Create Kermit The Frog In One Hour | Zerina 3D | Skillshare
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Create Kermit The Frog In One Hour

teacher avatar Zerina 3D, 3D Artist And Animator

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Class Introduction

      1:16

    • 2.

      Importing Refference Images And Modeling The Head

      11:06

    • 3.

      Modeling The Mouth, Eyes And The Torso

      9:21

    • 4.

      Modeling The Legs

      5:31

    • 5.

      Modeling The Arms And The Hands

      15:23

    • 6.

      Modeling The Eyes

      5:33

    • 7.

      Applying The Texture And The Material

      6:46

    • 8.

      Posing The Character And Adjusting The Final Render Settings

      16:47

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About This Class

Hello guys, my name is Zerina and in this course, I will show you how to create Kermit the Frog from the TV series "The Sesame Street".
We
will start the creation process by importing the reference images, which you can find at Kermit references Once we have the reference images imported, we will begin by modeling the head and from there we will model the torso and the rest of the body.
We will use all the basic modifiers and mashes to create this model. For the material
, we will use basic material, and also we will use a texture for the body.
Once we
are done with the materials and modeling, we will export the model as an fbx file so we can import it into mixamo later. After we find the pose or animation we want, we will download the animation and then import the fbx file back into Blender. At the end, we will set up our camera and prepare the final render settings and background for the scene.
This course is for
beginners, but if you are an advanced 3D artist, it can be useful for practice. What are we waiting for, let's move on to the videos!

Meet Your Teacher

Teacher Profile Image

Zerina 3D

3D Artist And Animator

Teacher

Hello there, my name is Zerina. I am a graphic designer and a 3D artist. 

Creativity has been a part of my life since I can remember; even as a child, I was interested in art and computers, so I followed my passion and now do what I love. ^_^

Also, I have a lot of teachers in my family, including my mother, so I've always tried to emulate their teaching methods. 

I joined Awesome Tuts to begin my teaching career. And I have more than 5 years of experience teaching computer software for design and computer graphics. 

I preferably work in Blender, and the type of work that I do is; animation, sculpting, and modeling low and high poly models. 

In my courses, you can expect a practical approach to teaching, which means that I will expla... See full profile

