Transcripts
1. Introduction: Head here, my name is
Amed and I'm thrilled to invite you in this creative
adventure in Blender. In this codes, we'll be crafting acute cartoony animal character in Blender using some of the easiest and most effective
techniques out there. By the time were
done, you will not only have a cool
character to show off, but also the skill to create
your own ready magic. We will start with a
simple default cue. You will learn to model
your character using powerful modifiers and
box modeling techniques. We'll then bring it to life with vibrant colors and
realistic hair partners. Next, you will craft a
detailed background, perfect the lighting and bring everything together in a
stanning final render. Note that we would not be covering Blenders
basic navigation and s. So a basic knowledge of Blender is necessary.
But don't worry. I'll guide you through each step to ensure you can
follow along smoothly. By the end, you will have a fully realized thready scene that you created from scratch. Are you ready to bring your
thread creations to life? Enroll now and
start transforming a simple cube into a standing fully realized
character and scene. See you in the course.
2. Modeling The Body Lession 1: Hi, everyone, and welcome
to the first lesson of our course on creating cartoony animal
character in Bender. I'm Amit, and I'm excited to guide you
through the journey as we learn how to model a fan and styles
character from scratch. In this lesson, we will focus
on modeling the body and phase of our character
using the skin modifier. By the end of this session, you'll have a basic shape that will form the foundation
of our character design. Let's get added. We have
a DFL cube in our scene. I would like to start
with this Df cube. Press Numped one
for the front view. Press step to go to Edit mode, press M to merge and
choose collapse. Now we have only one
tex in our scene. Expand the properties panel. Go to the modifier step. Click on ED modifier and
Sarch skin modifier. Such subdivision modifier. We need one more modifier
called the mirror modifier. Now take the mirror modifier and drag it all the way to
the top. Just like this. In the xs, choose y and disable x and enable
the clipping. Now we have this vertex. Go to the wire frame
mode so you can see through Choose the move tool, move it a little weight. All right? Now, e two extrude. E again. Here is where the
real creativity begins. Start extruding vertices by
pressing E on your keyboard. As we extrude, imagine the general shape
of your cors body. We are aiming for a
basic structure here, so don't worry about
perfection just yet. We'll keep refining as we go. As you extrude, you
can use control plus A to scale the thickness
of different sections. Adjust the proportion to
measure character design. Select this vertex,
move it back. Select this Control
at the scale. T. Now, select this vertex, e to extrude E again one
more time, just like this. Keep checking your model from different angle to
ensure it looks right. Remember, we are not looking for detailed muscle
anatomy here. We're focusing on acute cero. While extruding vertices with
the skin modifier applied, make sure to be in
wireframe mode. This allow you to easily
see and check the topology. Ensuring it stays clean
as you shape your model. She like this. Move
it just a little. It salto less salt a bit. Like this. S this
scale just like that. A. We are making a
cartooning character. That means the body should
be smaller than the head. And the head is bigger, so it looks appealing
and childish. Once you have build out
the rap body shape, take a moment to re your work. Does it look like the
character you have in mind? If not, make some adjustments. The skin modifier
makes it easy to refine the shape until
you are satisfied. We are trying to get
the overall shape. Once you have extruded
the vertices, switch to solid view mode and
take your time to carefully adjust the shape until you get
it just right. Don't rush. This is the main foundation
of your caracter, and getting it right now will make everything else
much smoother later on. Here is the key. Don't
be afraid to tweak, adjust or experiment as you go. Extrude more vertices
wherever there is a need. All right, we got
the overall shape. In the next lesson, we will be modeling the limbs. See you.
3. Modeling Limbs The Left Leg Lesson 2: Hello, everyone. Welcome
to this session. In this lesson, we will apply all the modifiers to examine the actual shape and
topology of the mess. We will also be creating the
limbs for our character. He tap to go to the object mode. Go to the wireframe
mode, and however, the modifier s panel,
control to apply. Now, tap to go to the edit mode. Go to the solid mode. Press seven to go to the top, enable the togo x ray. Choose select box style. Select the half of it, press
x and delete the vertices. Add to select everything. Add a mirror modifier. In the xs, select
y and disable x. Enable the clip. Now we have this mesh, and now we will be
working on limbs. Now for the limbs, select these phases, select
these phases. F I B and scale it. Let me enable the skin so
you can see what I'm typing. Now, Go to the artex selection mode, select the twig tool and
tweak some of the vertices. Try to make it a circular look. Use the twig tool to add some of the vertices and create
a rounder region. This will prepare the area for extruding the leg
from their point. Just like this. Now, select this vertex X, and delete this
vertex. All right. Now, select this loop with alt, pressing the all key right
leg and choose smooth tics. R, smooth vitics. Now we have this loop here, and we are going to expand
it, to make the lis. Select this tool and go to
the normal orientation mode. Now enable this
proportional editing and make it 0.5 meter
proportional size. Now, disable the
clipping for now. P three to go to the side view. Take it and rotate
it, just like this. Is the proportional editing
scale late. Naval again. Keep tweaking vertices
or edges as needed, and don't hesitate to use control plag to
undo any changes. Remember, mistakes are
part of the process, so keep adjusting until we achieve the overall shape
you are aiming for. It's all about refining an
tate tweak section tool, and tweak some of the
vertice just like this. Right? Now, select this low,
enable proportional editing. At a modifier, add a subdivision subdivision
surface modifier. And select this rot rotate. Sal this loop.
