solidify
modifier, thickness, put in a value of -0.05 that add some thickness
to the outside of the hat. Now I just want to adjust the shape of the hat a bit more. Select it and press Tab
to go into edit mode. You can't see the
individual vertices because of the
solidify modifier. To get around that, you can turn on
x-ray from up here. Now you can see the
vertices behind. Press one for
vertices selection. Move these back
vertices inward a bit so there is no gap between
the head and the hat. Nice, That's looking better. Next, let's adjust
this hairline, press tab and go back
into object mode. Select the hair cap object and press Tab to go into edit mode. Moved these front hair
line vertices up with G, so they line up with the edge. Now let's shape the
hat a bit further, press tab and go back
into object mode. Now we can apply to
solidify modifier, go into modify properties here and from the tick mark
next to solidify, choose apply because we have a subdivision surface modifier
still on this part on the bottom of the
hat got flattened to fix that press Tab and
go into edit mode. Press Control R and
add a loop close to the front here and
one close to the back. That hardens the area backup. Now let's make the hat brim. Press Control R and add a
loop to the middle here. After that, press F3
for face selection. Shift, select these faces. Press numpad free
for assigned view. Then press E to extrude
the selected faces, move them down with g. In this extruded area
will be the hat brim, press Num pad free again for a side view and then move the
faces down slightly with G. After that, press Control R
again and add a loop around the end and at the base of the brim that hardens
those areas a little bit. Now, turned on X-ray and press one for
vertices selection, select the brim
and vertices here. Scale those in with S and X. Now I can make the front
opening of the hat, select the hat and
press Tab to go into edit mode will have to remove some faces in the front
here to make a whole. Press F3 for Face Selection and shift select
these two faces, press X and choose
faces to delete them. Now you have to delete
these back faces too. The back faces are there
because we applied the solidify modifier earlier
to delete the back faces, shift, select them, press
X and choose faces. Now we want to bridge
these gaps so there's no holes to easily see
what you're selecting. In bridging, you can
temporarily turn off the subdivision surface
modifier from this button here. Now you want to press
two for edge selection. Shift, select these two edges. Press F to make a
face between them. Now do the same for
the rest of the edges, shift select them, and press F to make a phase between
each set of edges. Now there's no more holes. Next, Let's shape this
opening a bit better. Turn on the reference. Grabbed these two
corner edges here and scale them in with S and X. After that, select all
these bottom edges and scale those in as well. S and X. We're just trying
to match the shape of the hole in the reference. Make sure you're working from multiple angles so there's no
weird bumps in your model. Now you can enable the
subdivision surface modifier again from here. Okay, so that's
looking good apart from we just want to harden
this area at the front. To do that, press Control R, scroll on your mouse and add a few edge loops,
this inside area. After that, press Control R and add some loops to the
two corners like this. Last thing we want to do
on the hat is to soften it as a whole and then harden
some specific edges. While in object mode, select the hat, right-click
it and choose shades. Move that smooths the
normals on the whole object. After that, you want
to come here in object data properties
and under normals, you want to enable auto smooth, sent the angle here to 60. Now let's manually hardened
some specific areas, press Tab and go into edit mode. Shift select all of the
edges running along the outer and inner
rim of the hat. So you want these
edges selected. After that shifts,
select the edges around the opening on
the front as well. Then right-click and
choose mark sharp. That makes all the
selected edges sharp. As you can see when we
go into object mode, or the edges we selected
are nice and sharp. Nice. Good job so far. Next, I'm just going in and fixing where the
hair clips the hat. I do that by adjusting the individual hair
strands in edit mode. Try to make sure that there's
no gaps and no clipping. I also go in and adjust the vertices or the front
of the hair line further. Here you can turn on material preview to help you
see things more clearly. The contrast between the
black hair and the white on the other models will
show you where there's clipping and problem areas. So yeah, you just want
to continue adjusting until you see no
more issues or gaps. Finally, let's
model the pigtails. We'll do them the exact same
way we did the strands, but instead of using the same
circle we created before, we'll add a new
source circle for the pigtails to add a new curve, press shift a curve and a
new circle curve rotated. We are in positioning next
to the other one with g. Now we're just going to replace the old circle curve
with this new one. Here I'm using a duplicate of the original path
curve we started with. If you don't have a
path curve from before, you can add a new one to
your scene by pressing Shift a going into curve and
then choosing path. After this, we want to go
into object data properties, then go into geometry. Bevel, click on Object in
from the eyedropper tool, select the new circle curve. Now the path follows the shape
of the new circle curve. Here by Ns are scaled
down because I'm using a duplicate of the original
path curve we made. If you remember, we
scale down the ends with Alt S in case you've added
a new curve to your scene, the ends will be wide and open like this to make them tapered, select the path curve, and go into edit mode. Here you can select
the end point and press Alt S to scale them down. Okay, now let's use this as
a strand for the pigtails. While in edit mode, still select all the points and press S to scale down
the whole curve. Press G and position
it on the head. After this, select these
points here and press Alt S to make the curve
thinner in that area. Now you want to start matching the position of this
trend to the reference. Remember to rotate around your model while you're working, your model looks good from every angle here you want
to continue adjusting the position and rotation
of the strand until it matches the front inside
angles a bit better. It doesn't have to be 100%
precise in this case, but try to match it
as close as he can. After you're happy with the
position of this trend, you can duplicate it. To do that press Tab and
go into object mode, select the strand in press
Shift D to duplicate it. After that press Tab
and go into edit mode. Select all the points, press R to rotate them, an S to scale them match the position and size of
this trend to the reference. Moved individual points as
well to get a nice shape. After you're happy with
the second strand, press tab and go back
into object mode, select this object and press
Shift D to duplicate it. This is going to be
the third strand. Place it under here and try to match the reference
as close as he can. Once you're happy with that one, just duplicate it one more time, rotate it with R and
scale it down with S and Alt S. Nice. After we're done with the
general shape of these trends, we can position them
better in 3D space. At the moment, I have them
laid out a bit too flat. That might work in 2D, but it doesn't look very good. And Friday, to fix that, you can grab the
individual strands and press Tab to go into edit mode. Then you want to rotate
each trend by pressing R, rotate them around so they fill out the pigtail
shape a bit more. You just want them to be a
bit fluffier in less flat. While you're working on these, make sure that you're rotating
from multiple angles. You want to make sure that
the strands will look good no matter where
the camera's position. Here, I decided to add
one extra strand that's not in the reference to just fill out the shape a bit more. I do that by going
into object mode, grabbing one of the
strands and pressing Shift D to duplicate it. Then I press tab and
go into edit mode. I grab all the points and
press R to rotate them. Keep adjusting until you're
happy with the shape. Nice, That's looking better. It works from all angles. Next, we just want to apply the hair material to all
these trends as well. Select each strand and for material properties
from this icon, choose an apply
to hear material. Here I'm just doing
some more minor tweaks. I just rotate the
strands a bit more. Once you're 100%
happy with these, you can merge them into one
object and then flip them to the other side to do that press Tab and
go into object mode. After that shift, select
all the pigtail curves. Then press Control J to
join them into one object. Now you want to apply all transforms to
this object before duplicating it and
flipping it to the other side to
apply transforms, press Control a and
choose 0 transforms. Now I can duplicate
this pigtail object, select the object and press
Shift D to duplicate it. After that, you can type in S x and then minus
one to flip it. Or you can just type in minus
one in the x field here. Beautiful. Now you have the
second pig tail. You can rotate it and I just
individual points a bit, so it's not exactly
identical to the other side. It's always good to
add some asymmetry. And with that, we have finished the hat and the hair
of the character, amazing work so far. In the next part of the course, we'll be finishing off
the modelling stage by making all of the clothes
in the accessories. Okay, bye for now. I'll see you in the next one.
