Transcripts
1. Introduction Class: Hello guys, my name is Rena, and in this course we are going to be creating this spacing in Blender. Firstly, we are going to be modelling the astronauts by importing the reference images. We will start our character creation. Once we import the reference images, we will then start modelling, get piece-by-piece using basic shapes and modifiers. After we finish modeling the astronauts with all the details on it, we will then apply basic materials to it. When we apply materials to the astronauts, we will then duplicate it and separate the two characters by collection that we will start posing them. We will post game so that the first astronauts sitting and the other one is like reaching for a delight ball, which we will add next. So after posing the Zoo characters, we can start creating the landscape on which they are going to be. We will be adding the plane and Live Aid. We will make a base or a floor. Then we will model the base for the light bulb with the two pipes peeking out of them and the metal pipe speaking out of the concrete ones as well. I will show you how to download and how to use a DRI for your scene. And you can choose whichever HDRI you want to use for your as well. This class is mainly for beginners, but if you're an advanced 3D art is you can use it for with practice as well as for the inspiration for another project. What are we waiting for? Let's hop onto the videos, guys.
2. Importing The Reference Images And Modeling The Head: Hey, what's up, guys, Welcome to the first video of this course. As you can see here, we are going to be modeling our character in Blender version 2.983. So let's begin. First of all, we are going to go here on general, and here we can see our default cube, default flight, and default camera. We are going to box select everything with click and drag. And we are going to press X and deleted. Let me just turn all my screencast keys. So guys, here on the left inner corner you can see the shortcut that I will be using for this course and for days creation. So the first thing that we are going to model out is our character. Let's begin. First of all, let's import our reference images. So I'm going to press Shift a and then I'm going to add a reference. Go to my astronaut front. First of all here is he not let go with the site. So these references are willing to help you guys with modelling. So I'm going to select both of them. I'm good to first of all select the front one, set the depth to the back, and also allowed perspective, perspective showing. So this will be, this will allow me when I pan around IT and see it. As you can see here For decide it is already checked. So I need to just go here that's set it to back. Okay, so now I have it here. And also I'm going to select here this selectable, and I'm going to disable selecting four D's. Do so. I will be not able to select them also, not, let's start, let's start modelling. First of all, I will add a cube, so shift a, we will add a cube, scale it down, and pull it up. So now, once I did that, I'm going to go here under modifiers and add a subdivision surface modifier and increase the number of subdivisions in the viewport and in render 33. So 33. Now I will scale it up, it up even more. And now I will scale it in x-axis, like so. Now on this side, you can see that it is pretty larger. But once we add this, this part here, it is going to be much different. So I'm going to pull it to decide. So we cannot see it clearly. But yeah, so that is the finished line. I'm going to move it in y-axis and I'm going to follow this line here of the head. So this is going to be the head. Now, let's shade smooth it. So right-click Shade Smooth. We can scale it a little bit in x-axis more out like so. Okay, that is going to be fine. Now, I will add one more, pull it down and pull it up. And we are going to make these two parts of her like to ears for this part. So I'm going to add a subdivision surface modifier as well as the head. I'm going to increase the number of subdivisions in the viewport and in the render mode. Now, I will select go in x-ray mode, so all to Z, Z, or click here and go into the edit mode. Now I will select the bottom. Let me extrude this area down here and pulled this up a little bit by pressing W to G. I will move these in y-axis as well as this one down here. Go to this side and we can see where it is. So I'm going to press a to select it all, grab it in y-axis and scale it in the wash. So let's see, it. Is it on the side where it needs to be? Okay, we are going to move it a little bit in y axes and securely duck. Okay, once we did that, we are going to add one more loop cut here and move these vertices to decide to the x-axis, like so. And to decide is going to look like this. We can move this board as well. A little waiting slide. Let me do see. It gives a little bit out. Pull it out. And I need to move these vertices down. So I'm going to scale them in zed axis as well. I'm going to select these four and grab them in x-axis, like so. Okay guys, Now I'm going to put by clicking here and pressing Control a or command a. If you're working on a Mac, you can just press Command a. This IS key means control or command so that it doesn't bug you. Now, I will go here and apply old transform. So I'm going to apply a location, rotation and scale. And once I add the mirror modifier, it is going to be right there. So as you can see, and also one last thing that we will do in this first class is we are going to make this, um, theme here. So I've added a cube, I'm going to grab it in x-axis, bring it in zed axis here, zoom in a little bit, scale it down, grab it like so. I'm going to add a subdivision surface modifier and as well as the head and the ears. We are going to add a subdivision surface modifier. Now go in x-ray mode. I'm going to select the bottom first extruded down, and I'll select the top extruded. Once an extruded one more time. Select it, right-click Shade Smooth, and grab it in y. So we are going to align it where it needs to be. Now, for this Top Hat, top part here, I'm going to simply add a sphere, but I'm going to select this part here and press Shift S cursor to select it. Now, once I did that, I will and simply shift a to add a mesh, add a UV sphere, scale it all the way down. Gravity little bit, arrange it, right-click Shade Smooth. And also we are going to be adding a subdivision surface modifier. Now let's see how it looks like. Awesome. Now guys, that is it for this video. In the next video we are going to make the body of our character, so the dorsal and the soft part of the body as well. We are going to start with creating the legs. So I will see you there. Bye.