State. Make it 0.3, state a little. Move it. With proportional
editing, rotate the edge loop and move it into position to prepare
for ex the leg. Take your time to ensure everything lines up
smoothly before proceeding. Now, position it correctly and double check everything
before extruding. Once you are satisfied
with the alignment, hit E to extrude. Make sure the proportions
and placements are just right to ensure a claim
and professional result. G. Go to the front view. Once you've ext, scale it
and position it correctly. Continue adjusting the vertices
until it feels just str. Take your time to ensure the shape and
proportions are perfect. Just like this. Scale.
Global mode again. All right? Now, press one
to go to the front view. Extrude then area and then
scale and move it as needed. Feel free to switch to
different views to check the shape from various
angles and ensure accuracy. To exte Period S zero to flat ag the z axis. Al right? At the look at
here with controller, disable the subdivision
modifier for that time mean. See this low, go
to the front view, as to scale, dissable the
proportional editing, take it and scale
it just like this. Test a little bit. Control ad as to scale, like this. Now for this part, select this and this vertex, F to fill. Go to the S selection
mode right and subdivide. Go to the vertex
selection mode again. Choose the four,
fill the bottom area of the leg by pressing F and
ensure that the phases are, meaning each phase is
comprised of four vertices. In modeling, maintaining Qs is essential for clean and
efficient geometry. F F to fill. All right. Is looking nice. Now
Enable the togo x ray. Select the select box type. Select it and move
it a little bit. Now scale the leg and
position it accurately. Continue refining and
adjusting to ensure it integrates seamlessly
with the rest of the model. Togo. Nab it again.
Move it back. Once the legs overall
shave is defined, we will move on to the feet, enable the knife tool and cut the faces to create
space for the hope. Just like this, right?
Enter it again. Enter. Now, select this, K and do just like this. K again, enter. Now here, control, Rt b s Tress one. After modeling the leg, adjust the body accordingly, refine its proportion to align with the leg
and smooth out any inconsistencies to achieve a cohesive and polished look. Move it. Just like this, right? Make sure everything
looks nice and the topology looks green. All right. Slight it a little bit. All right. Now, now we will
work on the hoof. Sheep have cloven hoofs. Meaning, each hoof is
split into two parts. We have achieved this
by cutting these faces. To do this, activate the
knife tool by pressing K and make the necessary
cuts as demonstrated. K again. E. K to activate and join
this for this part also K. Now, select this ta tool
and tweak this part. Now, select the phases. HE to insert S to scale, move it back. Enable the subdivision surface. Try to make it a little scale. Scale little. Try to add this
stat again just like this. A one again. Go to the verte. P one, n this
proportional editing, select this select box type, enable that gal, select
this, and move it. Move it subsist. 0.1 maybe Disable the proportional
editing again. A All right. Now select this twig tool and disable it for
the time being. All right. Now go select this and move it
back. All right. Okay. Now, go to the
front review again, select the select box,
select this part. Move it est le. All right. Check out the proportion
of the leg with the body. See whether it matches or not, and feel free to add extra
adjustment if needed. Now we have modeled
the back leg. In the next lesson, we
will move on to working on the front leg of our
character. See you there.
4. Modeling Limbs Front Leg Lesson 3: Hey, everyone, welcome back. I hope you are
following along with the core so far and
enjoying the process. I'm really excited to see how your projects
are coming along. In this lesson, we
are going to focus on modeling the front
leg of our character. For the front leg, add
a cut here controller. Go to the phase selection mode. Select these four
phases. Hit twins. Select the vertex and
press x to delete it. Next, use the twig tool to adjust the
surrounding vertices. Shaping them into a
clean circular form. Take your time
refining the shape, so it's ready for
extruding the front leg. Select the loop, right click
and choose smooth vertice. Apply the smoothing for multiple times for
cleaner result. Next, enable
proportional editing and set the proportional
size to 0.3 meter. Use the move tool to
adjust the position. And the rooted tool to align it where the
front leg will be. Continue refining
the proportions until everything
looks just right. We need to continue adjusting the area where the front
leg will be extruded. Ensure the positioning is
correct and check it from different views to make sure it looks good
from all angles. Keep refining until
the alignment is just right for a smooth transition
where the leg is ex. Now go to the front view by
pressing one on the numpad. Press control three, and now
you can see how it looks. Press E to extrude, rotated S to scale, G to move. Just like this. Now, select this whole lobe. Try to limitae the size, add just a bit. Now select this slope, a zero to flat along the z xs. It one to go to the front view, G, Disable the
proportional editing. G and move it just like that. E again to extrude a to scale, select this lobe, p,
smooth the vitass. Like this loop, just like the G G double g to
move along the normal. Press one, A cut here
with controller, scale it, rotate
it, just like this. Now go to the front view. Now enable this x ray and go to the select
box selection tile. Select this x dit, select this. Shape the move it Just like this. Now,
select this lobe. C. Take the rotate. Rotate it a little way. Scaly. H period k to zoom in. We will now merge the
two parts of the leg, but fast make sure
they're aligned. Ensure both openings have
same number of vertices. Select the loop and press S z zero to flatten
it along the z axis. Then align it properly. Next, hold alt and shift to
select the other loop and press F three and search
for bridge loops, and use it to bridge the
gap between the two parts. Disable the togal. Switch to the front view and take a good look at your model. Once both legs are extruded, focus on refining
the barle shape. Carefully adjust
the proportions, and smooth out any rag areas and ensure the legs flow
naturally from the body. Check from different angles to maintain a consistent
and balanced look. Add here, control
r, just like these. Disable the bal tray. Enable the editing cage. Now, go to the phase
selection mode. Select these food phases. Hit e to extrude S to
scale, move it at. Take the rotate, rotate
it just like this. Scale telling the yx. Just like this. For the knee. Take this it to ext to scale. Take the rotated SG and scale along S Y and scale the scale along the
y axis. All right? Take a moment to examine your model from
different angles. Making sure the al proportion are balanced and look right. If you have achieved this
with me, great job so far. Now that we have completed the body and legs,
the next lesson, we will focus on
creating the tail and the phase. See you there.