5. Part 4: Modeling The Clothes: Hi guys. In this part
of the course will be modelling all the
clothes in the accessories. Let's get started. First, we'll make the sweater. To get the geometry
for the sweater, it will use a copy
of the body mesh. Wow, on object mode, select the body and press
Shift D to duplicate it. Now we have a copy of the body selected and then press
slash on your keyboard. This isolates the selected
object in the viewport. Now press Tab and
go into edit mode. Press F3 for Face Selection and turn on x-ray from up here. Shift select all these phases, then add these phases to
the selection as well. Nice. Now at all of those faces selected go up here
and from select, choose inverse, this
inverse, your selection. Then press inks and choose faces to delete the
selected faces. Nice, that leaves us with
the base of the sweater. Press a to select all the faces, and then press Alt S to scale
them up along the normals. We do this so the sweater
doesn't clip the body. Now Chris slash on your keyboard to make all the other objects
visible again, if I turn off X-ray now, you can see that the
base of the sweater is all good and it doesn't
clear up anywhere. Now what we want to do
is adjust the shape of the sweater by
moving the vertices. Press numpad one for front view and then press one for
vertices selection. Turned on x-ray from up here. Now let's just straighten
the loops on the torso. Select these bottom vertices and press S in zero to
straighten them. Straightening loops like
this is good practice. So your models and nice and tidy do the same for the
other torso vertices. Select each row and then press S in zero
to straighten them. Now we're going to start
shaping the sweater. Select these vertices
on the side here. Then from this button, turned on proportional editing. Now when you move the
selected vertices, the area around them
will move as well. You can scroll up or
down on your mouse to increase or decrease the area. Proportional editing effects. Now press G and X to move
the vertices out a bit. Select the top vertices, and then press G and X
again to move them out. We're just trying to get a nice curve shape to
match the reference. Here on the bottom. You can bring these in a
bit with G and X as well. Nice, That's looking good. Now let's move on
to the slave were proportional editing still turn on, select these vertices. Press S to scale the vertices
and the surrounding area. Up. Here you can press two
for edge selection and then scale each loop up to
get a nice smooth shape. Scale these loops so the
angle between them isn't sharp and they have a nice smooth transition
between them. You also want to move
them apart with G So there as evenly
spaced as possible. Nice, That's looking better. After this, press one to go
into vertices selection, select these vertices
and move them with G and X to match the length of the
sleeve on the reference. Here I'm just selecting
the end loop and making sure it's nice and
tight around the wrist. I do this by scaling it
down with S. After this, I go in and scared the
loops around the shoulders. I select each loop and press
Alt S to scale it down. I do this so I can more closely match the reference
because we have so many lives close
together here this area will need a
bit more adjusting, press two for edge selection. Scale. Each loop down a bit with this until we have a
nice smooth transition. Here, we can actually
remove one of these edges because
they are a bit too dense in this area. To remove the edge,
double-click it, then right-click and
choose dissolve edges. Typically what your models, you should aim to have similar polygon
density in each area. So what that means
is your polygon should be a similar size or across your model in some areas where you have a
lot of deformation though, it does help to have
some more edge loops. So it's okay to have more
edge loops around knees, shoulders as long as you
don't already do it. This will later on
make deformation much smoother once
your model is rigged. After this, press one and continue adjusting the
silhouette of the sweater. Match it as closely as
it can to the reference. Now let's adjust the side view. Press Num pad free
for a side view. Select the sweater and press
Tab to go into edit mode. X-ray turned on, select
this row vertices, press S and Y to scale
them up in the y-axis, match the width of
these to the reference. Then select this next row. Press S and Y again to scale it. Select the bottom row
of vertices here, and then press S and Y
to scale it up as well. Do the same for these top
vertices and the torso as well. Keep adjusting the
vertices with g So you can more closely
match the reference. Here on the bottom. Add one more loop to achieve the nice curve that we
have in the reference. To do that, press Control
R and add a loop here. After that, select
all the vertices on the new loop and
scale it up with S. Continue adjusting the
shape until it looks smooth. Here the shoulders turn
down a bit to bumpy. This happened because we
scaled the loops individually. Let me show you how you
can easily fix that. If you ever find
that your loops have gotten a bit bumpy when
you scale them up. So instead of going in and manually trying
to fix each loop, what you can do instead is
delete some of the loops in-between here and then
reinsert them where needed. Let's do that now. Press two for edge selection
and double-click this loop. Then right-click and
choose dissolve edges. There already removed some
of the bumpiness. After day. You can double-click on
this neighboring loop, move it in with G and X when
you go into object mode. Now, you can see that some of the bumpiness has been fixed. Now let's fix the
remaining bumpiness. Press Tab again and
go into edit mode. Double-click to
select this edge. Here is the one causing
more bumpiness. Right-click it and choose
dissolve edges to remove it. After that, press Control R and add an edge where
the old one was. This new edge won't
be bumpy anymore and we'll add some extra resolution
to the shoulder area. Nice. Now when we go
into object mode, you can see that there is no
more bumpiness on our model. So what I wanted to
show you is that if you have areas that
are a bit uneven, you can delete the edge is in-between and then
reinsert them. We control our next, we'll make the color and
bottom elastic on the sweater. Select the sweater and press
Tab to go into edit mode. Press F3 for Face Selection. Select these two rows of faces. Press X and choose
faces to delete them. This opens up a bigger
area for the color. Now press two for
edge selection. Double-click on the neck
opening to select it. Press E to extrude the edge loop and then S to scale
up the extrusion. After that, press E and
Z to extrude upwards, click to accept the extrusion. Then press E again to extrude an S to scale the new
extrusion inwards, click to accept the extrusion. And one last time, press E and Z to
extrude downwards, click to accept the extrusion. Scale this loop down so it's a bit closer to the
base of the neck. Nice. Now we have the
base of the color and we just need to
shape it a bit nicer. Press Control R and add a
new loop to the middle here. Press S to scale
the new look up. Here I'm just pressing
one and adjusting these friend vertices because
they've become too wonky. I moved him in with G and X. After this press two
for edge selection, shift select all of
these color edge loops. After that, moved them in
with G and scale them down with S. We're just aiming to make the color a
bit smaller here. Awesome. We'll finish
that up in a bit, but so far it's looking better. Now, let's block out the elastic bands on the
sleeve and the torso. Double-click on the
sleeve and loop to selected press E to extrude the edge loop and then S
to scale up the extrusion. Click to accept the extrusion. After that, press E and X again
to extrude in the x-axis. Click to accept the extrusion. Then press E again to extrude, and then scale this new
extrusion in words. Now let's do the
bottom inelastic. Double-click on the
end loop to select it, press E to extrude it, and then S to scale
up the extrusion. Click to accept the extrusion. After that, press E and
Z to extrude downwards. Then press E again to extrude an S to scale the
extrusion inwards. Click again to accept
the extrusion. As a side note, what you can do here to
finish these edges off is to extrude them
inwards one more time. So you can have them
going in like this. This way the edge will be
nice and finished on mine. I just left them open, but it's good practice to
finish the open-end zone close. Nice. Now that we have the
base for the sweater down, we can finish it off by
fixing some problem areas. E.g. this here on the
back curves inwards because we made the
base of the sweater from the body to fix it, press one for
vertices selection. Select the problem vertices on the back and pull
them out with G NY. Nice, that's looking
okay so far, but it's still
need some shaping. What I want to do next is hardened the transition
between the sweater in the elastic aided parts to do the press Tab and
go into edit mode, add some more loops close to the base of each elastic band. Do that by pressing Control R. And one here on the bottom, one around the sleeve, and one around the neck as well. That hardens the transition
here a bit more. Now, let's fix the neck
band shape a bit more. Select these vertices
and scale them up with S. Then select these top
vertices and scale them down. We again move them towards
the neck with g. Next, press two for edge
selection mode, this middle edge I made too big, so I'm just kidding it back down with S. The last thing we want to fix is the sort of square shape on
the neck Climb. Let's do that now. Shifts select these edges, then move them out with g and x. Move these middle ones out a
bit more with G and X again. Let's do the same on the back, select these edges and
move them out with G. Any nice that looks
a bit less query. Now, the finishing touches for the sweater will save for later, and now we'll move
on to modelling the shorts and the socks. Once again, we'll use the original body GO
as a starting point, press Tab and go
into object mode. Select the body GO and press
Shift D to duplicate it with the duplicated body selected press Shift and click on the reference to
select it as well. Now press Slash to isolate
the selected objects. Then press numpad one for a front view press Tab
and go into edit mode. Here we want to make
a new loop where the shorts and to do that, press Control R and
add a loop here. Now let's select all
the faces that we need for the short
and the socks. Turn on x-ray from up here and then press F3
for face election. Shift. Select all
of these faces. After you have all
the faces selected, go into the Select menu
and choose inverse. This inverts the selection. Then press X and choose faces to delete the selected faces. That leaves me with only the geometry for the
shorts and the socks. Press Slash again to unhide
all the objects in the scene. Turn-off x-ray, press a to select all the faces and the
shorts and the socks, and then press Alt S to scale the selected
faces along the normals. That fixes any clipping
with the body. Nice. Now let's add some
thickness to these close press Tab and go into object mode
with the objects selected, go into modify
properties and add the solidify modifier in here, set the value to -0.0 to add some thickness to
the outside of the clothes. To fix the normals go into object data properties
here and from normals turn on auto smooth that fixes the shading
on the models. Next, we're going
to make the shoes. To do that, we'll use yet another copy of
the body geometry. Press Tab and go
into object mode. Select the body in, press Shift D to duplicate it. Then shifts select
the reference plane, press Slash to isolate
the selected objects. Now we'll select
the faces we need for the boots and
delete the rest. Press Tab and go into edit mode. Turned on x-ray. Drag select these faces here. After that, go into
the select menu here and choose invert, then press X and choose faces to delete the
selected faces. Now, all we have left is
some geometry for the boot. Press Slash to exit
isolation mode. Select all the faces for
the boot by pressing a. After that, press Alt S to