3. Modeling The Body And The Legs: Hey guys, welcome back to the second video on this course. And in this video we are going to model out the body and also the length. So the first thing that I'm going to do is I'm going to set back the cursor did I've previously had here. So I'm going to press Shift C and it is going to pop right in the middle. So right now I'm going to press Shift a. And exactly as we did the same thing with the head and with the ears and with young teens and everything, we are going to be adding sub-division circuits modifier. Let's increase the number of subdivisions 23 right-click shapes. Going to the X-Ray mode, scale it up, go into the Edit mode. Scale adds up like this, extrude down, queue it up, hold so this part as well. And not by grabbing these down and by scaling it, we are going to make sure that it looks like our reference image. And I'm going to pull this a little bit higher style and also add one more modifier. Once I, one more loop cut. Once I did that, I'm going to scale it in x-axis. Scale this in x-axis, and we will be getting the same thing as we had here. So right now, let's scale this a little bit more and scale this down. Well, let go to the side at Google and it does look cricket bug. We are going to make sure it isn't. I'm going to move it back to the y-axis, select the sides like this scaling in y-axis. Let's kill these two in y-axis and one more times Kelvin, scale them back. And when we have our body. So we did the first part. Now, let's hop on to deselect before we start adding this part here. So I'm going to do the same thing as I did with the body. I'm going to add q, get the subdivision surface modifier, increase the number of subdivisions 23. And also here in the left inner corner you can see the shortcuts that I am using right now. I'm going to scale it a little bit and added right where the leg is. Let's go to the side and grab it in y-axis. Once I did that, I will extrude, but not like that. I need to select only the bottom vertices. So right now I will be able to select and extrude. So I'm going to press extrude ones. Extrude one more time. And what one? Now for this part, I'm going to be adding one more loop cadherin dissenter, so that I will be able to do this. So I'm going to select the first one, set it right in the middle of this part here, and also on this. So I'm going to select these two and press Control or Command V, like so. And now I'm going to go here on the pivot point and change it to individual origin. So I will be able to extrude it and scale it inside. So I will press E S. And you can see the details that I, that I got here. Let's go into the X-ray mode. And let's change this a little bit. So I'm going to be adding one more loop cut. And I'm going to be moving this old way to decide. So I'm going to make his his body thinner, old. So let's move this side as well in the x-axis, like so. And on the bottom here, I'm going to scale it down and extrude it out. Like so. Once I did that, I'm going to pull this higher, add one more loop, cut and scale it A1 axis. So now it's going to look much better. This a little bit only to decide, okay, Now let's see for, from this side, I need to scale this oldest age down, press it up, scale it in y-axis. And let's select the half of the left half of the legs and grab them in y-axis and the line them, align them with the referencing, as well as this one. And as well as this. I'm going to grab it a little bit. Okay, Now let's select these and grabbed it a little bit inside. So I'm going to select all. Except of these to grab them in y-axis and pull them a little bit inside. Here we have the length. And now what are we going to do? We're going to, by selecting it, go into the Edit mode, add a mirror modifier. Now once we added a mirror modifier, I'm going to set it on top of the subdivision because this way we make our modifier. So all always on top is the mirror modifier. Now one side here, I'm going to press a and press Control or Command a. But now it's not working. We need to go into the object mode and press Control a or Command a. And you can see now that we have two links. So this is the mirror modifier. Now, once they are here, I'm going to allow clipping. Select this part, these four vertices. So I'm in x-ray mode and I've selected four vertices. I'm going to select it, press X, delete faces, select them again and extruded insight. So I will get this part here. Okay? So now once is there, I will go inside and select these two, press three, grab them in y-axis a little bit. So you can see how they look like. And these parts, I can just press W, J and move them to decide. But I will not do that. I will just select everything and grab it in zed axis like so. And I can move this bag because you can see that I moved it a lot. Press three, press S to flatten it out. And so these are the legs for our fabric term right now or lexical like this. So I'm going to delete this so to these vertices and I'm going to grab this point, okay, now it's much better. So I will be using this method because we allowed clipping. I will have this little guy's legs like so. Okay. And also, let's delete the faces there. Okay, now it's much better. And now let's select the top and scale it in y-axis. Log that much. So they are not select. Okay, and also, let's move these two in X axis. Let's add one more cut here and grab this data, right, this inside. And you can see that it follows the reference image. So we are done with the legs. Now let's go with the feet. So let's add a cubed scaling down, gravity down and grab it here. Once I did that, I will grab it in or y axis to bring it down and add a subdivision surface modifier, increase the number of subdivisions sensory, right-click sheets. So now I will scale this up gravity in y-axis. So I will align it with the heel of the foot. Scale it in y-axis, going to d Edit Mode. Extrude this old way here. Now once I did that, I will grab this top part of the Gillette of just seat and do this. Now r double-dot. Move this part to the beginning of the of the legs. Select the top only vertices, extrude them up here, add one loop cut. Now I will go and add a loop cut down here, grab it up, move the front to the back, the GY. And also we can move back the heel a little bit. Here it is. Now we are going to be adding one more loop cut here. You can see, scale it in x-axis a little bit only. And you can see how it looks like. We can scale this down, but I think that it is not necessary. Yeah, if it is going to look like this. So it's great. Now, I will select the top bar here and scale it in x-axis, not in y, but in x-axis. It's not going to be showing, but now it's much better. Let's see what else we can do old, so we can select these two and scale them in x-axis. Or let's select East US. Yeah, now it's much better. So I've, I've just scaled them in y axis. Now, once is that there, I'm going to select the bottom of the shoe and press S to flatten the vertices. Also with these as z 0 flattened the vertices and now move into y-axis, this front part and bring it down as well. So now guys, I will press Control a or Command a on my keyboard, set old transforms and add a mirror modifier, old. So I'm going to pull the mirror modifier on top. And there we have it. So here we have the old, So we have the body of our character. Now, we are going to hop on to the next video where we are going to make the arms. But first of all, I see here one little problem. So you can see how this is trait and this is like bended. So I'm going to move these a little bit outside. Or I'm simply going to select this part here and this part here, and scaling in the y axis. Let's grab the deal is when y, I need to grab this out in extremal. And now it's much better. So guys, I will see you in the next video where we are going to model out the arms.