5. Modeling The Tail Lesson 4: Hello, and welcome back. In this lesson, we
will be focusing on creating the tail
for our collector. To get started, I will cut out the back faces to
extrude the tail. Refine its shape and
make it look awesome. First, let's disable the
subdivision modifier for now, so we can have more
control over the geometry. After disableling
the subdivision, go to vertex selection mode by pressing one or using the
vertex selection icon. Now press to activate the knife tool with
the knife to tap, make a circular cut where
you want the tail to be. After making the cut, switch to phase selection
mode by pressing three or manually go to
phase selection mode. Select the phase inside
the cut area and deleted by pressing x
and choosing phases. This will open up the areas
for extruding the tail. Now switch back to
arte selection mode. Use the twig tool to
adjust the vertices. And round up the shape, check from different views to ensure its looks
smooth and circular. Next, go to a selection move. Select the edges rightly
and choose subdivide. This will give us five
vertices to work with, allowing us to refine
the circular shape. If you want to make
it more circular, you can add more vertices by subdividing the
edges further. Once the shape looks
correct, select the edge. Then press e to extrude and
a to scale it down slightly. Fming the base of the tail. Go to front view by pressing one and continue extruding
the tail by pressing e. Keep the tail s to give it ash
and appealing lo. Adjust the shape as you go
to maintain the acute style. For a smoother
transition at a cut near the root of the
tail by pressing control plus r. This helps blend the tail into the
body more naturally. There you go. It's
looking great now. The next part, we
will be focusing on refining the phase
details. See you there.
6. Modeling The Ear Lesson 5: In this lesson, we will be modeling the ear
for our character. But before we dive into that, I noticed that the tail looks a bit too long for
this cute character. So let's first adjust it
to a more fitting size. First, enable X ray mood
to easily see the mash. Select the box select tool and use it to select
the tip of the tail. Rest x and choose vertices to delete the
extra section of the tail. Now, add a loop cut at the new tip of the tail to
help it blend smoothly. Check the tail from
different views to ensure it looks right and matches
the correctors proportion. Now, let's focus on
modeling the hear. We will start by extruding
it out from the head. First, disable the
subdivision surface modifier for now to make things easier. Zoom in towards the head area. A loop cut around where the R will be by pressing control plus r. Switch to phase select mode and select the
phase where the R will be. Press I to inset the phase, giving us better
geometry for ex. Set the orientation
to normal and then scale the phase along
the x axis by pressing S X and moving it upwards
using the move tool. Rotate the phase slightly, so it align with the hair shape. Next, we will start
extruding to form the ear. Press E to extrude the phase, and scaled by pressing
a to shape it the base. Continue extruding using E and adjusting with a to
refine the ear shape. Switch to tex select mode
and select the loops. And keep tweaking the proportion
until it looks right. Use S y to scale
along the y axis. Keep refining the shape, smoothing out the R as you go. Now, let's refine the
shape of the ear farther. Select the four vertices
at the root of the ear and scale them down to
reduce the width at the was. Switch back to global
transform orientation mode, dress S, and scale down
to adjust the size. Continue refining the
shape by checking it from different angles to ensure it matches the
proportion of the head. Next, we will clean up the geometry for a
smoother extruion. Switch to select mode, select the edges inside the ear, and press x to choose
dissolve edges. This will clean up
the phase for ex. Go back to phase select mode, select the phase inside the ear, and press I to inst it, then press E to and
move it inward. Rotate and align the extrusion to fit well with
the air structure. Switch back to normal
orientation mode and fine tune the alignment. Check the shape from
different views to ensure everything looks good. Now, let's add some more details
and adjust the position. Enable proportional. Slightly rotate the ar to
give it a more natural lob. Select the upper portion
of the r and rotate it while adjusting the
proportional size as needed. Dissable and add a loop
cut on the front face of the to give it vertices
for smoother adjustment. Select the tape of the
r and rotate it with proportional editing in the word to refine the shave further. Enable the subdivision
surface modifier and take a look at the result. The air shod now look smooth
and well proportioned. Great job, the air
looks awesome and fit perfectly with our
characters of design. Keep tweaking if necessary and make sure everything looks
right from every angle.