scale them along the normals. Now let's shape the boot. Press numpad one for front view. Press one for
vertices selection, select this top row vertices, flatten them by
pressing S zed in zero, then move them up with G and Z. Scale these bottom rows of vertices up a
little bit as well. Now let shape the
front of the boot. Press numpad free
for a side view. Select these vertices
on the front here, scale them down into zeta
access by pressing S and move them a bit
forward with G and Y. After this, press two
for edge selection, Double-click to select
this loop and scale it down by pressing S and Z, move it down with G and Z. Scale down the one
behind it as well. Now you just want
to move these all down so they line
up on the bottom. Continue adjusting until the
shape is nice and smooth. Now we're going to scale down the foot and sock
down the same way. So they fit into the shoe, press Tab and go
into object mode. While in object mode, shift select the body
and SOC geometry, then press Tab and
go into edit mode, select the friend vertices on
both models and scale them down in the z-axis
by pressing S and Z, move the vertices forward with G NY adjusted rows of vertices
and the back as well. You just want to scale these
down in the z-axis as well. Ultimately, you just want
the sock and foot to be able to fit inside of the shoe
without clipping anything. Nice. All done with that. Now let's further
just the shape of the shoes press Tab and
go into object mode. Select the shoes, press
Tab and go into edit mode. After that, turn on X-ray and select all the
vertices on the bottom. Press S and zero
to flatten these. Now makes the shoe nice
and flat on the bottom. Next, let's make the
front of the foot, sock, and boots sharper
while in object mode, shift select the body, socks and shoes, then press
Tab and go into edit mode. Turned on x-ray. Press one for
vertices selection. Select these front
vertices turned on proportional editing
from this button here. Finally, press S and X to scale the vertices
in the x-axis. Here you can scroll down on
your mouse if you want to decrease the area that
proportional editing effects. After this grabbed the very
front vertices on the shoe. Scale, those in with
S and X as well. That makes the front of
the shoot nice and pointy. After the press Tab and
go into object mode. That's looking good so far. Next, let's add a solidify
modifier to the shoes. Select the shoes
object and go into modify properties here from add modifier and the
solidify modifier in thickness put in
a value of 0.04. Awesome, the shoes I not done. Next, we'll make some
accessories and then add some finishing touches
to all our models. After that will be
done with modelling. Next, let's add a little circular shape
on top of the hat. To do that, press Shift a and add a round
cube to you seen, right-click it and
choose Shade, Smooth. Move it up with G and Z, scale it down with S. After the press Tab
and go into edit mode. Turned on x-ray, press
F3 for Face Selection, and then select the
bottom half of the cube. Then press X and choose faces
to delete the bottom faces. After that position
the cube on the hat here with G and Z and Z and Y. You just want it to be
somewhere in the middle. Now let's add the hair ties, press Tab and go
into object mode. Press Shift a and add a torus. Decrease the major
segments here, 48-24. That makes the object
a bit more low poly. Then right-click the torus and choose Shade Smooth
after they're scared it down with S and position it at the base
of the ponytail with GI. In a little bit, we're
going to adjust the strands so they actually go
inside of the hair tie. Before we do that though, let's mirror the hair tie. While in object mode, select the hair tie, press Control a, and then
choose all transforms. This zeros out all the
transforms on the object. Now we can mirror it, select the hair tie and go
into modify properties. Add a mirror modifier after that press Tab and
go into edit mode again, please, the hair tie flush
against the head with GI. Here you want to rotate the
camera around to make sure there isn't any gaps between
the hair tie and the head. After you happy with it, press Tab and go
into object mode. Now we will adjust the hair strands a little bit
so that it can fit inside of the hair tie because
the hair is still curves, it can easily be adjusted. Select the strands and press
Tab to go into edit mode. Select this first trend
and rotate it with R. You just want it to fit
inside of the hair tie. After that, select the end
point here and move it in with G scale this second point down with an S So it doesn't
clip the hair tie. Continue adjusting this trends
on both sides so they are inside of the hair tie
and they don't flip it. So use G to move
individual points and rotate the strands
around if you need to. Nice, That's looking better. Once I'm done with that, I'm just moving on to
some final tweaks. Here. I'm just further adjusting the sweater
areas that we tweaked before and make sure that there's no indent on the
back on the middle here. I didn't also round off
the color a bit more. Next, we're going to
adjust the shape of the color with the scope tools. Press Tab and go
into object mode, then press Tab and
go into sculpt mode. Press T and select the grabbed
brush from the side menu. After that, grabbed the front of the color and drag
it down like this. The back, drag the
color upwards. That just gives it a nice curve. Awesome. Now we're all done with the final shaping of
the existing models. The last thing we have
left is tomatoes, a little plaster on her leg. Let's do that now. Press Shift a and add a cube, press Tab and go into edit mode. Scale the cubed down with
S and Z and X and Y. Scale the whole object
down by pressing S. Then move it up with GI. Rotate it a bit with R. Now you want to leave only this front
face and delete the rest. Press F3 for Face Selection. Select this front face. After that, go into select
here and choose invert. This inverts the selection, press X and choose faces to
delete the selected faces. Now we want to add some more edge loops to
the remaining phase, and then we'll place it
onto the leg so it curves. To add more edge loops. Press Control R. Scroll on your mouse and add a
few loops to the face. Then press Control R again and add 1 " down the
middle here as well. Press a to select the whole object and
move it back with G, ANY rotate it with our uterus trying to place it as close to
the leg as possible. Now we're going to wrap
this object around the leg, press Tab and go into object mode with the
plaster selected. Go into modify properties
from add modifiers. At the shrink-wrap modifier. Click on the Eye dropper
tool next to target. After that click
on the body that makes the plaster
wrap around the body. Here from rap method,
choose project. Then click on the x and
y-axis in the menu below. That makes the method of
wrapping a projection and it projects on the x and y-axis, move the plaster with G so it snaps all the
vertices to the leg. You can also scale it down
if it's a bit too big. Now the plaster is
wrapped around the leg nicely and we can apply the
shrink-wrapped modifier, press Tab and go
into object mode in modifier properties
from the tick mark next to shrink-wrap,
choose Apply. Now when we go into edit mode, you can see that the
shrink-wrap is applied and the object is
permanently curved. We now just want
to move it out a bit and add some thickness. Press G and X and G and Y to move the plaster out so
it's not clipping the leg. After that. Press Tab
and go into object mode. Right-click the plaster
and choose Shade Smooth. Now, let's add some thickness. Going to modify our
properties and add a solidify modifier to
the plaster in thickness, put in a value of -0.02. Then from the tick
mark next to solidify, choose apply to
apply the modifier. Go to Object Data
Properties and in normals, turn on auto smooth. After that press Tab
and go into edit mode. Press free for face selection. Double-click on the edge
between these two faces. This selects the
whole row of faces. Then while still
holding down Shift, double-click on the edge between these two
phases to select the second row after the
press E to extrude and OAT. S to scale the extrusion up. This makes the cushion
part of the plaster. Next, press Control R and add a loop on each side of
the newly extruded area. After that press Tab and
go into object mode. Select the plaster and
for modify properties, add a subdivision
surface modifier. Then from the tick
mark next to the name of the Modifier, choose Apply. Now I plaster is
nice and smooth. Here I'm pressing
Tab and go into sculpt mode to further adjust
the shape of the plaster. I used a grab brush to just
move it around slightly. And with that, we're all
done with modelling, amazing work so far. Next, we'll just apply all
our modifiers and then we can start UVs and texturing
in the next part. Once you completely
happy with your model is you can apply all
the modifiers to each object to do their press Tab and
go into object mode. Select each object and in
modifier properties from the tick mark next to the
modifier name, choose Apply. Here I've applied the mirror
modifier and the sweater. So when you go
into edit mode now the left side is now
independent from the right. Applied a mirror
subdivision surface and solidify modifiers to
each one of your meshes. You want to make sure that
all your modifiers are applied so you don't have any issues when we make the UVs. At this stage. If you're
happy with the hair, you can also convert
it to geometry. To do that, shift select all
the hair strand objects, then right-click and
choose Convert to mesh. Now if you press Tab
and go into edit mode, you can see that the hair is a mesh and it is not made
up of curves anymore. I only recommend
doing this after you're 100% happy
with the shape of the hair because the mesh is much harder to adjust
in the curves. One thing I want to note here is that the converted
mesh for the hair is a bit too high
Pauline comparison to the other models to reduce the polygon count of
the hair objects, select them and press Tab
to go into edit mode. Press a to select all the edges. Then go into this edge menu here and choose and sub-divide. That reduces the number
of edges on your model. Then you can just do
that one more time. Go into the edge menu and
choose an sub-divide. Nice, That's looking good. Now, another important thing I want to mention here
is polygon density. This is what we just
fixed on the hair. Generally, you want all
the parts of your model to have faces that
are similar in size. E.g. the eyebrows on
my model here have too many faces in comparison
with the rest of the model. Ideally, you want them to have a similar polygon density
as the rest of the mesh. When it comes to the eyebrows
that can be easily fixed. Just select them and press
Tab to go into edit mode. We'll do the same that
we did with the hair. Press a to select all the edges, then go into the Edit menu. Choose on sub-divide. With other areas, however, you have to take a slightly
different approach, e.g. the neck here on the model is too dense in comparison
to the rest of it. To fix that, we would have
to remove some edge loops. We can't do that
fruity edge menu, so we will have to
do that manually. The reason is more
high Pauline that area is because we've put
in extra edges there. And when we applied the
subdivision surface modifier, it just kept
multiplying the edges. It's easily fixable though. Press two for edge selection. After this shift, select. Every other edge on
the neck like this. Then right-click and
choose dissolve edges. Then you can do
that one more time. Shift, select every other edge. Then right-click and
choose dissolve edges. Now you can see that the density in the neck area
is a bit better. You can do that in any area of your model where there's
too many polygons, it's not the end of the world if some areas are denser than
others on your model, but it's just good
practice to keep in mind while you're
making your models. Another thing I want to note
is that you should remove edges that are squished
too close together. E.g. these edges on the SOC here are not spaced very evenly. To fix that, select the
socks and go into edit mode. Select this extra edge
in the middle here, then right-click it and