4. Modeling The Arms: What's up, guys, Welcome back to the third video of this course. So as you can see here, we are done remodelling the head and the ears. The ears. And also we are done modeling the body, legs and feet. Now the next step are the arms. So the first thing that we are going to do is add a queue scaling down. The same principle goes to the hands as it went for the head, for the torso and for the legs and the feet and everything else. So we are going to model our strictly out of cubes. So right now I'm going to go here and add a subdivision surface modifier and increase the number of subdivisions 23. Now once I did that, I'm going to move it back to the y-axis, x-axis. Press 3 rad in y-axis and alignment right here in the center. Once I did that, I'm going to go into the Edit mode, select this half of the cube and extrude once. Exactly the same as all afford the legs. We're going to set it right here in the center of these lines. I'm going to extrude it a 1s here. And right now, right now guys, I will add one here. And let's bevel these up. So Command or Control B, like so. And it is into individual origins extrude in scale, inside. Scale it a little bit more. Gravity in x-axis or the like. So let's scale these two down and add it right here where the hand is. Let's bring up, grab that in y-axis. And we're going to add one more vertices here in the center. So you can see now that this one is much better and the rabbit down, or we're going to leave it as it is. Right now. I'm going to model out the path, so I will extrude it to the point where the thumb is. So here it's scale it into z axis and extruded one more time here. Right now, I will grab this up higher here. Now I will select this part here of the, of the head. Insert a face, right-click, circle, loop tools, circle. If you don't have this feature, just go here on your file. I'll under Edit and go to Preferences and type down here a loop. And it will pop up here and just check it. Check the box and you will have it. Right now I will press one, rotate a little bit, go up here, grab it outside and extruded once, press seven and arrange it where you want it to be. So I will go link. So you can see now that I have a problem here. So I'm going to be adding one of loop cut here. And using Alt, I will select these four vertices, Alt and on the edge, I will scale the Dao. So you can see it. Now in x-ray mode, I will select this part here and grab it up. Or no. I will simply select I will simply select this part and grab it up here. And let me see how it's going to look like. Again, it's not looking so great, but we are going to check that. So now I will go into the edit. And in x-ray modes keel these in y-axis so that we have more of a, are more of a head here. Now, I will select this one, this var DC, and grab it in y. In the z axis. Like this. Scaled bees in the y-axis a little bit more in grab it down. Okay? Now you can see that the thumb is down, so I'm going to select these vertices. Least. Rest three can grab them down. Real teeth a little bit and will NOT gate right-click shapes. Here we have it. Okay guys, now we will do the same thing as we did for the legs. So I'm going to press Control a and add a mirror modifier. Put the mirror modifier on top. And here we have the heads. So what I should do is I will add one more loop cut here. And I will select the rest of the, I will select the hand only. So I will press one book, select everything I can grab it. Here. Also, I will select the border. This in graduate down as low as the, as the thumb here. I will select it and bring it down. Now it's going to look much better. Okay, So let me see if I need to add one more than I could here. Let's pull these two up and pull these G as well. Okay? I think that it is better looking like this. Let's change this. Let's see what else we can do here. We can go rabbit, okay, we are now going to make changes to this one, only to him. So I just press it up. So I moved it up there. Okay. So we are done. Now, let's do this little detail that we have here. So I'm going to select the front only. So let's select the Face, Select and select these two. Once I selected them, I will press shift D, click P, separate by selection. Now when I go out of edit mode into the object code, I will have this here. So I will go here and set the origin to the center of the mass, and I will delete the mirror modifier. Now I will scale it down, all the way down. Scaling now up. And right now, I will select the edges. So I will select these two edges on the side only. You can see I will press ES, ES. So 2 times k. Now I can scale it a little bit more as well. So that is one. I will select it now, control a old transforms, and then I will add a mirror modifier. So there we have it. So the arms are done. As you can see here, they follow the reference perfectly. Only this part, I need to sell it. So the bottom s, z and rabid cost and altro this as 0 rather down. We can also go back here and select these and scale them in y-axis so they look more rounded. So I liked the way it is right now. Let's take a bit in y-axis. Little. Awesome. Now, what else we can do? Let's make this little detail on the, on the torso here. I will go back and add a tube, scaly down, grab it up here, add a subdivision surface modifier and increase the number of subdivisions to three. I will scale it up, scale it in zed axis, scale it in x-axis, bring it a little bit more down. And now let's add, okay, I'm going to only add one loop cut hearing dissenter. And I will be deleting the vertices for a form the side here. So that I can, I will be able to add a mirror modifier and Allow clipping. So now I will only model this half of the and my model. Okay? So right now, I will scale it in a y-axis, grab it in y as well, everything in white. Now, I will try to make the shape exactly the same so I can see it. Okay? And now I will add one loop cut here. And I think one in the center. So now I will grab it down. I will grab the whole thing here to the y, to the x axis. So if you guys get stuck anywhere, you can always email me. Or if something isn't. If I go back, that means that I'm going to show you I will show you how to go back if you if you mess anything up. So don't worry about messing up everything. You are the creator and you can do whatever you want. Because in the end, at the end of the day, you are creating the model. Model is not creating you. So I will grab this little LED scale, it a little bit more up. Right now what I will do, I will select these points and grab them in white. Right-click Shade Smooth. Here it is. And for this inner side, I will shift the duplicate, this one, scale it down. But I need to set the origin to the center of the mass. Grab it here, go Control a rabbit. Edit mode. Clipping is on sub n. Now we will set it right here where the sport is led to bring these down. It is right here. And I'm going to grab it in y-axis. Let's see from the side how it looks like. So I'm going to be rotating it a little bit like so. And scale it up and grab it in y-axis. So that is going to be it for this. I'll just move this. Yeah, so I'm going to be doing that. Let's select the top here too. These two, these two scaling them in y-axis, but we need to change the pivot point to media point. Scale it inside a little bit only. And well, so here we have this sparked. And in the next video, I will show you how to make this little line here and old fill the oxygen tank that he has. At the end. I'm going to show you how to make his glass glass bowl like here. So I will see you there.