7. Modeling The Eye Lesson 6: Hello, and welcome
to the six lesson. In this lesson, we will
be working on the phases. For the phase, select
this six phase, it I, B for the border. Go to the Parte selection mode, select the vertices, it
X, and deleted vertices. Select this tack
tool, and tweak it. Try to make it a round, disable the proportional
reading for the time being. Now, select this loop
crackly, smooth the vertices. Now hit E to scale and take
it back just a little. Now, for this nose, select the phases, H, go to the normal
taskfor orientation, t e to extrude, I to inset, and inset it,
just like this, all right. Go to the at heir
control r, move. Now for this part,
for the mouth, select these three btices, it V to repeat, just like this. Take it back, just like this. Now, select this
whole area homo, e as to scale. E again as and ag go to the
global SG and take it back. Go to the normal again, it back. Scale it, it down. Now, select this three pate. These three also, and go to the global
task vent, e to one. Just like this. Select it GG, Control again, take
this trig tool, and teak it just
a just like this. It is very widely open right, so s like this, G, move it. This G and move it. All right. Now, go
to the object mode. Shift A and add a UV sphere, and in the lane section,
choose the view. Scale take it. Test to scale just like these. Scale it a little. B pair. Shade smoke, for this
also, and shade smoke. Now select it. Add a modifier, called the mirror modifier, and choose this option,
the mirror object. In the axis, choose y. Now we've got our character. It looks right. Alright, guys, in the next part, we will tweaking some
of the parts and next, we'll be working on
the particle system and coloring. See.
8. Refining The Body Lesson 7: Welcome back. In this lesson, we will be refining
our character by adjusting some details, and then we will
dive into creating bar text group specially
for hair particles. This is where our
character really starts to take on
personality and life. All right, select the caracter, Namp period to zoom in, tap to go to it mode, disable the
subdivision modifier. Select the bar tax, press
Namp period key to zoom in, at a look cut here control r, scale it, take this move, enable the togo x ray,
move it just like this. At a loot here
control r, and scale. Now enable the
subdivision modifer, and see how it looks. Select, select this loop. Scale it. Rotate it little g to
grab and add the stata. Just like this. Disable the subdivision again. For this part also control r. S to scale, take the move tool, G to move, enable
that togo x ray. Control R again and scale. Like, scale Enable the
subdivision surface and see how it looks. Now, this loop, take the move to G and rotate it a little bit. Just like this. Go to the front view again
to see how it looks. Now, take this twig tool and take some of the vitices and
try to make it smoother. Take it a little bit,
adds some of the points. Now, for this part, hit K to enable the knife tool and take a cut just
like this, all right? And t to see how it looks. All right. It looks pretty nice. Now, I think it looks nice. Go to the front bew again
and see how it looks. I think it looks awesome. Now go to the total x ray. Go to the total x ray and
choose the select box type, select it and scale it ale bit. All right. GG, able subdivision surface again, you see, er. Now, see the tag tool and
add some of the vertex. Like this. Just like this. I cut here control r. S to scale, t the move tool, smooth the vertices. Slide. But this part also
control r, cut here, S to scale, smooth
vertices. All right. Then we are ready. Now in the next lesson, we will be continue working on this model and we will
create the Paris group. C.
9. Creating Vertex Groups Lesson 8: In this lesson, we
will be creating the vertex group for
the air particles. But before we get into that, we need to adjust the faces around the nose area
to prepare the model. First of all, add a
look at here with Control R. Like this. M. Scale it a little
bit. All right. Add a look at here to
Control R. Just like this. Scaly. Select this slope. Take the move tool and select transform normal
orientation and move it a bit. And the control, like this. And g to move. All. Now we'll be creating tase group for
the heir particles, for that slc these and omen. Disable the subdivision surface, add a lot here, controlled r g to move. Enable the Turgo x ray. Choose this s box
type selection. And we are going to subdivide it multiple times, and subdivide. Subdivide ten times,
go to tase group, create a tase group, and it. And assign it. Now, Go to the phase
selection mode, select this phase, it I, a period k to zoom in, at I to inside phase. All right. Right and subdivided, like this. Go to the bats group, creative bats group
called head and SI. Now for this part, go to the
bats selection mode again. Enable the tool by pressing K Continue those, sir. Like these, enter to register. All right. Now, go to the phase selection mode.
Select these phases. While subdividing the phases
for the partes group, we might encounter
some mistakes like accidentally creating
too many tices just like I am doing now. But don't worry if you are
run into similar issues. Mistakes are a natural part
of the learning process, and I'll show you how to
fix them if they happen. We have successfully created the tag group for
the hair party. In the next lesson, we
will cover how to clean up any issues that might arise and how to refine the
artes group further. Nub the subdivision
modifier again. Increase the level to
two, see how it looks. Great work so far. See you in the next lesson.