choose dissolve edges. This makes the spacing of
the edges much better. Generally, you just want
them to be evenly spaced. You could do the same
thing on the boats here. You can remove the
extra edges so the spacing of everything
becomes much nicer. You can also add extra edges to areas where the edges
are too far apart. This helps keep the face is uniform and a
square as possible, which is good practice, e.g. here on the hat, the edges on the brim
are too far apart. So they make rectangles
instead of squares. In order to fix
that one edit mode, you can press Control R and add two more edges between
the existing ones. That makes the faces
they're more square, which is always good. So yeah, I just wanted to
mention these so you can keep them in mind while you're
finishing off your model. You can do these
at the very end. It's easier to tidy everything once you're
happy with the shapes. In the next section, I will show you how I
tidied up the topology on my model from start to finish. So you can see the
whole process. I'm using the exact
same principles I mentioned previously. My aim is to make the
mesh density similar all across my model and to
remove any unnecessary edges, I also tried to make
sure that the face is on my models are as
quiet as possible. This step of tidying
everything isn't mandatory and you can skip it
if you just want to jump straight into texturing, I still do this step at
the end because it's good practice to make sure that your models have good topology. Your model will still work okay when rigged if
you skip this step, but the topology just
won't be as tidy. How I'm going to do this
is the section one have an overly detailed
voice-over because I'm essentially doing everything
I previously explained. If you have any questions, please leave me a comment below and I'll do
my best to help. And now let's start tightening
everything up to start off with like I showed
you before here I'm just on
subdividing the hair. Then I go in and select every
other edge on the neck. I right-click and
choose dissolve edges to remove the
selected edges. And then repeat the same
steps one more time. Here under socks, I remove these edges that are bunched
up too close together. Then I select the shoes and remove some edges
off of them as well. What I'm aiming to
do here is to have the polygons be a similar
size all across the model. I select every other
edge and then remove them by right-clicking
and choosing dissolve. I remove every other edge on these loops going
across as well. I then select the SOC and the
foot and go into edit mode. I select these vertices
and then scale them in the x-axis by pressing S and X so they don't
poke through the shoe. After this, I go in and select
ADI edge loops going up the shoe or shortly reinsert days so they're
evenly spaced on both sides. To remove the edges. All the edges selected, I right-click and
choose dissolve edges. Then while still in edit mode, I press Control R and scroll
my mouse to add new edges, which will be evenly spaced. Alright, that's much
more even on the top. Now. Now I'm going
to use a brush in sculpt mode to space the existing edges out
a bit more evenly. I press Tab and go
into sculpt mode. Here I select the
slide Relax brush. I use this brush while
holding down shift. What that does is it
slides the edges along the surface of the model
without changing its shape. So it just helps make
the existing faces more square in a bit
more evenly spaced. I just use it all over
the bottom of the boots. After that, I go in and insert some more edge
loops on the socks. I do that in edit
mode by pressing Control R. I do the exact same on the legs. The aim here is to make the
faces less rectangular. I use Control R to add some more loops on
the shorts as well. Then I press tab and go
into sculpt mode again. I select this light relaxed
brush and hold down Shift to relax the edges a bit and make them more evenly spaced. After this, I go in and remove some edges
off of the plaster. I'm just removing
the ones that are bunched up too close together. I then go in and remove some edge loops off
of the shirt as well. The ones you want removed are the ones that are too
close to each other. What your aim is with this
is to have all the faces on your models be a
similar size all across. So you don't want any
stretched rectangular faces. I then go in and use the slide Relax brush
while holding down Shift to fix the front end
back here in the sweater here. I continue using the
slide Relax brush while holding down shift on the
rest of the shirt as well. This space is the
edge is more evenly. After that, I go in and
remove some edges from the shoulder area because the topology is a bit too dense, they're in edit mode. I should select every other
edge on both sides like this. Then I right-click and
choose dissolve edges. After that, in sculpt mode, I use the slide brush
while holding down shift to relax the edges
around the shoulder areas. Well, nice the edges in that area and look
much more evenly spaced. Now, after this, I also remove some edges around the hand and neck
elastic as well. Next, I tidy the
body topology a bit. In object mode, I select the body impressed slashed,
isolate the model. Then in edit mode, I add some more edges to the legs to make the
faces they're square. I do this by pressing
Control R to add more edges. Then do the same thing that we did for the
shoes to the feet. I select every other edge
loop and then remove them. To remove the edge loops, I right-click and
choose dissolve edges. After this, in sculpt mode, I use the slider Relax brush
while holding down shift. This relaxes all the
edges on the body. Here in the shoulder.
You can do the same that we did
for the sweater. Select and remove
every other edge. Next up, I'm just subdividing
the hair and the hat. I do this. So they have a similar polygon density
as the other models. To sub-divide the objects, select them and press Tab
to go into edit mode, then right-click and
choose sub-divide. I know we subdivided
the hair earlier, but this is how you
would subdivide it if you need it a bit
more high resolution. Finally, I go into edit mode and remove any unnecessary
edge loops off of the hat, the unnecessary one,
so the ones that are too dense and too
close to each other. After that, I go in with
the slide relaxed brush, and while holding down shift, I relaxed the edges on the hat. That is it for this
tiding topology part. As I said earlier, your model will still
work once rigged, even if you don't do
this optimization pass. But it's just good practice
to do this to your models, so your topology is good. And with that, we conclude the modelling section
of this course. If you have any questions, please leave them below and
I'll try my best to help. In the next part, I'll explain what UVs are
and how to uv your model. I'll see you in the next one. Bye.
6. Part 5: UVs: Hi guys, welcome to the
next part of the course. In this part, we'll make
the UVs for character. Before we start on the UVs, let me give you a quick
explanation of what UVA's actually are and what
UV unwrapping is. So all we need to do in
order to be able to paint on our model here is
to make a UV map. A UV map is the flat representation of the surface of a freemium model, and it's used to easily apply
2D textures to a 3D object. The process of creating a UV
map is called UV unwrapping. In order to unwrap
our model here, we need to make UV seams seem tells Blender
that when we unwrap, the face is on either side of the CME should not stick
together in the UV map. So when unwrapping
the mesh is unwrapped at the edges that
are marked as seems, good UVs are crucial for
texturing and later on. Because of that,
we will manually create the seams for our UV map. Instead of using Blender
smart UV project, we want to use the
smart UV project because we have less
control over where the seams go to help visualize where you need
to put your UV seams. Try to imagine where you would cut the model to flatten it. Generally, you also want to put UV seams where
there'll be hidden. A good UV map is one that
has minimal distortion. How you can check for distortion is while
you're doing UVs, you can apply a checkerboard
texture to your model that helps you see any distortion and see where
you need to adjust your UVs, any area where the checkerboard looks wonky you need to fix. Anyway. That was just a
super quick summary of what UV unwrapping is. I'll show you
everything in practice. So if you don't get
it yet, don't worry, let's start making the UV
seams on our model here. First, let's start with a
sweater of the character. Select the sweater and press
Tab to go into edit mode. Press two to go into
Edge Selection. Now we want to
select the edges we want to mark as UV seams. When we unwrap our mesh
will be on wrapped around these edges that we're currently
going to mark as scenes. I'll show you how that
works in a little bit. First, let's select the edges. Double-click to select this edge running down the middle here. After that hold down shift and double-click to select this
edge on the other side. Then press Shift again and double-click to select the
edge on the shoulder here. After that shift, select the
same one on the other side. After that hold down
shift and double-click to select the edge and the beginning of the
sleeve cuff here, select the same one on
the other side as well. Next, we want to select
this edge loop at the beginning of the
torso elastic here. So hold down shift and
double-click to select it at this bottom edge to
the selection as well. And also select this one at the base of the color
around the neck here. Now we're going to mark
all of these edges is, seems like I mentioned before, once we unwrap, each part of the model will
detach at the seams. So each part will turn
into it's own UV island. So the body here will
be one UV Island. The sleeves will be a
separate UV Island. The cuffs will also be
a separate one, etc. I'll show you how that looks
in the UV editor shortly. First, let's mark the scenes with all of the edges selected. Right-click and
choose mark seam. Now the selected edges or UV
seams to see what that does, we have to open the UV
editor and unwrap our model. Let's open the UV editor now. Click and drag your mouse from this corner up here
to open a new window. From this button, choose
UV editor in Blender. In order to see your UVs, you have to have the
faces selected to be able to see them
in the UV editor. This is quite different
from how Maya and Substance Painter and a lot
of other softwares work. And it's a bit of an annoying
feature to be honest, but to preview your UVs, press a to select all
the faces on the model. Now you can see all
of the sweater UVs. They look all messed up because
we have an unwrapped yet. Let's unwrap Chris
hue and chosen wrap. Now you can see the UV
islands we separated out. We have one for the body to separate
ones for this leaves, separate ones for
the cuffs, etc. One thing we want to do here is separate the body UV islands to front and back at the moment
is just one whole shell. Separating them will minimize any distortion to separate
them while still in edit mode, shift select the edges on
top of the shoulders here. Shift, select these
on both sides. After that right-click
and choose mark scheme, this will now separate the torso UV islands
into front and back. To be able to see this, we need to unwrap the model, select everything by pressing a. Then press U and
choose unwrap again. Now you can see that we have two separate islands for the front and the
back of the torso. That's much better. Next one we're going
to do is we're going to apply a checker map to our model so we
can see if there's any unwanted
distortion on our UVs. Drag the timeline here. Then from this
button switch from timeline to shader editor. This is the material we
have applied to our model currently is the
default material that blender assigned to it. Now in the shader editor, press Shift a, and
in the search field, search for image texture. Click on image
texture to add it. After that, click on New here. Make the size of the texture
for 96 by 4.96 pixels. When you're making textures, the larger your
texture resolution is, the better quality
the texture will be. For 96 by 496 is typically the biggest.