5. Modeling The Oxigen Tank And The Helmet: Hey, what's up? Hey guys, welcome back through the fourth video of this course. So right now we are going to model the oxygen tank and this little thing that is connected with the helmet and the sued on our astronaut. So the first thing, let's create the tank. So I'm going to scale this cube down and let's add a subdivision surface modifier and increase the number of subdivisions 23. And once I did that, I will add a loop cut right here in the center. Scale it out. Add a loop cut on the bottom, steely even more, and bring these to death. So right now I will pull the bottom down. Okay? I accidentally pressed, said, I will press that right now and go to solvable. Nothing is wrong. So now I will bring this down here. Let's see. I will select the whole thing daily, gain y-axis and grab it in y-axis. Now scale it in y-axis right now and add one more loop. Well, on the top, rabid down. The whole part. Rabid down and grab this inside. Right-click Shade Smooth. So this will be our oxygen tank. Okay, now let's do the details on the oxygen tank. You can see here that I have a little bit of a detail here. So right now, I will select this. I will go back and add a queue. In the side view. I will grab it in y-axis are added right here. So into the Edit mode, I will scale it up. On the side. I will see how much, how far I2 go. So also I'm going to be adding the subdivision surface modifier. Let's add one here. And one is just awesome. Right-click Shade Smooth. Now I will only need to select the suck the side worms and movie Inside cost my oxygen tank. Let's add one vertices in the middle and select the sides and grab them in y-axis and pulled them a little bit inside. Like so. Now I'm basically going to shift D duplicate this, scaling down and grabbing outside. Once I did that, I will select the top. So the top faces and insert a face. Let's select these two and insert a face and extrude and add two of these. If you want it to be a round part, you can go like this. But if you wanted to do it like a queue to make it a cube, just duplicate this one, scale it down and grab it outside. And that is it. Okay. So we made those little details that we need it. Okay. I didn't need this one, but it should be cooled. So I made three of these. And now we are going to make this part that connects with the helmet of our characters. So this part here, I will add a in the front orthographic view, I will add a Bezier curve, Bezier curve and grab it in y axis, press seven, going to the X-Ray mode. And right now I need to position it. So I'm going to select everything and rotate in x axis by, by, rotate in x axis by 180 degrees. Like so. Once I did that, I will rotate this part here and grab it inside. Like so. Grab it and pull it to the oxygen tank so you can see where it is, right? I'm going to pull it up on the box a little bit, but we are going to be doing that later on. I'm going to scale this down. And also right now, I will extrude it one more time and connected with the head. Now, let's drag these up and rotate. If you have this little problem, I will simply move it forward. I will scale this insight and grab it. So it can see how it looks like. If I go out of the edit mode, you can see that we cannot see it. I'm going to pull it in x-axis, these two. Okay? So if you want to follow the reference image, you can, I am not. I'm just going to follow this and nothing else. So I like the way it flows. Or I can simply mean with a little bit higher up here and rotated a little bit. Okay. Once you did this, I will go here to the object data properties for our Bezier curve, go here under Geometry. And here we have bevel. So I'm going to increase the bevel to my liking slideshow. And here I'm going to set the resolution to two. Once I did that, I will move this part. I will leave this part. So I need to press Option H because I accidentally hide it. I will grab it in x-axis so that it goes inside of the art here. Now, once I'm done, I will go here under Object Convert to do. Once I did that, you can see all these little tiny parts for my pipe. So now I will select the edge select. I will select every second one. So each second, Let's select them. Like TO, or I don't have to select this one. I will just add a loop and I will do it all over again. So never mind. We don't have much of a job here. So right now, I am satisfied with the number of these cuts. I will press Command B, go and change the pivot point to individual origins, extrude and scale inside. Like so. Now I will go here and add a subdivision surface modifier and increase the number of subdivisions to two. So that is it. Also I can go with these two, with these three. So I will move this one much to the center, select them, build them, look like so extruding scaling side and will left. Now it's much better. We could have one with this one as well. So I'm going to go with it right now. So this is the oxygen tank and this pie, a little pipe that it is in here. So we are done modelling it. Now. Let's hop on and do the head. So the first thing that I'm going to do is I'm going to decrease the number of subdivisions that I have here to two. And I'm going to press Control a onto here, or just goal here under the arrow and apply it in object mode. Once I did that, I will have something that looks like this. So now I will select these edges here and select the inside edge. So let's select the vertex, select accepting this one. Now, I will go into the Edit mode and see where they are. I will scale this up and insert a face. Once I enjoyed it a face, I will press right-click Loop tool circle. So I can see it right here. I will scale get's circle down and I will follow the path where my on my reference. Now, once I did that, I will extrude it inside. It will look like this. So I will be able to add a subdivision surface modifier and it will look much better. Now, I will select this part and scale it in x-axis so that I don't have a problem here. Here on the side. Now, I can see here that I pretty much to move it all the way to the inside. So I'm not going to do that. I'm going to bring it a little bit back. So I will select cysteine turnover to see press Command or Control, plus grab it and add a loop. Inside. Like this. If you have this problem, I will just advised you to select these tree and press W J and move them inside it. Like so. So you Google not tab that problem. Also these two, we can bring them up a little bit like so, so they create a circle. If I went to do a circle right now, it will not turn great. So I will simply move the vertices a little bit and I will create the perfect circle. So the size, and let's see the look on the inside. I'm pretty satisfied how we turned out to be. Let's select the one more time, the whole inside and scale it in x-axis a little bit only. So let me see how it looks like. Yeah, I like it. I like this better. Okay guys, so we are done with the modeling. Now let's hop on and add some materials to it. Shall we?
6. Applying The Materials To The Model: What's up, guys, Welcome back to the fifth video of this course. So right now we are going to add some of the materials to our model here. So I'm going to go here and enable selecting all our images. And I'm just going to bring it to this side. And this one, I'm not going to I'm not going to look at it because we have the front, the front part. So right now I will go here into the viewport shading so I can see how my model, how my model look like. The dean, the prism material preview. Now I will go here in materials settings. And first of all, I will add the material for my helmet here. I will add a new material that is going to be white. And right here, I'm willing to add it a little bit of metallic. Turned down to roughness. Likes TO. So you can see how it looks like it is really shines. Now, I will go here, I will press Plus going inside and onto here because I already have it selected. I will just click. If you don't know, I will just click here and I will click Plus a couple of times. So right now I will go into D. Yeah. So I can simply now without this one. So I will go here, add a blue bluish color. Like so. Go into the edit tool, assign it a lot of restless one more time and added here. Now onto this material, I'm going to turn on the transmission. So it looks like more like a glass. I will turn down the roughness. Let's see how it looks like. Okay. Let's go with this specular with a subsurface a little bit. You're experimenting. So I will change the color to this one. I can change the roughness. Elizabeth Warren turning down, you can see now the light in the helmet here. I will turn it down a little bit more to make him more shiny. And, uh, let's change this one to a different color. For this one. It