10. Coloring The Character Lesson 9: Hey, everyone. Welcome back. We're getting close to finishing our cartoon animal character. In this lesson, we'll dive into coloring using Bate paint. Batex painting is a great way to add color directly to our model, especially for styleg or
cartoon characters like ours. So let's jump right in. Before coloring our character, let's add just some
part of it and make our character
ready for painting. Select our character. Go clop mode and Zoom in. Select the inflate brush, gently inflate the
nausea to make it rounder and blend
it with the phase. Do the same for the ears, focusing on inflating the base
of the ear on both sides. Now, that our character is
shaped well for coloring. Switch back to object mode and press one for
the front view. I'll enable the
screen cussed key, so you can see the
keys I'm pressing. Next, choose the
select box tool, select the caracter, and use the move tool to position it
so it touches the ground. Press n to bring up
the hidden panel where you can check the
dimensions of the caracter. It's currently too large, so let's reduce the size to
approximately 1.7 meters. Use the numpad period
key to zoom in. Notice that the back
leg is shorter, we need to extend it slightly. Select the corrector and
switch back to the club mode. Press G for the grab brush, then press F to adjust
the brush size. Gently pull the back leg
down to match the other leg. Press F again to
reduce the brash i and drag down the to make it. Continue refining the all
shape using the grab dole. Checking from different angles to ensure everything
looks balanced. Use the inflate brush to add
volume to the knee area. Now that the shape is complete, we are ready for coloring. Go back to the object mode. Press ship plus a to import
the color reference image. And position it in the scene. Adjust the scale and
placement as needed. Now, for coloring, select our corrector and switch to
the UV editing workspace. Enable vertex selection mode, then press to select
the entire caracter. Press U to unwrap the model. This tape is crucial
because it tells blender how to map the
UVs for applying colors. Without it, blender wouldn't know where to place the colors. Once the model is unwrapped, go back to the layout workspace and switch to vertex paint mode, so we can start painting
directly onto our model. First, go to the color
panel and switch the color picker tool to select the gray color from
our reference image. Zoom in and start gently
painting the caracter. Take your time and ensure
each part is fully colored. Since our model is mirrored, it's easier and faster to apply
the colors symmetrically. Check the model from
different views. Rotating as needed to
paint any mixed part. You can adjust the brass size, if necessary for better control, especially when
painting finer details. Next, pick the white color and paint the nose
and mouth area. Reduce the brash size for more precision and carefully
paint award those sections. Double set from different angles to ensure you have
covered everything. Now, reduce the brash size and paint the
bottom of the neck. The underside of the stomach and onto the thighs
and upper legs. This helps create a smooth
transition between colors. Switch back to gray if needed to touch up any areas that
don't look quite right. Keep reviewing the
character from different perspective to catch any spot that need adjustment. Once the base colors
are in place, select the pinkish color and paint the
inside of the ears. You can increase
the brush strength here for more impact
and such uration. Oh. Change the brash stripe to mix and gently blend the colors on the chest area to create a more
natural gradient. This part of the lesson is
all about creativity and fun. Feel free to experiment with brush size and
strengths as you go. The more you enjoy the process, the better result will be. Now let's move on to
coloring the feet or hoofs. Start by selecting
an orange color. Switch to edit mode and select
one bartex on the hoof. Use the nam pet period key
to zoom in on the area. Then switch back
to bartex pin mode to begin coloring the hoof. Adjust the brass size as needed to get
the coverage right. Make sure you rotate the view
to paint from all angles. Take your time here and go slow and ensure that each
part is colored. For the front hoofs, follow the same process. Switch between different
views to reach all areas, especially around the
hoof and leg transition. Smooth out the blending, so it looks natural. Accuracy is key. Keep checking from
different sits to make sure everything
is colored properly. Once the hoofs are done, press numped one
for the front view. Now, pick a dark red color, and we will paint in between the cloven areas of the hoofs. Carefully apply the color, including the bottom area
for a smoother transition. Repeat these for the
other leg as well. Heck everything thoroughly to ensure it looks just
right from all angles. Once the hooves are complete, let's move on to
coloring the eyes. Once we have finished
coloring the body, we will move on to
coloring the eyes. First, switch to object mode, select the eye, and press the numpad
period key to zoom in. Head over to the material step and create a new
material for the eye. We will create one white
material and one black material. Name the first
material to white, and the second one black. Choose the black color
for the second material. Next, create another material and use the color picker tool to choose a brown color
from our reference image. Now, select the eye,
switch to it mode, zoom in again, and select a vertex in the
middle of the eye. Press control plus to
extend the selection. Then assign the brown color
to the selected area. Similarly, select
the middle vertex, press control plus to
extend the selection, and assign the black
material to that area. Switch back to object mode and you will see the color
applied to the eye. Now, let's assign the
artes group color to the body of our caracter. Select the caracter, go to
the shedding work space. Press shaft plus A to search for the color
attribute node. Plug it into the base color, and in the attribute node box, choose the appropriate
attribute. For the nose, switch
to vertex paint mode, choose a black color and carefully paint
inside the nose area. For the lives.
Select a red color and paint both the upper
and lower lives area. Take your time to
ensure precision. Now, let's check out
our colorful creation. Tap naped one for the front
view. And there it is. Our character is now fully
colored and looking super fun. In the next lesson,
we'll dive into creating V. Can't wait
to see you there.