I recommend you go. Okay, name your texture grid underscore texture here
so you can recognize it. After that in January it type, change it from blank
UV grid thing. Click Okay. Now you
want to plug-in the color of your grid texture to the base color
of the material. This assigns the grid
texture to your model. To grieve you to texture, go here and press this button to activate material preview. As you can see, the UVs we made on the sweater
and looking good, there is no major distortion
that would be an issue. Next, let's do the body UVs, press tab and go back
into object mode. Select the body object and press slash on your keyboard
to isolate the object. Now press Tab and
go into edit mode. Let's start selecting
the edges to mark as UV seams while
holding down Shift, double-click to select
the shoulder edges here. Select these on both sides. Select this one on the
bottom of the neck here. After that, select this one running down the
middle of the body. Select these at the bottom
of the feet as well. Here we just want to
de-select the edges running down the middle on the
bottom of the foot. We do this. So the bottom of the foot is one whole UVA Island
and not split into two. To de-select the edges, hold down control and click on the edges you
want to de-select. After that, shift, select the edge loops around the wrist. Here. Press Control D to de-select the edges running down
the middle of the hand. We do this so the hand UVs
aren't split down the middle. Instead, there'll be
one whole UVA island. Next while holding
down Shift still, double-click to select the loop running down the
middle of the hand. Here. What this will
do is it will split the top and bottom of the hand into two separate UV shells. Now let's de-select
all the edges that aren't part of the hand. Press Control and deselect or
DAGs running down the body. You just want to
leave the ones around the middle of the hand selected. Now here under the arm, you can leave this running down the middle on the hand, however, you want to de-select the edges running down the
middle of the palm, press Control and deselect the edges in the
middle of the palm. This ensures that
the UV island on the bottom of the hand
will be one whole piece. These are the edges
that you need to have selected so far. Let's also separate the feet
into separate UVA islands. To do that, shift select these loops running
around the ankle. So like before when we mark these edges that we
have selected as UVs scenes that will now split the model into
separate UV islands. We will have one island for
the whole front of the body, one for the front of the feet, one island for the
back of the body, another further
back of the feet, and one for the
feet on the bottom. Then the arms would also be separated into their
own UV islands, which will be an wrapped around this bottom edge
we have selected. The hands will be separated into a top and bottom UV shell. Before we mark all of these, uh, seems that Let's just
do the head area as well while
holding down Shift, double-click on the loop, running down the
middle of the head. Then while holding down control, de-select all the edges
running down the body. The only edges that you
need to leave selected are the ones that are running down the middle of the head. In this case, how we've
done the topology here works really well because the selection stops at
the top of the head. After this while still
holding down Shift, select the circular
loops around the ears. Shift select the loop at the opening of the
mouth as well. What that will do is once you
unwrap that will separate the ears and the inside of the mouth into
their own islands. Okay, Now all of
those edges selected, Let's mark those as sings, to mark them as seems, right-click and
choose mark scheme. Although selected, the
edges should turn red, which indicates that
they're now UV scenes. Now, let's unwrap
like we did before. Press a to select all
the faces on your model. Then press U and choose unwrap. Here on the right in
the UV editor you can see what the unwrapped
model looks like. You can see all the
individual parts separated into their
own UVA, Ireland. One thing we want to
fix here is how we made the body one big UV island. Ideally we want to
separate it into front and back and we also
want to detach the legs. This will give you less
distortion in the UVs. Let's do that now to separate
the front and the back. Let's mark a seam down the
middle of the shoulder here. To do that, shift select the edges running from
the shoulder to the neck. Do that on both sides. Now right-click and
choose mark seam. This will separate the
front from the back. Press a to select all
the faces on the model, and then press U and choose
unwrap to unwrap again. Now you can see
that the front end, the back of the body are
two separate UV islands. Let's separate the
legs out as well. While holding down Shift, double-click to select these
loops on the legs here. After that right-click
and choose mark scheme, this will now create four
separate UV islands, will have one on the
front for each leg. So that makes 2.1 at the
back for each leg again, and that's another two. Now let's unwrap
our model again. Press a to select all
the faces on the model. Then press U and choose
unwrap to unwrap again. You can now see on the right
that the legs have been separated into the four
islands I mentioned. Now let's have a look
at what we've got. We have one whole UV
Island for the head with the ear separated into
their own UV islands. For the arms, we have
one UV island each. These islands will be unwrapped around the bottom edge here. The body is separated
into front and back. Then each leg has a front
and back QV island as well. The feet have a front, back and bottom UVA islands. One last thing we need to
fix here is the ear UVs. As you can see here on the checkerboard,
there's some distortion. This is because we haven't put a seam down the
middle of the ear. So blender can't exactly
figure out how to curve the UVs around the
model to help blender, we can separate the ear
into front and back. So that will make
the UV Ireland's flat and it will give
you less distortion. Let's put that seam
in the middle now. Hold down, shift and select these edges running down
the middle of the ear here. Do the same on the other side. After that, right-click
and choose mark seam. Now, let's unwrap
again so you can see how that fixes the
distortion on the ear. Press a to select all the faces. Then press U and choose unwrap. As you can see, that fixed
and distortion that we had from the UVA Island
being one whole piece. Nice. Now you're all done what
unwrapping the body. Let's move on to the
rest of the models. Press Slash to exit isolation
mode and cod other objects. Now Chris, tab and
go into object mode. Next we'll unwrap the
shorts and the socks, select them and press Tab
to go into edit mode. Here I want to quickly
show you a way you can unwrap objects
automatically. When you do this, blender
automatically places the seams on your objects
and unwraps them for you. One thing that I want
to note here though, is that the automatic
unwrap typically makes too many seams in
just isn't great. Unwrapping more complex objects. In the case of the
shorts and the socks, this automatic unwrapping
won't be suitable because the objects are
a bit more complex. But I want to show you how to
use it in case you want to use it on more simple
objects or other projects. So select all the faces of
your model by pressing a. After that, press U and
choose Smart UV project. As you can see, the
unwrapped D objects in place the seams
automatically, like I said earlier, because these objects
are a bit more complex, the smart UV project breaks them up into a lot of UV Ireland. That's a bit too many
pieces for what we want. So we'll just undo that
and do the UVs by hand. But you can still use
this smart UV project for very simple models and is still comes in handy in other cases. Okay, Let's just undo that. Press Control Z to undo. Now replace the seams on the shirts and socks
by hand instead. Press lash to
isolate the objects. Press two for edge selection. Select this edge loop
on the outside here. While still holding down Shift, select these two circle loops
at the bottom of the short. What that will do is it will separate the inside
from the outside into separate islands while
still holding down Shift, select the circle loops at
the end of the socks as well. Next shift and
double-click to select this edge loop running down the middle of the
inseam on the shorts. After that shift, select
these edges running down the middle on each
side of the shorts here. A good rule for clothes
on where you can put your UV seams is where you would naturally have
scenes and close. So you know where they
are sewn together, that's a good place
to put UV seams. That works in most cases. For the socks while still
holding down Shift, double-click to
select the edge loops running down the middle here. After that shifts select
these edges as well. Then while holding down Control, D select these edges
on the bottom here. Nice. Here's a quick look at what edges you need
to have selected. Once you have these,
highlight it, right-click and
choose mark seam. Now let's unwrap. Press a to select all the faces. They impress you
and choose unwrap. Nice. Now our models are unwrapped. As you can see here, there's a little bit of
distortion on the shorts. To fix that, let's put
a sim running down the middle of the
shorts in edit mode, select this edge running
down the middle here. After that right-click