looks nice to me. You can see the reflection here in the, in this part. So now I will select that years. I will apply the same material that I have on my helmet here. So materials 000 001, 000 001. It is onto here. Now here also, I will select this one, add 000 001 material added onto the hands, onto the body here onto deletes. And now I will go inside of the legs. I will select the inside here. And these little parts. And then I will, I will press Plus, I will add a new material that is going to be gray. Or I could have simply done this. So I will add this one. I will duplicate it by pressing plus, and then I will just change the color. I will duplicate it. And I will, I will choose a color. Okay? So right now I need to go here and add a plus at a 000 001 material. Select. Go here under Select and invert. And now just select this one and assign like this. Okay, You can see that if we have a problem here, so we are going to be adding a loop. Good hearing dissenter here as well. And now we are, we are going to change if we change AND gate. So let's add winded cut here and on the bottom. And now go select the face. Select, only. Go with, select, Invert and apply this white material. And now everything should be good. Okay, let me try and select this one. This one, and this one. So I will go like this, like this. So I will also select the inside part of the point. So. And this one, this one and center one and assign it. Once I have my material here, I will go back and add 000 three, I think 000, 000, 6 material, 000 six for the hands as well. So I will go here and in, in, in Vertex Selection Mode, Transparent is on, select the whole hand to the wrist. Like so. Here. Press plus, add the zeros, zeros Material and add it can pull. So we're going to select this one as well and will lie here where it is. Now let's go inside, add a couple of loop cuts. So here and here, as well as here and here, we are going to now select the Face, Select, select the inside only. So this one, this one, and this one. And assign. So we are done with all those little details. Let's add the gray one to this bark here. And also let's add it to the thing, to the tank. And also here. Awesome. And team as well is going to be this color. And what else? So we can't change a little bit the color so I can make it a little bit darker. And also what else we can do is we can decrease the roughness a little bit more so that it looks more shiny. And also the metallic, we can increase it a little bit and add some roughness like this. I like it a lot. Awesome. So be sure to save your file as strong. So I said, I'll set now for the, for this part here, I will add dark, I will add black, and I will decrease the roughness. And I will increase the metallic. Not that much, not that high. So let's press F9 and let's do the last details here. Note that we have, I will go with these colors. So the render craft colors, as you can see here. So I will select the top here where I will add a orange. Now I will go to decide and select these two. Press plus and add the blue sign. Like this. But only I am going to be adding a loop cut here. And now I'm going to be selecting this part here, the whole part, and adding the orange material. Okay, so that Let's make it a little bit more orange, like so. Now for this parts here, I will go and select the size. I need to go into the X-ray mode for this one to select them. Live. So excepts of this one. So I need to go into object mode and the select these parts. So only shift and click. Okay, I will add a new material that is going and should be blue. And I'm going to assign it. Now I will go to Face select, select these two faces, add a new material that is going to be this one, assign. And we are done with that dose 2. Now let's go to the side at the back. Let's select this part here. I am going to make it orange, what? Orange with blue right now and on the bottom. So let's press plus, add a new material, this one, Let's add one little. So now I can select this whole part and add this material. Like so. We can select the edge with the Alt and grab it a little bit to the y-axis so that it goes outside a little bit more. Okay, Now let's select this one and do the opposite. So the top here is going to be, is going to be orange. This one we are going to remove. On the side is going to be plus, plus is material, not this blue, but the other loop is one site. And also we need to have a one more loop cut here and just center with awesome. And this one, I don't know it giving me blue totals. So guys, we are done with the modeling and with the materials on our astronaut.
7. Posing The First Character: Hey guys, welcome back to the sixth video of this course. So right now we have our model done here. I'm going to select the reference image and I'm going to delete it. And as you can see here, it looks pretty nice. So what we are going to do next is we are going to pose this character. We are going to duplicate it, make Tilde characters and make a landscape. So right now I'm going to select my, my little guy here. I'll zoom out and I'm going to create a different seat. So this is, this one will be called one. And this one will we call, I'll turn out to be like this. And onto this one, I'm going to select this character controlled C. So let me just turn all my screencast keys be turned off. So here on the left in their corner you can see the first set loud be using for discourse. I'm going to select now the second collection. And I'm going to press control V and bringing to decide. Ok, so now we have characters here. I'm going to set one here. So let me press seven middle-aged said one here, and I'm going to set one here. Okay? Right now, let's pull them up here and this one will be sitting. So the first thing that I'm going to show you is how to pose them. Okay? So this one will be sitting. So I will be selecting the bottom, the shoes and everything, and rotating in x-axis by 90 degrees, but rotated it XX and XY minus 90, so that it goes this way. I'm going to grab it In y-axis bullets a little bit down. The rapid in y axis, like so. And they stopped part Top Hat. I'm going to extrude up here like it's launched his debt like that. I'm going to move these vertices and make him a body like so. Now I will select these two and slightly bend them as it. She has a knee like so. And I'm going to pull this down, rotate. And now I can set his feet here. I'm going to rotate them and rearrange them here. So here we have the sitting aldosterone out. And right now what I'm going to do is I'm going to pull his heads back. But before that, I will go, Go here, grab this in y-axis is like so. And also grab the feet in x-axis as well. So that he'll looks like awesome. Now for the hands, I'm going to select the heads. Let's rotate them in zed axis like so. Wrap them in white. But previously, I need to go here and select this bands that I have and join it together with the arts and with the heads as well. So right now, are going to be rotating the arms. But first of all, I need to check the pivot point and select it to media port. Okay, now I will select everything. And you can see that now my elastic band, as I call it, is now. We can move it with the arm. So I will double rotate, or I rotate in x-axis right now, rotate down. And now I can double rotate. Awesome. Now I will be using the proportional editing for this one as well. So I'm going to graduate here. Down here. Select the hand. Then did a little bit. Not that much. We've ended the hand and we are going to add a rock there. So yeah, now I'm going to select the top here of the arm. And first of all, because here we don't we don't have this like the inside. I'm going to bevel this area. I'm going to now go here and jade 0.2 individual origins molecules side. And now I need to add the color inside. So I will go with face select. I will select the faces that I'm going to add a color to these. And I'm going to assign this material. Okay? So now that we did that, I will select the top face of the of the head of the arm and extrude it and grab it in x-axis like this. And let's give him a little bit of shoulder. Like so. And also yeah. So I'm not going to change anything else. I like it. And now for his head and for his everything, for his body, I'm going to rotate it a little bit to the right or to the right side? Yeah. Like so. I'm going to grab and move this whole body. Grab it like this. As he's looking at the distance. Field, looks like awesome. Now, for a, we have posed the first one. And let's pose the second one. So actually I'm going to pose him in a different video guys. So I will select this one and move it closely to the center. And I will move this one here. So guys, I will see you in the next video where we will pose the other character.