11. Vertex Group Problem Solving Lesson 10: Hello, there. In this lesson, we will learn how to fix some mistakes made
while assigning is groups and how to clean up areas before creating new tis
groups for near particles. First, switch to edit mode, expand the property sanel, go to the object at
a property step. Here, you will check the
assigned vertex group by selecting the head vertex group and clicking the select option. Notice that there are
too many vertices, which is unnecessary
for the ha particles. We need to clean up this area and create
a new vertex group. To clean it up, first, select a single
vertex on the face, go to the select
menu at the top. Under select similar,
choose vertex group. Once those vertices
are selected, merge them by distance. Press and in the pop up
menu, choose by distance. Dj the merge distance threshold to clean up the
unnecessary vertices. Next, switch to S
selection mode, select all unwanted edges. Press x and choose diss veges. Now, the area is clean. Go to the modifier tab and temporarily disable
the subdivision modifier. Enable vertex selection mode. Press k to activate
the knife tool, and make a cut along the region where you want the hair
to be on the forehead. Reactivate the
subdivision modifier and view it from
different angles. If needed, disable the
subdivision modifier again. Use the twig tool to smooth out the vertices and adjust
the region as required. Now, reenable the
subdivision modifier and this area will be assigned for hair particles. Select the area. Right click and
subdivided two times. Now, delete the existing
head artes group, create a new one and
assign the vertices to it. Now, we will fix the neck area, but we don't need to clean it up as it would not
be noticeable. First, check the neck area. If you click the
select option in the neck verte group
that we created earlier, you will notice it was
not assigned correctly. To fix that, we need to
assign vertices to the group. Use the circle selection tool, set the radius to one and gently select the neck
area with precision. Holding shift to add
more vertices as needed. Once the selection is done, go to the vertex group panel. Delete the existing ne te, create a new one and call it. Assign the selected
vertices to it. Now, when you click
the select option, the correct area
should be selected. Next, we'll delete the
tail vertex group. Switch to the front
view by pressing one. Enable x moot and use the box selection tool to
select the tail vertices. Press x to delete them. Then select the loop
at the tail's end, press e to trod. And rotate and
scale it as needed. Check it from different angles and press the num ped
period key to zoom in. Use the move tool to
round up the shape. Scale it with S and and refine it in front
view by pressing one. Hit e to again, S to scale, and in to
see how it aligns. Continue scaling and
press F to fill the gap. Now, go to the modifier panel, disable the subdivision for now, add a loop cart at the tape of the tail to ensure
it plans smoothly. Use the box selection
tool to select the upper part of the tail
and subdivide it four times. Then delete the old
tail vertex group, create a new one and assign the selected
area to the new group. Now, let's reject
the artes group to ensure everything
is assigned correctly. For each group,
select the group and use the select option to
highlight the vertices. Make sure that each group includes all the
vertices you intended. No stray ones left out or
accidentally included. As we inspect, you might notice something like
here on the chest. The faces are too wide. This can happen if we use the
grab to to widen the area. While it might look okay
with the modifier on, we really need to fix it
for the breast results. To do that, first, disable the
subdivision modifier. Then switch to edit mode and manually tweak
the problematic area. A good way to refine it is
by adding a loop cut to help with proper blending and then scaling it to feed the
surrounding geometry better. Renabl the subdivision
modifier and take a look. The issue should be resolved, and new characters
now just right. This is a good
example of why it's important to pay attention
to these details. Now we are ready to add
particles to our character. In the next lesson, we'll add hair particles
to our character.
12. Modeling And Styling Hair Lesson 11: Hi, everyone. Welcome
back to the lesson. In this lesson, we will be adding hair particles
to our character. First, select our character
and open the property panel. Navigate to the
particle property step, create a new particle
system and set it to here. Enable the advanced ation. Set the number of
particles to 300, and the hair length 20.2. Der chin, choose interpret it. For the vitae
group, select head. Name this particle system head. Next, we will create another particle
system for the neck. Name this one neck. Again, enable the hair of s
and the advanced settings. Set the number to four and
and the hair length to 0.05. Under n, select interpolate it, and for the artes group
density, choose neg. Finally, we need to add a
particle system for the tail. Name tail, eval
hair and advanion. Set the number 2300, and the hair length to 0.2. Under n, select interpolated, and choose for the
apatic group density. Now, let's create a
material for the here. Add a new material and
set it to here SDF. Who is a yellow color for now? As we can always
address this letter? Next, head back to the particle property to refine some setting for
each particle system. Under render, assign
the material we just created enable beast plane and
increase the stap to four. The clamping curves
control how the hair stands clusters as they
extend from the root. By adjusting this c, you can fine tune the clamping
effect to see character. Whether you want
the hair to remain slightly lose near
the roots or to clam tightly towards the t.