and choose Mark scene, then press a to
select all the faces. Press U. Chosen wrap again. Now this new seam down the
middle, fix the distortion. Okay, so the shorts and
the SOC Sarah done. Let's move on to the
rest of the models. Now press Slash so you
can see the rest of the models after that press
Tab and go into object mode. Here I'm just going into material properties
and making sure that the checkerboard
material is applied to the hat and the other
small accessories. I do that by assigning the
material from this button. The objects want
appeared checker boarded until we unwrap them. So if they're playing
for now, don't worry. Now let's unwrap the books, select the object and
press lashed to isolate it after that press Tab
and go into edit mode. Press two for edge
selection and then shift select the circle
loops at the top here. After that, shift select
these edges as well. Here on the bottom D these
edges by holding down control. Okay, We're all of
these selected, right-click and
choose mark seam. Now let's unwrap the boots. Press a to select all the faces. They impress you
and choose unwrap. Nice. There's no
major distortion. So we're all done
with the boats. Press slash. So you can see the
other objects here. I want to explain when you
need to unwrap an object and when you can just apply a material without unwrapping. So to quickly sum it up when you're doing materials
and textures, you have these two options. Option one is if you
want to be able to paint textures on your model. So to use a brush and
paint on the model, you need to UV unwrap it. In the case of our model here, we want to be able to
paint on the sweater, skin, socks, and accessories. So we definitely wanted
to unwrap those objects. Option two is if you
want your model to be one solid color and you don't want to paint
anything on it, you can skip making the
UVs for your object. In that case, you can just apply a material to it with
the color that you want. And that's enough. In the case of our
character here, will unwrap all the objects
apart from the hair. For the hair will just leave the black material that
we created earlier. If you want to
paint on the hair, you would have to unwrap it. So I just wanted to mention this here so you know the difference. Okay, Now let's move on to unwrapping the rest
of the objects. While in object mode, select the plaster, press
Tab and go into edit mode. Double-click to select this edge running down the middle here. After that right-click and
choose Mark seem that will separate the plaster into a
front and back UV island. Now press a to select
all the faces. They impress you and
chosen rep. Nice, That's the plaster all done. Let's move on to the eyes next. Press Tab and go
into object mode. Select the eyes and press
Tab to go into edit mode. Press slashed,
isolate the objects. Here they are separate objects, even though they look like
they're stuck together. Let's mark them
seems on the eyes. Double-click to select this edge running down the middle here, hold down, shift and select the same edge on the
other side as well. Then right-click and
choose mark seam. After that, press a
to select everything. Then press U and choose unwrap. This now separated each eyeball into a front and
back UV Ireland. Press Slash again to
exit isolation mode. Now press Tab and go
into object mode. Here the hair and eyebrows,
like I mentioned before, we don't need to unwrap
because we just want them a flat color that's
already taken care of by the material
that we have applied. Next, let's unwrap the hat, select it and press Tab
to go into edit mode. Press Slash to isolate the hat. After that
Double-click to select this edge loop on the end here, shift and double-click to select the inside edges here as well. After that shifts
select these edges on the front and the back
of the opening here. Then Shift select
all these edges on the hat brim as well. This will separate
the brim UVs from the main hat UVs
and then the semen, the middle, we'll
separate the brim into a top and bottom UV island. That will flatten things nicely. So there will be less distortion with all of those
edges selected, right-click and
choose mark seam. After that, select
everything by pressing a. Now press U and choose and rap. As you can see, there
is no major distortion, so the UVs on the
hat are all good. Now press Tab and go
into object mode, press Slash so you can see
the rest of your models. Nice, it's looking good so far, the last bits left are the
button on the top of the hat, the lashes, and the hair ties. Let's do those now. First select the button and press Tab to go into edit mode. Select all the faces
by pressing a. Now press U and chosen wrap. We can directly unwrap
this model without any seams because this is a half sphere that's
open on the bottom. So that means they can
easily be flattened into a UV Ireland after that press Tab and
go into object mode. Next, let's unwrap
the lashes, shift, select the top and bottom
lashes on both sides. Then press Tab and
go into edit mode. Select all the faces
by pressing a. After that, press U
and choose unwrap. We can directly unwrap
these because they are a single-sided object that
doesn't need any seams. After you're done
with that press Tab and go into object mode. Finally, let's unwrap
the hair ties, select them and press Tab
to go into edit mode. Double-click this
edge here, ni inside. After that right leg,
choose mark seam. Do that on both sides. Select this loop on both sides. After that right-click in
market as the same. After that. So everything with a and
then press U to unwrap. Nice. Now press tab and
go back into object mode. Now, all of our
models are in raft. All we have left to do
is to make sure that all our UV islands are
a similar resolution. So that means the squares on
each UV island have to be more or less the same size
as a disclaimer here you can have some of the UV islands be a bit
bigger than others. Typically you want these to be the areas with the
most detail, e.g. you can make the head UV
Ireland bigger than the feet. That is because you
would want more detail on the face then you
would on the feet. Let's adjust the scale
on these UV islands now to get a similar resolution. To do that, while an
object mode shift select all of the
objects that we UV and we have all of the
objects selected, press Tab and go into edit mode, press a to select everything. After that, go into this UV menu here and choose
average Ireland scale. That makes all the UV Islands a relative size to each other. Now we need to lay
everything out so the islands are not laying
on top of each other. To do that, go into the
UV menu here again, and then choose pack islands. Here. However, I want to
increase the size of the UV islands for the
eyes and the head. So I want it needs to be
a bit higher resolution than the rest of the models. If you're islands are too small, the detail on your
texture will be blurry. And we don't want the eyes
and face to be blurry. So let's increase their size. To do that, one, object mode, select the eyes, then press
Tab and go into edit mode. Press a to select everything. After that, press S to
scale up the islands. After that press Tab and
go into object mode. Next, let's adjust the head selected impressed have
to go into edit mode. In the UV editor, click on one of the vertices
on the head UV Ireland. After that, press L to
select the whole UV Ireland. L selects the link two vertices. Now press S to scale
up the island. You can also do this to
any area on your model where the checkerboard
is too big or too small. Now press Tab and go
into object mode. Let's pack everything again, so all the islands
fit nicely inside the UV coordinates
in object mode, shift select all
of the UV objects. Then press Tab and
go into edit mode. Press a to select everything, then go into UV here and
choose Peck islands. Now, everything is
laid out nicely. Upon looking at this, one final thing I'm not
happy with here is how dense the UVs are on the neck in
comparison to everything else. To fix that, we need to separate the neck from the head
so we can scale it down. Let's do that now. Select the body and press
Tab to go into edit mode, Double-click to select this
engine, the neck here. After that right-click
and choose Mark seem. Select everything by pressing a. Now press U in Tucson rack. Now you can see that the neck is a separate UV island
from the head. The scale on the UVs here
is now also improved. You can photos scale down the whole show If
you want to as well. Now let's do another
final packing of the UVs. Press Tab and go
into object mode. Shift select all of
the UV, the objects. Press Tab and go into edit mode, press a to select everything, and then go into
UV pack islands. Amazing. Now we're all
done with the UV's. If you need to adjust anything, you can always go back and
add additional seems or change anything and then
repack your islands. Just make sure you do this
before you start texturing. As you can see in our UV map, everything is laid out
nicely and there's no major distortion
anywhere on the model. That means you did a
good job on the UVs. Well done if you've
made it this far, I know UVs are very intimidating when
you first start out, but I promised the
more you do them, the easier it will get. I hope that my explanations
you've understood why we do UVs and how
to make them good. If you have any questions, just post me a comment and
I'll do my best to help. In the next part of the course, we'll paint the texture
is on our model. I'll see you in the next part. Bye.