8. Posing The Second Character: Hey guys, welcome back to the seventh video of this course. So we post this character in previous video, and now we are going to pose the other one. So this one, we will meet him like walk. So we are going to move his leg to the front, the one leg to the front and one to the opposite side as well as the heads so as he is touching something. So I will show you that in just 1 second. So first of all, I need to go to two modifiers, and I need to add the mirror modifier. Now that I added a mirror modifier, I am going to go into the X-ray mode, select the leg. With the proportional editing. I'm going to move it to decide. So I'm going to meet with two like this. And you can see that the other light is moving. So I need to do to change this. Okay. Like so. Okay. Now that I did that, I will likely move this at front as well. And I will rotate as well as on the front here. I will select it and rotate it. So as he now, I will select this, this one, but previously we need to apply the mirror modifier. Now I will be able to select it. I'm going to grab it without the proportional editing. So if you want to turn on and off proportional editing on your keyboard, you can just press O. And I can see here a little problem, so I'm going to help you solve it. First of all, I will turn off my proportional editing. I will move. Okay, Let's turn it off. I will move the leg. I will rotate it and old. So I will move this as well. Like so. Now I will select the bottom, the bottom of the leg, and I will make it as it is moving. So you can see it. Now, I need to rotate this whole part like so, so that it is straight. Okay? So right now I will apply the mirror modifier. Let's unhide this astronaut. So that is the first one. I just click here on this box to hide it. Now, I will select this shoe of heads selected here, rotate it, added here, and move this part of his sheep. Like so. So the first is done. Now I need to press one, select the other leg, press three and then seven, a 3 and then 9 to go to the other side. Rotate and gravity in y-axis like this. Now I will select this shoe, grab it in y-axis, move it and added like so. Okay. It doesn't look so nice right now, but it is going to look great. Trust. Okay? So right now, it looks like this. Okay. So we need to select the top half of his body. Ages of half here without the legs. So only this area here. Only the top part. These details. And can we need him up like so or as he is taking a step and also on his shoe, I need to pull this and pull this down. Now for the hands, I am going to do the same thing as I did with the previous one. So I'm going to join these two together. And right now I will be applying. I will not be applying right now. Let's first of all, the rotate them in. Let's rotate them first. So I will press one, I will press R, pull it down like this. Like so. And now I will be applying the mirror modifier and this arm. This is going to be straightforward. So I will press 3 and then 9. I will rotate it rabbit here. And also I will rotate it in x-axis, y-axis. So as if he is a super, super hero, superman reality in y and rotate inset. So he is trying to touch something and that something I'm going to show you in a second what is going to touch. And the opposite hand. I'm going to move it a little bit to the side here. Like so. So this is the second one. And I think yeah, I'm not going to add any shoulder because I like how it is right now. So those are the two poses that we make guys. This one and this one. So we are going to separate them by selection because then it's going to be easier for us to set it on arsine. So guys, I will see you in the next video where I will show you how to make landscape for your scene.
9. Modeling The Landscape: Hey, what's up, guys? Welcome back to the 8 video of this course. Right now, we are going to make landscape. As you can see here. I'll leave a little bit this character to do in the y-axis. So that is what I did right here. Right now, I will be adding a plate. I will scale the plain old away like this. And then I will go into the Edit mode. Let me just go to Solid View. I will go to Edit Mode, right-click sub-divide. Here on my left inner corner, I have this sub-divide section. I will click on it. And here I have a number of cuts. So I will change the number of cuts from one to 100. And click. Okay. So right now I will go here. On the top, I will press C. And I will slightly select the area that I'm going to add for my landscape. So I'm going to make a couple of hills sign randomly going through these. And I'm going to move them. Okay, right now i'm, I turned on proportional editing, grabbing them. So let's grab them. Turn on, turn off these. Like so let's move them a little bit up. Like this. Now, I will press one and I will add a camera. Once I did that, I will press Shift and period keys. So that is the key above the Tab key on your keyboard. And I can move it like this. So this is the camera view and I will go S for four, presuming out E for going up or going down, D for write a four left and double V or zooming. So I'm just going to move the camera a little bit and find the perfect spot. So I'm going to press 0, period key and Shift. Let's roll. So I'm going to go up, up, up, up like this. And I will make a center like this. So once I did that, I will select a couple of hills here and grab them so that it looks like it's a little bit bigger. Like landscape. This, let's make a couple of hills here. And right now, I will select, I will move these a little bit down. So I can have that like the depth here. I will grab it down. Awesome. Now what I will do, I will select the camera. I will then go here to the camera. Now, before I do that, I will create a new, a new collection where I will add the camera. And also I will add that the plane here to the second collection. Before you do it. Now, I will select the camera, go to the camera here, go to Viewport Display. Turn this opacity up a little bit. So this is our scene. Let's zoom out a little bit more. And now here comes a composition guides. I'm going to click and go to center. Now here on this center we are going to make a light bulb. So I'm going to press 1. First of all, let's go here. Go to Edit Mode on the plane. Select one or two. So I will go with these 23. Then I will press seven. And now I will select like this cube and I will press S without the proportional editing lines. Let's go and see how it looks like. Okay, I need a bigger one. So I will press Control plus and S sub 0. Right now, I will select the first astronaut. And I will press seven and grabbing here, rotate him here, and grab him in zed axis. 0. Let's rotate games in zed axis. So he's going to be right here. So I'm positioning him. And now here I will add a little of a fill. So make gold that he can lean on. Okay, here as well, I will make this up. But I will turn the proportional editing can be down as well as on the other side. Exempted press X, Control Z, or going to undo. Well as Brazil and see how it looks like. I will go back here and add this one as well. Let's move this one. Hope that folks are up. And let's move these down a little bit only. Okay, So we made the first one and the second one. The second author note is I'm going to select him and I'm willing to rotate him and put him right here. Okay. Well, that's gravity up here. Well, let's grab it one more time and pull it closer to the x-axis and y-axis. Awesome. Now that I did that, I will select these couple of vertices here and add them. Okay? This is the first bark. Now here on the center. I'm going to be adding a 0. Here. I will be adding a cylinder. I will scale it down in zed axis and scale it. Then I will press seven and added right here where we made this slack, slack part. Scale it a little bit down. Let's first one and bring it inside the liquid life. So now I will select this stop without the proportional editing and grabbing the liquid up, insert the face and extrude the rest instead. Now, once I did that, I will press seven. I will add another cylinder rotated in zed axis by 90 degrees daily down. And add one here, rabid up. So this is going to be the first one. Now, I'm going to duplicate it in y axis and rotate it as well, gravity inside. And now by selecting the two of them, I'm going to join them, applied the location, rotation and scale and add a mirror modifier. Now once I did that, I will apply it. And I will select only the tool in edit mode, and I will add them. Okay, it looks good. And now we are going to make our light bulb. So I'm going to be adding a UV Sphere, bring it up, bring it here at the center of our of this work here. I'm going to scale it up, bring it up here, and now go into the X-ray mode, select the half of it, or a little bit less than a half. I'm going to grab it down, scale it all the way. Add a look at here, scale it a little bit guy down. So this is going to be our light bulb. Shade, Smooth it. And now here I'm going to be adding an end cylinder to be like at the bottom of the light block. Gravity in x-axis, press seven. Added right in the center. Select the two of them and bring it down. Like this. Press is 0. See how it looks. When you try to make some hills around and make depth here at the center. So I'm going to select the plane, and we're going to move these with the