The diameter root option dictates the hair
thickness at the base. While the tap controls
the thickness at the end. You can modify this value
to make the hair taper naturally or keep it uniform
throughout its length. Now, let's check how it looks. Once you are done, switch to particle Eric mode for groming. Take the comm tool and gently comb the hair to achieve
the desired lope. Once you are done, return to object move to
p view the result. For further refinement, go back to the clamping setting and experiment with the c til you
a a that fits your vision. Switch to article,
Eric Mode again. Style the recording. A Now for the neck, navigate to the neck
particle system in the particle property step. Set the material in the
render section enable beat and tweak the
clamping curve similarly to the head. Adjust the hair shape
with a root diameter of 0.2 and a tip diameter of 0.005. Calm the hair to your liking. And use the grow length brush to fel the lengths
slightly if needed. Finally, for the tail, go to the tail particle setting, and enable we fly with
the stair sat to fold. Adjust the clamping and set the hair shape
root diameter to 0.2, and the tip diameter 0.05. Ascend the material and comb
the tail hair as needed. Ensuring it looks
naturally from all angles. If you see any hair mistakenly
assigned to an area, use a particle
cartol to remove it. Return to object mode to
see the final result. All right. The sit for the step. Our character hair
is looking great. Keep experimenting
with this setting to achieve the exact
style you want. In the next lesson,
we are going to dive into s. We will set the stage for our character to talive and shine it in
its own little world.
13. Designing The Scene Lesson 12: All right. Now let's import a ground plane where we are
going to place our character. Shift A and add a plane, press S four to
scale it four times. Now, select a press tab
to go to edit mode, right click and subdivide it. Make it 60. All right. Now, press C. To activate the circle
selection, and select. So part of it, where you want
grass on the ground, right? Don't worry, it is
not going to select the character because
it is not selected. If a part is not selected, make sure to include it. If you whole shaped
while selecting, you can select unwanted areas. To add some randomization, make the necessary adjustment. And then press enter. Go to the object data properties
and create a part group. We can call it grass grass area. All right and assign it. Now go back to object move. Open the material se. Create a temporary material. Switch to front view by
selecting numped one. Press ship p A to d Q, and te dic mode by pressing te. Press to marge artices,
and collapse the Q. Next, we'll create the grass, press E to extrude
upward, t like these. Select this and
press F to fill it. Now press A to select
everything and F to fill it. Now it t to go to object mode, create a material
and cool it grass. Assign a green color
to it for now. Now Position the three
Dcursor appropriately. In the transform Pb point
menu, choose three Dcursor. Go back to edit mode
by pressing tab. Press air to select all, then press ship plus
d to duplicate, and rotate the grass slightly. Scale it down a bit. If necessary, select
a few instances, create new variations. Adjust them slightly and assign them to the
appropriate areas. Scale them as needed and
move them into position. To change the color
of individual grass, select one grass blade, go to the material step, and create a new material. Name it grass one and assign
it to the selected grass. Just like this, have
to go to edit mode. S told, to rotate it. Scale. All right. Now select both of these, press and create
a new collection, call it grass
collection, and create. Now, select this and move it. We don't need it right now. Now select it and go to the
particle property step. Create a new particle system and enable he and
advanced suction. In the tic group selection, select the grass area collection
that we have created. Set the number to 400 and add the hair length
to be relatively short. And the render, choose collection and select
the grass collection. Enable rotation and in the velocity selection set
global y as the orientation. Adjust the scale as necessary. You can reduce the
scale ndomization to create a natural loop. Now in the ch, you can choose the interp to
multiply the grass number. Now, let's work on
the camera placement. Position the camera by
going to view view, native camera to view. Select it and grave it. Go to the camera property step and adjust the focal length. You can place your camera view anytime by selecting the camera, going to the view menu, and in the lag of s,
choose n camera to view. What the lighting? Go to the sding. In the wall shedding, Shift si texture. Choose am instead of Nisha sky and set
the strength to 2.5. Then go to the layout
tab and switch to render mode and
preview the scam. I needed, delete
unnecessary elements. Press ship ad the
sunlight source, Rotate it slightly to achieve the desired
lighting effects. In the sun strength, make it four and colored
like something like this. Shift area light. Place it somewhere
strategic in the scene. Setting the power to 50. Now, the scene is
looking quite nice. Rotate the sun, show it cast
a shadow of our character. To do this, select the sun, switch to the rotate toll. Add its angle until the shadow falls in
the desert direction. Experiment with different
rotations to see how the shadow interacts with the character and
the environment. Shadows can add death and
realism to your scene. Take your time to
get it just right. Switch to materials PV mode and choose cycle as
the render engine. Set the ePod display
to 32 samples. And render move to Tir two. All right. Under device,
select GPU compute. Now, render and
see how it looks. We are going to add
some more land. Let's add some more terrain. Duplicate the ground
plane by passing ship and move it to the bed. Switch to, the necessary powers and adjust them as needed. Press C to activate the selection tool and make
some random adjustment. If you want to make
the terrain smoother, add a subdivision
surface modifier and set it to level two. We can create more terrain. Select the terrain
we have created, press Shift plus D
to duplicate it, and move it to your
desert location. You can create as many terrains as you want by duplicating them. Position each one correctly
to add depth to your scene. We will create more by selecting and
duplicating with ship plus D. Move the new
terrain far away. And position it correctly
in the camera view. Once done, render the scene
to check for any mistakes. And see how it looks? We noticed that the terrain
is not positioned properly, so we need to fix it. First, disable the
properties temporarily. Select the terrain, rotate it, and align it correctly. Keep adjusting until it
fits well within the scene. Once position,
enable the particles again and check for any issue. To blend the edge area of
the ground with the terrain, we will need to make
some adjustments. Select the ground plane, switch to edit mode, press C for circle selection
to select the border area. Press enter to confront
this selection, then use the move tool to lift the selected area and rotate it so that it transitions
smoothly within the terran. Next, switch back
to object mode, add a subdivision modifier
to smooth the transition. Check how it blends
smoothly within the terra and Edges as needed. Go back to edit
mode to fine tune the alignment and ensure
a seamless blend. Once you are satisfied with the adjustments,
go to camera view. Switch to object mode,
and render the scene. The results should look great. Well Dane. In the next lesson, we'll add more
element to enhance the visual appeal
of the scene. CU.