7. Part 6: Texturing: Hi guys, welcome to the
next part of the course. In this part will be
texturing or model texturing is how we add the colors and patterns
to the models. Let's get started. The first thing we want
to do is to disconnect the grid texture we added in the previous part
from the material. To do that, pull up the
shader editor from down here. Drag this yellow line away from the principled shader that
disconnects the grid texture. Now let's add a
new image texture. Press Shift a in the shader editor and
in the search field, type in image texture, click on image
texture to add it. After that, click on New here, make the height for
96 by 4.96 pixels. Then click on the color box, change it from black To White, named the texture in
the top field here. After that, change the type
from UV grid tem blank. Now click Okay. Now connect the color of the new image texture to the base color of the
principled shader. Then click on this icon
here in the UV editor. Select the new image
texture we just created. That way you can preview
what's happening in the UV editor
while you texturing. Now we can start drag down the shader editor as we
don't need it for now. Let's start texturing
the sweater first. In object mode,
select the sweater, then press Tab and go
into texture paint mode. Press N to bring
out the side menu here and the total tab we can find all of your tools settings. So the birth settings, the fill tool settings, depending on which tool
you have selected, you can do adjustments
on the right here. After that click on this icon or press T to bring up the
menu on the left here. Here you can select
the active tool. In this tutorial,
we will be using the brush and the fill tool. Click on New Brush. And then from this
we'll underwrite. You can select the active color. After that, when you
press on your model, you can start painting. Now you can see
here on the right, your 2D texture is updating as we're
painting on our 3D model. What we're making on the right
is called a texture map. Okay, let's undo that for now. Press Control Z to
undo the painting. Now we want to select
the fill tool. Click on here to make it active. After that unhide, your reference plane will use the reference plane so we
can get colors from it. Press Tab and go
into object mode. After that, select the
reference plane and go into Object Data Properties here increase the opacity of
the image backup to one. Move the image to the side. We g and x. After that in depth, click on back to Moody
image behind the model. Nice. Now we can easily swatch color from this reference for model. Next, select the
sweater and press Tab to go into
texture paint mode. Now press S and click on the
blue color on the reference. The S shortcut swatches
the color that you click on and saves it in this color
palette menu down here, click on the blue color
to make it active. After that, with the fill
tool active on the sweater, that colors your
whole object blue. Now, as you can see here, there's some white lines
where the UV seams are. To fix that, go into
the shader editor. Then in the image texture, change it from
linear to closest. That removes the white pixels
where the UV seams are. What we're going to do next
is we're going to lay down the base colors for all of the objects the same way
we did for the sweater. After that, we'll paint
in some detail manually. Press Tab and go
into object mode. Select the body, press Tab and go into
texture paint mode. Now press S and click on the skin colour under
reference plane. That saves the color of the
skin to the color palette. Select the skin color in the color palette
to make it active. Way of the fill tool selected, click on the body to
fill it with the color. As you can see on our texture
map on the right here, all of the body parts got
filled in with the skin color. Next, let's do the shorts, press Tab and go
into object mode. Select the shirts and socks. Object, press Tab. Go into texture paint mode, press S, and click on the dark blue color
on the reference. After that, select
the dark blue color from the color palette. Click on the shorts to fill
them in with the dark blue. Here the socks got
filled as well. However, we want those
to be white instead. So to fix that, select the paintbrush
tool from here. Change the active color to white from the color wheel
on the right here. Then using the brush paint, the socks white again. Next, let's do the base
color for the glutes. Press Tab and go
into object mode, select the boots, press Tab and go into
texture paint mode. Press S and click on the
yellow and the reference. Just watch it. From color palette. Choose this new yellow color. After that, click
on the fill tool, then click on the
boots to fill them. Now let's do the hat press
Tab and go into object mode. Select the hat press Tab and
go into texture paint mode. With the yellow color
still selected, click on the hat that fills in the same yellow
color on the hat. Continue doing the exact same for all the
other objects on your character until you have
all the base colors down. So you just watch
the colors with S and you fill each
individual object. Here. I'm just adding the hair
material to the eyelashes. That way the color on
all of the hair on our model will be controlled
by the same material. If you wanted to make
her hair red or green, that will be controlled
through the same material. This is what your
model should look like once you have all the
main colors filled in. Now, let's start
adding some detail. First, we'll add
the yellow color on the elastic on the sweater. Let me show you how to do that
quickly without having to manually paint it in
while in object mode, select the sweater, then press
Tab and go into edit mode. Press F3 for Face Selection. Turn on x-ray from up here. Shift select all of the faces on the
elastic on the bottom. With all other faces selected, press Tab and go into
texture paint mode. After that, press
this button here. This is the paint mask. The paint mask, as
the name suggests, makes a mask out of the faces that you have selected
in edit mode. So only those faces will get colored once you paint on them. Select the yellow color from the color palette with
the fill tool selected, click on the bottom. Elastic, as you can see that fills only the faces we
had selected earlier. Nice now do the same for
the sleeve and neck bands. Press Tab and go into edit mode. Press F3 for Face
Selection and shift select all the faces for the elastic around the neck and the slave. We've all of them selected
press Tab and go into texture paint mode with the paint mask button
still turned on, filling the selection
with yellow. Nice, all done with the elastic. Next, let's do the plaster press Tab and go into object mode. Select the plaster press Tab and go into
texture paint mode. Press S and swatch the color of the plaster
from the reference. Select the new brown
color that we have in the color palette with
the fill tool active, click on the plaster. Now let's make the
middle part of this plaster white press
Tab and go into edit mode. Select the rows of faces
for the middle part. You can do that by clicking
on the horizontal edges between the Rosa faces
while holding down shift. After that press Tab and go
into texture paint mode, choose a white color
from the color wheel. Turn on paint mask
from this button here. After that click on the object. Nice. Now the middle is
a different color. Amazing. Now that we have the
main colors blocked in, we can start painting in our
detail with the paintbrush. Before we do that, though, let's quickly save
our image texture, go into the UV editor and
from image, choose Save As. That saves everything
we've painted so far into a file is very
important to save intermittent stages so you don't lose your progress if for some reason you close
your scene without saving or if blender crashes, you lose all your progress, which is never fun. Yeah, just remember to save your image textures
before closing Blender. Next, let's start painting
in some detail by hand. While in object mode, select the body and
press Tab to go into texture paint mode will now paint some skin
detail on our model, like the redness on the nose, the cheeks and the mouth. Press S to swatch the lighter pink color from
the nose and the reference. After that, choose the
brush tool from here. Choose this new color
from color palette. Here you can press F to
increase or decrease the size of your painting brush and just reduce
the size of mine. So it's a small brush. After that, start painting
the red on the nose here. I just paint it in all over the bridge of the nose
and on the bottom. Rotate around your object
while you're painting to make sure that it looks
okay from every angle. Now, let's watch the
darker pink color. Press S and click on the dark pink on the bottom
of the nose on the reference. Then from color palette, select this new dark pink color. After that, go up here. And from string for reduced the strength
of the brush to 0.2. That makes the brush
a lot more subtle. Paint, the darker pink color on the bottom of the nose here, that gives the nose a
bit more dimension. After that, from color palette, I select the skin color
we used for the body. We've got color and the
brush tool set to 0.2. I blend the pink on the sides and on the
top of the nose bridge. That helps the
transition between those colors be a bit softer. Next, I select the
light pink color. I increase the brush strength
back to one from here. Then I paint the area
under the neck like this. This gives the illusion of
a shadow under the head. What you can do here to make your painting easier is
to turn on symmetry. That way you can paint on
both sides of your mesh at the same time to turn it on, go into the tool settings
on the right here, then scroll down
and from symmetry, press on x does turn on
symmetry in the x-axis. This saves a lot
of time because it can paint on both sides. Next I'm going in
with the pink and painting the inside
of the ear like this. Here I think the brush is a bit too soft for the ear detail. To change the hardness
of the brush, you can go into fall off here. And from this drop-down
menu, choose constant. That gives you a
hard painting brush. I just paint the ear canal
while making sure it looks good from the
front and from the side. Nice, That's looking good. Next, let's paint the
blush on the cheeks. For that, we'll use
a softer brush. Go into fall off again. And from this menu, change it from
constant, just mover. That gives you smooth
edges on your brush. After that change the
strength of the brush to 0.4. Then paint in the cheek
blushes like this. Paint a bit of redness on the top of the
eyes here as well. That gives a nice
shadow and creates the illusion of
eyelids in that area. Next, we're going to paint
the mouth in color palette. Click on the darker pink color. After that change the brush
fall off back to constant. From here. Change the brush
string back to one as well. We do this because we
want the line under mouth to be hard
instead of soft. Reduce the size of the
brush by pressing F and then start painting in a
line on the top like this. Here in the corner. Make a small dot to
create the illusion of the mouth skin
folding over that area. Nice, That's looking
good so far. Next, let's paint a bit of
pink on the knees as well. Select a light pink
color and reduce the brush string to 0.4. Again. Paint a little bit of
pink down the nice. Adding skin variation with
this pink color helps the skin look a bit more
alive and less plastic key. After this, let's add a
lighter color to the skin. This will create a
bit more variation. Press S and click
between the eyebrows and the reference here,
that swatch it. The lighter skin color
from the reference. Choose this new lighter skin
color from color palette and paint with it between the eyebrows and
above the mouth. Paint a bit of this
lighter color on the legs and on top
of the hands as well. Next, I select the
light pink color and paint on the
ends of the fingers. Again, that just gives the skin some more life and makes
it look less doll. After that, a paint in the
area under the hat with the same skin color
that helps create an effect that kind of looks
like a contact shadow. Okay, the skin is all good. Now. Now let's move on