proportional editing. So I just grabbed them. Like so. I can move this down as well, a look of it, don't worry. Here as well. I would grab this up to solid view. These, let's see how it looks, right? Okay. Let's move a cup of tea. Tried to make it like it's more than that. The whole theme. Let's move these areas down. Okay, now it looks much, much better. So right now I will add a curve and I will press seven and align it right here. Now, I will bring it up guinea y-axis. Let's zooming. And I see it here. So right now, I will move it to decide and inside of this big cylinder here that we have. So I will press seven for this. I looked, I will added right here and move the duck. Right now once I got there, I will move the, without the proportional editing, I will move this line here. And I will make kids like a cable. So one. Now I will duplicate it in x-axis. Now I will move this one so I will rotate it, it goes inside of the as well as this one. So I need to make it go inside of the hailed here. Okay. It does go inside. Now this one, I will rotate it a little bit more to the x-axis. Now, let's make two of these. So Shift D, duplicate that in x-axis, expressed seven and attach everything to hear that, to wrap them some. And now let's move these down here and rotate them opposite way. So I am going to make them a little bit more tangibly like so. Let's move this one as well. So I'm going to rotate it, put it right here. So make sure that it goes inside. And this one, I like, so awesome. Let's bring this one a little bit closer to those. Select each one of them. So select each one of these. 1234. We are going to make sure that they go inside. So without this top one, only Ds, I'm going to grab them and move them down to the collection three. So now I will go here, select all of them, joined them together. Weed Control J, we go here under object data properties, scroll down and here we have the bevel. So I'm going to bevel the millipede, but as they look like cables falling out, let's move this one a little bit more here. Rotate it, rotate it back side and move it up. Like so. Now while this is on, I will go press seven shifty duplicate them and make them like this. So now that I have those two, I will press Control J or Control a old transforms to apply the location, rotation and scale, I will go and add a mirror modifier. I will make sure that I have them duplicate it, add at y-axis. They are here. But what we actually need to do is I'm going to pull these here and rotate them because it is going to be much easier way to do these two from here, then to go, then to do them from here. So now I can go mirror. Here they are. I will apply the mirror modifier in the object mode. So you can see transform curve to match in order to apply construct a constructive modifiers, the solid will go here under Object convert to mesh. But previously, before I do that, I will go here under Babel where we made them look thicker. I will change the resolution to two, and then I will go Object converge to mesh. And now I will be able to add a mirror modifier and it is already added. Now, I will move these vertices. I will remove these vertices. So let me select them. Each one of them. I can just go like this in x-ray mode. Press seven, grab them in x-axis. So here we have it. And now for the final part, I will add a sync cable, or I will add a couple of crystals. So let's model them here. Now, I will select the top here of my sphere, of my ICU sphere, I will turn off proportional editing. And we are going to set it to a random like this, like womb. We are going to make a course. We'll scale this down. You can see how it looks like. I will press and seven, and I will arrange it to a couple of, a couple of parts here. Like so. Let's press 0 and see where they are. Okay, I've moved these two a lot up, so I will go, I am willing to pull them down. This one, I will grab in x-axis, grab an X and double rotate, so RR, so that it's peaking out of here. Now this one, I will rotate it this way and I will grab it at the top of the hill. Like so. I can bring it a little bit inside. Like so. Awesome. Now I will grab this one down and I will scale it inside. This one. I will bring down, bring it in y-axis, and I'm going to leave it as it is, right? So guys, in the next video, I will show you how to make some materials for the scene and also how to import HDRI to your scene and make it complete. So I will see you there guys.
10. Adding Materials To The Landscape: Hey guys, welcome back to the ninth video. So right now we are going to be adding some materials to the scene. But first of all, I will make this ad center. And I will bring these, these lines here so that they are Parlow with the proportional editing. So I will go like this, turn this up, like so, move it up so that I don't have these little peeking out. And let's go with here like that. And here we can see that it gives me more, nor are they some planet bytes then the hills. So I'm going to do that on each one of these parts. So you can see now that it looks like it much better as here and here. I think that that should be solid. So now what I need to do is I will go here to render settings. And you can see that we don't see anything. I will go then to shading, and then I will go here and choose the object to world. Now once I did that, I had this background here. So I'm going to select it and I'm going to press and press Control T. So clicking Control T, if you're working on a Mac, you have control button on your keyboard, it is not going to work with command. Also, if you're using any other device, it is control. So I'm going to just bringing these two. And now I will go over that, but we don't have any HDRI in our in our document. So what I will do is I will go outside. And here I have my HDRI haven. So that is decide on where you can find different HDRI and you can download them for free. And from these you can download whichever you want. I just downloaded this one and let's try it out. So I will go to Blender here. I will add a new go here under download HDRI. And this is that one. So I will open it and you will see how it looks like. Now. This is here. I will change this world, do object shading, and I will select the ground. Now, I will add a new. Before I do anything, I just want to move these oligo bit down without proportional editing. So like this because the hand is old way inside. Awesome. And let's move these. So grab them down as well. Like these guys. As he is standing and around his hand, we can pull this up and this one as well. And pull down. Okay. So as he as he is sitting on this rock side and looking at this light bulb, Okay, now I will select the ground and go here under principle be SDF. And I will add darkish pink, darkish violet light. So this is a color I'm going for or we can make it even darker like this. So in-between off peak and violent. Okay. So now for the ground are will increase one with a roughness. And we can see how it looks like. This is the reflection on it. So I will make the reflection and well, now for these crystals, we are going to give them and the mission shader. So I will join them together, add a new material and delete this principle, BSD, press X. And also what you want to do is click here to use notes. Okay, so shift a, I will import and mission, click and add it to surface. Now here I will add this material and R will turn on the strength. So let me just see if I am going to do it like this or let's see with principal VSB. Okay. I will connect it to the surface. Yeah. I will leave it like this. So I will only make A little bit lighter. Like so because they are kicking off the ground, I can duplicate them and make even more of them. So I will do that right in a second. And I can move this ones here are duplicating and smaller here. This one all the way. Here. We rotate, put it like so. Okay, so those are the crystals. Now for, also for the ground, I will move with the, with the proportional editing. So these that are peeking sun now press 0. I will add the gray material to these pipes. So the first thing, I will go and add a darkish color, two Ds and to here I will add not so dark, but I will make them metallic. Like so. Also this can be a liquid metallic. So it turn down the roughness. Okay, shaped flat. So this is going to be low poly. Turn it up a little bit of metallic during this down and turned a specular. This base is also going to be a little bit darkish. Let's see what color with color. We can make it dark blue. Or simply, simply, we can make this color. Now, this bottom of the bottom of this light bulb is going to be black. And for this one, we're going to use the so Shift a and turn and mission connected to surface. And we're going to make it Dispatch will get darker, yellow. So this is going to be our light bulb. Or let's try to make it DFT, DFT be as t. Let's see just how it looks like. The SDF connective here. Added yellow color. Let's turn. Yeah, no. So this doesn't go inside of here. So I'm going to delete this and I will go with the emission shader. And Yochai's. So that should be arsine and you can add a couple of things that you want as well. So guys, that will be all for this course. And in the next video, I will show you how to make it a little bit more aesthetic. So, yeah, guys, I will see you in the next course. Bye.