14. Final Touch Creating The Wooden Barrier Final Lesson: HA, welcome to the final lesson. In this lesson, we will add a wooden barrier to our scene, enhancing its overall
look. Let's dive in. First, add a Q by
pressing ship plus A. Scale it by pressing S, followed by z to scale
along the z axis. Make it thinner.
Something like this. Move it up and position it. Next, we will assign a wood
material to our plank. Go ahead and add a material. Name it wood and give it a
suitable wooden color for now. Now, let's create the barrier. Start by duplicating the
plank using shape plus d. Switch to the global
transform orientation. Move the duplicated
plank, scale it, and add some randomness
to its position, and scale to make
it look natural. Once you are satisfied, select both planks and
duplicate them using shape plus d. Repeat the tab as needed
to create more planks. For the horizontal
plank in the varier, start by duplicating one
plant using ship plus d. Then grab the rooted tool and rooted the
planks horizontally. Scale it to add further
variation to the design. For additional
horizontal planks. Simply duplicate the
first horizontal plank, move it up using the move
tool and adjust its position. Rotate it slightly to
ensure it looks natural. Adding a tug of randomness
to the arrangement. Make sure to view the scene
from different angles. This will help you a a
more realistic and bu. Continue refining the placement until everything fits
perfectly within the scene. I. When all planks
are positioned, select them all by
pressing shift key. And then press control plag to join them into
a single object. Press zero on the numb pad
to switch to camera view. Now you can duplicate these barriers as many
times as you need. Position the barriers
within your scene. Once done, exit camera view and place the barriers at a distance to add
depth and realism. To refine the loop, zoom in by pressing
the period key. Rotate the barrier, make
any final adjustments. Next, switch to
materials preview mode, and select the barrier. Go to the shading tape, change the shading
type to object, and press Shift plus a to
add a mix shaded node. Zoom in to get a closer
view of the materials. We'll now adjust the colors. Connect the color output
to the mi shaded and tweak this color in the
upper and lower color boxes. I'll experiment with
the different colors until I get the desired result. You can also add
a noise structure by pressing ship plus A and connecting its factor output to the factor input
of the mix shader. S two for d adjust the W and scale allow to add
some ttexture variation. If necessary, adjust the
brightness to a moon lope. Remember, it's all about finding the right
balance for your s. After finalizing the material, return to the layout tab and hit Render to see how it looks. If needed, make adjustments to the color or placement until you are happy
with the result. Oh. If you are not satisfied with
the initial placement of the wooden barrier, feel free to reposition them until they suit
the scene waste. Use the move and
rooted tool to find the ideal spot where they enhance the
overall composition. Take your time to carefully
arrange each barrier, ensuring they fit
naturally within the sein. Ew the placement from
different angles to make sure everything looks
cohesive and well arranged. Proper placement and
arrangements are key to creating a polished
and realistic barrier. Finally, let's
work on the grass. Select the grass, go
to the shading tail, and use the period key too. Add a mi shaded and noise texture, and collect them
as we did before. Adjust the noise texture to 40, tweak the scale and details, and refine the color to blend
seamlessly with your sein. Now, for the other
grass material, we will follow a
similar process. First, select the grass material and go to the shading panel. Add a mixed color node and adj
the colors to your liking. Connect the output of
the mixed color node to the base color input and experiment with
different shades. Until you find the perfect
color for the grass. To introduce some variation, add oy structure node by
pressing sheet plus d and plug its output into the input socket of
the mixed color node. Change the oy
structure to four d and tweak the settings
like scale and details to create settle and natural variations
in the grass color. This will give your grass a more dynamic and
realistic appearance blending seamlessly with
the rest of the seal. If the grass appears
too dark or too bright, go back to the shading tab and make the necessary
corrections. When you are satisfied
with the overall result, is time for the final render? Ah. Go to the scene setting and enable Dino ase data. Then in the compositing ta, use nodes to add
the dinos effect. Connecting normal
to normal and to L. For the final render setting, adjust the resolution
to 12 AD into 720. Once everything is
set, it trended. It might take some time, but the result will be worth it. There you have it, the
final render of our scene. How does it look? Amazing. Don't forget
to save your work. Thank you so much
for following along. I hope you enjoy creating
this scene as as I did.
15. Skillshare project: Congratulations on
completing the course. You have learned a lot, and now it is time to put
your skills to the test. Remember, knowledge without
practice is just potential. For this project, you will model a character and place it in
a background of your choice. Here is what to do. Create
your cartoon uL aracter. Choose or design a background that compliments your character. And finally, render your
scene as a PNG file. Then submit your final render
in the project gallery. I will personally review your projects and
provide feedback. Thank you for joining me
on this creative journey.