to painting the sweater. Select the sweater and press Tab to go into
texture paint mode. Turn off the paint mask
from this button here. Now, let's paint the
star on the sweater. Change the brush, fall
off back to constant. We do this because we want
the edges of this part to be sharp from color palette, choose a yellow color
if you paint now, you see that symmetry
is turned off. We want to turn down so
we can paint faster, go into symmetry here, and then press on x to enable
the symmetry in the x-axis. Now we will be able to
paint everything faster. One last thing we can turn
on here is stabilization. This will help make your lines less wonky when you're painting. It's especially handy if
you're painting using a mouse to turn
on stabilization, go into stroke here. Scroll down and enables stabilized stroke that makes
your lines much smoother. Now, if you want to have
more or less stabilization, click on the arrow next
to stabilize stroke. That opens up a
little menu here. From radius, you can change how much stabilization
your brush has. I set my radius to 40. After that, a paint in the star at the
front of the chest. I switch between the
yellow and blue color to make the edges of
the star sharper. Next, I go in with an orange
color and a small brush, and I paint on the lines
on the elastic here. I paint with symmetry
in x turned on. So that makes everything
come together much faster. I paint the inside of the
collar here, oranges, well, here I'm painting the lines on the sleeves the exact same way. Nice, That's the
sweater all done now, next let's paint the hat press Tab and go into object mode. Select the hat press Tab and
go into texture paint mode. Select the orange color. After that. Turn on symmetry in the x-axis. Then paint the lines on the
front of the hat like this. Paint in some lines going
down the side here as well. After that, paint two
lines on the back as well. Now, let's make the brim
of the hat oranges well, press Tab and go into edit mode. Shift select all of the phases
on the brim of the hat. After that press Tab and go
into texture paint mode, turned on paint
mask from up here. After that, choose
the orange color and with the fill tool, click on the brim. Nice, That's the hat. All done now, next
let's paint the eyes, press Tab and go
into object mode. Select the eyes, press Tab and go into
texture paint mode. Press S and swatch the color of the eyes
from the reference. After that, choose a new
color from color palette. Make sure that symmetry
in x is turned on and the brush
fall off is set to constant after that with the brush tool paint the
iris of the eye like this. Nice, That's looking good. Rotate around your
object to make sure it looks okay from all angles. Next, we're going to add some geometry for
the eye highlights. You could also paint these into the texture
if you wanted to, but I prefer to add them
in as actual geometry. That way, once you
animate your model, they can easily be animated separately to add
the highlights, press Shift a and
add a round cube. In the round cube menu here, set the radius to one. After that right-click
and choose Shade Smooth. Scale the cube down
by pressing S and Y and S and scale it down overall with S. Then placed a
cube on the eye with G. Rotate it in place with R. Let's add a new material
to these highlights, go into material
properties here, and then click on new name, this new material by
double-clicking on the name. Here I'm making sure
to highlight isn't floating off and is
flush against the eye. After you're happy
with the placement, press Tab and go
into object mode, select the highlight object and press Shift D to duplicate it, place it on the other side
and rotate it into place. Make sure that this one is
in floating off either. Nice. Now the highlights are all done. Finally, let's paint the stripes on the socks and the plaster. And we're all done
with the textures. Let's do the socks first. While in object mode, select the socks object kras tab and go into
texture paint mode, press numpad one for front view. Select the dark blue color
from the color palette. Make sure that symmetry in x
is turned on and then also turn on stabilized stroke that will help you make
the line straight. Here. You can press F to
adjust the size of your brush. After that paint in the top
line on the SOC like this. Press numpad free
for a side view. Continue painting this
line going around the SOP. Finish it off by
connecting the lines. Nice. Now let's do that one more time. For the bottom line, this line has to be thinner, so I use f to decrease
the brush size, painting the line the
same way we did before. Now press Tab and go
into object mode. Select the plaster press Tab and go into
texture paint mode. Select the dark brown
color from color palette. After that turn off stabilized stroke from the tool settings. Then paint in four
dots like this. After you're done, press Tab
and go into object mode. And that is everything textured. Now, you can now save
your image texture. To save the texture, open up the UV editor
from this top corner. Then go into Image, Save As, and save
your image to a file. Please remember to
do this step because otherwise you will lose all
your texturing progress. And that is everything free to texturing part of this course. I hope you enjoyed it and
learned something new. In the next part, I'll show
you how to set up lights for your character and how
to render a still image. I'll see you in the
next part. Bye.
8. Part 7: Lighting & Rendering: Hi guys, welcome to the
last part of this course. In this part I will show you
how to light your character nicely and how to render
a still image of it. This way you can share
your results with me and others online. Before we proceed
with that, though, I really wanted to take
the time here to pause and congratulate you on making
it this far into the course. Making your first 3D character
is a really scary task, especially when
you're a beginner. And I know from experience that doesn't always
turn out perfect. On the first few tries, I just wanted to reassure
you that that is completely normal and
it's to be expected. If you're not 100%
happy with the results, note that it will get easier each time you model something, you'll get the hang of things, the more experience you
have and you understand the anatomy better and better each time you make a character, the fact that you've
even made it this far DO is enough to give yourself
a big pat on the back. I want you to be proud
of yourself because it's no small task to make a
character from scratch. Anyway. I just wanted to mention
that because I remember how hard I was on myself when
I was first starting out. So if I can I really wanted
to spare you those feelings. That was a bit off topic, but I thought it was
worth mentioning here. Anyway, let's get
into lighting now. First thing we want
to change here is the color mode
in the view port. The colors at the moment
and are displayed more dull than they
are in reality. To fix that, go into
render properties here, after that, go into
color management, then change the view
transform from filmic to standard that fixes the washed out colors
in the view port. Now click on this button here
to enable render preview. This is the mode where
you can see what your final render
will look like. You can see all of
your lighting and all the material properties
properly displayed here. At the moment, we only have this one light in our scene
that's there by default, you can see that that light is lighting the back of our model. Let's grab that light and
move it to the front with G. Move it towards
the right side here. So the models left and move it far enough so the
light isn't too harsh. Once you're happy
with the position, press F2 to rename the light. Name it key light. So let me explain
quickly what a key light is and what type of lighting
we're making today. What we're making here is a
free point lighting setup. Three-point lighting is
the standard form of professional lighting for video production
and photography. We're just borrowing that
technique from photography. Really, three-point
lighting involves using free light sources placed in
three different positions. The key light in this three-point lighting
setup is the brightest light and it's usually placed at a 45-degree angle to the camera. We won't be following
the degree is exactly, but I just want you
to remember here that the key light is the
brightest light in the scene. You can change the brightness
of a light by selecting it and then going into
object data properties here. Then from power here, you can change the brightness
for this key light. Let's keep the power at
1,000 watts from color. You can change the
color of your light. I'll make mine a
slightly pinkish orange. So it's just going
to be a warm light. So that's all we need to
adjust for the key light. Now let's make our second line in our three-point
lighting setup. This will be our fill light. The fill light fills in the shadows that the
key light creates. Typically, it's placed on the other side of the key light. Select the key light and press
Shift D to duplicate it. Placed this new light
on the opposite side. Press F2 and name your light. In Object Data Properties reduce the power of the fill
light to 500 watts. That's half of the
value of the key light. I changed the color of this
new light to a purplish blue. I like the contrast
that this cold color creates with the warmth
of the key light. After this, I use g and position
the lights a bit better. Please. The key light a bit higher in the fill light, lower. If I hide each light
now you can see the effect each one
has on the mesh. Finally, let's add
our final light to our three-point
lighting setup. The rim light, select the fill light and press
Shift D to duplicate it. Plays this new light at the
back of the character with g. Typically the rim light is positioned opposite
the key light. The rim light is used to
separate the subject from the background and to create
a nice slight silhouette. Press F2 and name this
new light, rim light. You can make this light
stronger or leave it as it is. This three-point lighting setup works great for most scenarios. It's really good to use
for lighting characters, and that is all for lighting. Next, let me show
you how to set up a camera and render an
image of your character. Press numpad one for front view. After that, press
Control Alt and numpad zero to create a
new camera from view. Then go into output
properties here. In resolution is where you put the size that you want
your render image to be. Next, let's adjust the camera. Find it in the
outliner on the right here to select it and go into Object Data Properties change
the type of camera from perspective to offer graphic that gives you a flat
view of the front. After that reduced the
orthographic scale to about five. That makes your character
fit nicely into the frame. Now you're ready to
render your image. Press F2 to render an
image of your character. It will take a bit of time here, but once it's done, you can save it from image. Save As if you want to make
a transparent background. Let me just quickly show
you how to do that. Go into render properties here, then go into film, and then click on transparent. Now when you press F2, your image will be rendered
with no background. So it will just be a
PNG with no background. To save your image,
go into Image, Save As, and that's it. You're all done with everything. Now, that concludes the
final part of this course. I'll see you in the outro.
9. Outro: Hi guys. Welcome to the outro. If you've made it
this far, well done. I hope you've learned a lot throughout
this course and you enjoyed the process of making your first character in Blender. I really can't wait to
see what you've made. If you have any questions about
any stage of the process, please leave a comment and
I'll do my best to help. Also, please make sure to give a good review
for this course and share with a friend as
that really helps me a lot. If you want to see more from me, you can find more of my videos
on YouTube and patriot, I make freely tutorials and share the making of
my animation project, the magical adventures
of gizmo knows. Anyway, thank you so much
for watching and for being here by Until next time.