11. Bonus Video: Hey, what's up, guys, welcome to the bonus video. You saw that our end result is ultimately different than my toenail. So I'm going to show you how to enhance your artwork. The first thing that I changed from the previous one is I added a new age, the RI. So if I go now to shading and I change this to world, you can see did I use studio small as 06 HDRI? So you can see, you can find this HDRI on HGRI Haven, just type it and it will pop out and you can use it for your for your project. Now, the next thing that I did is I found it a bulb on Blender. Kick this light bulb here. So you can, unable blender kid by going here under Edit, go under Preferences and just type down here blender kit. And it will pop out immediately. And you can just click here on this checkbox. And you can unable. Now if you want to find this, this model, I just press N and here onto the item tool that everything on the bottom we have blender, good. Now, I will use the models now and I will just type down here bulb and it will pop out and you can use whichever, whichever model you want. So here they are. Now, I will unhide. I will hide this real quick. So that is for the bulb. Next is that I populated a scene which rocks and flowers. So you can see these flowers and these rocks here that are levitating. So I also thought a demo Blender kicked and you can find it. You can find them as well. So guys think about what goes into your scene and how you can import it into the scene, and how do you make, how can you make it artistic fleet better? So that is why I added these plants and these rock because I thought that they go well with my, with my scene here. Now, the next thing that I did is on this beach that I created previously, I just subdivided and I selecting a couple of vertices and brought them up so that I get this sweetly. We believe Base here. The next thing, the next thing also what I did is I shaded smooth and this concrete pipes. And also I changed the color of them. So it is, you can see how it is right now. The next thing is, I played with the emission shader strength and the color in the bulb. So here on, inside the bulb, I can go here to shader. And you can see that the emission, the emission color is blue and the strength is high up. So you can also play with this around whichever you want. So then I played around with the position of the camera as well as the models. So you can see that this little astronauts is like levitating in the air and it is going near the bulb. So I made it like that and the previously it was here. So yeah, I just moved it and I rotate it down a little bit. And also this one is right where he needs to be. So the next thing I added is these little air pipes that go that go inside their helmets. If I connected them because I thought that they are going well for the scene. I've added empty here and I added the folk depth of field on the, on this empty so that the main focus will be on this astronaut and on this bulb. So if I go here and if I see where my EMT is, here it is. So if I go here now to my, my camera, I can go here, dad, my focus object data field is on the empty. So this is the area where it's going to be a little bit more focused on. So the next step is I added another light area on the other astronauts. So we will add it to make it interesting foreign trust with these colors. So I've added it here. And let me just hide this. And you can see that I added area light. I changed the colors so it is making a contract little bit of contrast. And also you can play with, play with the power it as well. So I also play, added a different shaders on the crystals, so they look like this. I will select them and then I will go here to shading where you will find. Let me just delete this real quick. So I played with the emission shader and with strength dbVar of the emission shader. Then I added a color ramp. So I played around with the colors of the crystals. And then I added a Voronoi capture poor sticks to this deck structure. Then I went to the camera settings. So I am just going to select the camera. I went to camera settings and then I added the orthographic type of my lens of my camera, and then I changed the orthographic scale. So I planed her, played around with the orthographic scale. The next step that I did, I went to render settings. I changed my render engine two cycles. Then I changed the sampling. This rent in render to 300. So rendering a sample is going to increase the rendering time, but it's going to add more details to deceive. So then I did, I went down here on the bottom and I played around with the color management though of the scene. And I changed the look to the high contrast because it was the most pleasing one for me. So I added a high contrast so you can choose whichever you want, but I use high contrast, then want, once I finish all of those, I went to here to denoising and I turned on my de-noising for deceit and I rendered out. So because I had because of the glass are on my bulb, I got a blur. So I wanted to increase my de-noising by going to de-noising data here, which you can find in your view layer properties here de-noising data. I check this box and then I went to compositing. Then once I, once I went to denote a to my compositing here, I played around with dynodes and I added a couple of them. So first of all, I added noise, the noise node, and make sure to check this box to use notes for you to shift a. I can add like de-noise and enriched. So I added this de-noise, some de-noise note, and I connected it the noisy image with the de-noising normal, de-noising a Beadle. And you can see which way I connect to dose. Then I want it a little bit uglier in my scene. So I added a glare node and I played around with these, these properties here. Then I went and added a color balance. So I played also with the colors onto my team. And that's Pi. I use color balance and everything I connected in the viewer and in composite. So guys, that is all, that is 0. So I hope you enjoyed the course and I will see you in the next one. Bye.