Level: Beginner

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Transcripts

1. Class Introduction: Hello guys, my name is Lina, and in this course I will show you how to create Kermit the Frog from the TV series, the Sesame Street. We will start the creation process by importing the reference images which you can find at the link below. Once we have the reference images imported, we will begin by modeling the head. And from there we will model the torso and the rest of the body. We will use old basic modifiers and meshes to create this model for the material, we will use basic materials and also we will use a texture for the body. Once we are done with the materials and modeling, we will export the model as an FBX file so we can import it into maximal later. After we find the pose or Enemy Should we want, we will download the animation and then import the FBX file back to Blender. At the end, we will set up our camera and prepare to final render settings and the background for the scene. This course is for beginners, but if you were in advanced 3D artists, it can be useful for practice. What are we waiting for? Let's move on to the videos. 2. Importing Refference Images And Modeling The Head: Hey, what's up, guys? Welcome to the first video of this course about modeling Kermit the Frog from the Sesame Street in blunder. So once we open our blender, we can see here the splash screen and then we are going to go to general. Now we see here the default light, default camera and default cube. So I'm going to press one, select the camera and the light, and delete it, and we will be left only with a cube. Now, let me just turn on my screencast keys. So here on the left inner corner you can see the shortcuts that I'll, we'll be using for this course. Now, for this character, we will need to reference image. So the reference images I provided for you guys, so you can download them later on. And let's, let's import to them. So I'm going to use Shift a for this one and set the image background. Now I will go to my desktop and I will find the front, and I will import it. So if I delete the cube, which I will, I will be left with this one. So now I will press three and then I will go one more time. Shift a image back ground side. Now you can see here, front side, front side. Now I will go on the top. So I will press seven on my number pad. And then I will add another one that is the top. So this top, you can see that it is on the opposite side. So I'm going to press R z 118. So I will be rotating it in zed axis by 180 degrees. So you can see here that we will use this hands for the model. Now I will move this up, select everything, and scaling up. Once I scaled it up, I will go here on your image, reference, image preferences. And then I will go here, show in perspective and show both sides. So I can see the both sides in the perspective and into your demographic view here. And yeah, now I will do the same thing for the rest of them. So I need to go back one more time. Bullets move this up. Let's press three, and let's see if everything is okay. We will need to input all of these one more time. So let's go front. Let's go to decide. And let's go at the top. I will go here, add top, and select each one of them and then scale them up. Now once I did that, I will press seven and then I will rotate this one in zed axis as I did previously, because I accidentally skill. That's why I don't. Wanted to be like it what it was. So here under filter, I will click on it and here I have selectable. So I'm going to click that and disable selecting of this, of this image. Now let's select the top and let's move this top up. And I will check this box perspective and orthographic. And I want to have both sides shown, as you can see here. Now let's go to decide and less disabled selecting for the side. Now. Forza top. Now let's go to the side and do the same exact thing and then disable selecting. So now I cannot select it and neither one of these images, and we don't need them right now. So once we import it to reference images, we will start bottling. So the first thing that we want to model is his head. So I'm going to be adding a queue, scaling it down, bringing it up. Now, I will add a subdivision surface modifier to this one, and I will increase the number of subdivisions to three because we want it to be really, really smooth right now. Now, I will bring this down and then I will start not that much down like this. And now I will select the top. All of these things I'm doing in, in edit mode and in extreme efficient. So you can see here this little guy. So this is the toggle x-ray, as you can see here. It is displayed like transports scene display. Okay? So that allows me to select the vertices that are on the opposite side. So if I select like this, I will not be able to select these vertices that are not right, right behind these. And if I am in toggle x-ray, I will be able to select both of them. So yeah guys. Now I'm going to be adding one loop cut in the middle. So I will be using control are the commands and then I will be deleting the opposite side, not on this one. I will add a mirror modifier. I will allow clipping here, so it is going to be attached old a time. And then I'm going to put it on top of the subdivision surface modifier. Now we can simply start modelling it. I'm going to be go, I'm going to be going one by one piece by piece. As you can see here. Okay, Now, let's move this up. Move it up to here. And now I will only move the inner one. Let's go inside. Awesome. So once we are done with this, you can see that it doesn't look good, but it will be good in a second. So right now I can see here that my side is not exactly on the side. So it is not centered. Now I will be selecting the side, so that is this one. And grabbing good in x axis. Now you can see that it is, now it is in the middle. So now I will disable, selecting and select the head. Now I will adjust the head. Like so, sorry, I'm trying to see where are my parts of the head. So you can see actually also what I'm doing. I will press S to flatten the vertices a bit, and then I will add a new one here. Let's go to the side and let's bring these inside. Like so. Awesome. Now let's move these a little bit on the side as well. This one. So we are trying to align it with the reference image. Now on the front as well, we are going to do the same thing, which I'm going to be moving the couple of these vertices, as you can see. And we will have something that looks like this. But I'm not so satisfied with how this looks. So I'm going to be moving this side a little bit more to the back and also this one closer to the front because we don't want the Kirkman's had to be a squarish. And we are going to make it more like this. And now, once we are done with this, we will go to Edit Mode, to x-ray mode and select the middle vertices. Here do we have and grab them in y axis? So we are going to do same thing as we did before, but only with the front once. Now, we don't want to go really, really far with them. We don't need a little bit. So it follows the shape of the vertices that we have here. So I'm just pressing J and this, this OSS key is control. So I don't want it to confuse you because I had a lot of questions. What is the OS key? And the OSCE stands for command, because I'm using a Mac Mac computer that is hold difficult for you to know what it is. And that is what I just told you. I'm going to move this a little bit to the front. I'm just pressing G, G. You can see here j. And let's see how it looks like philosophy. Now, on the bottom you can see here now that it is really a really thin. So I'm going to grab them in x-axis a little bit only because we don't want it to go really, really further. Now I will select the bottom right-click Loop tools circle. If you don't have this option here, you just go here under Edit preferences. And here under Add-ons, we are going to click Luke, luke tools and make sure that this box is checked like mine. And then you will have it like this. So I will press seven and then nine because we want to go from the bottom. And I'm going to rotate this in zed axis. And you can see that it automatically clipped because we made sure that mirror modifier has clipping allowed. Okay. So guys, that is all for the first video. And in the next video we are going to make his mouth and he's eyes. So stay tuned. See you there. Bye. 3. Modeling The Mouth, Eyes And The Torso: Hey, what's up, guys, Welcome back to the second video on this course. Modeling and animating Kermit the Frog onsets misread. In the previous video, we reported the reference images and also we added the head here. So let's continue on with facial official parts. So the parts is the mouth area and D. So the first thing that we are going to make is his mouth actually, and I'm going to select this vertices here. And I'm going to make his lips and see here that it doesn't work because we didn't apply to mirror modifier. So I'm going to apply the mirror modifier only the mirror modifier, not the subdivision. Now I will press V. So V and pull down. And you can see what I get here. I'm going to grab it in y axis, select the whole part here and extrude and scale insight. Now, I will grab it in a y-axis like this. And you can see it doesn't look so great. So we are going to go back. And what's, Let's get rid of some of the subdivisions for the character here. And I'd see. So we are going to add two subdivision. And let's see. Let's add one for now. And we'll go back whatever we want. So I'm going to select the central one. And we want to select, Let's see, let's select these vertices, okay? Then press V and pull it down. So you can see here that the end of the mouth is here. So that is where we want to be. Like so. And now let's just adjust this part here. I'm going to put it up and align it with the reference image. Now let's go up here. Up here. Now, I will select the whole part and I will extrude and scale inside and press F to fill it in. Okay, Now once we did that, I will add subdivision surface modifier and increase the number of subdivisions to three. Awesome. Now, while we else, uh, what we need to do is we can go back here and move these these parts a little bit at front, as well as the top here, and adjusted more to the reference image. So I will select the whole top and grab it up here, like the side, and grab it in y-axis as well, as well as the front. Like so let's bring this a little bit inside. Are some awesome. Now, let's go now to the side here, and let's give him some cheeks like so. Let's just copy out that on what we have on the reference image. So I'm going to select only the bottom one, like peas and grab them in x-axis. Okay, Let's see what else. We can go back here and bring these in x-axis and also the top, I'll bring it up. But more. So grab it up. Once I did this side, I'm going to select the opposite side, delete the vertices, and then add a mirror modifier. Once I did that, I will bring it up here and allow clipping. So right now I have his head here, so it is practically done. Only on this side. I will move a little bit more. And now it should be good. Let's move these a little bit side as well. And the top of the head. Awesome. Now, let's continue on with his eyes. I'm going to be adding a UV sphere. And here under add a UV sphere, I'm going to select and change the segments to 16 and change their wings to eight because we don't need a lot of vertices that will just complicated process of rendering. So I'm going to press right-click sheets. Oh, I'd bring it up. So you can see all the shortcuts that I'm using. I just use grab em. I left-click for this one. Let's scale it down. Scale it up. I'll look awesome. And I grab it in in y direction. So you can see here this line. It is showing us the end point where the eye is inside of the object. So if I go out of the X-ray mode, you can see that the line that I have here is showing, and that is the line that we need for our character's eyes. So you can see the red line here. I'm going to press sheets mood, right-click Shade Smooth, and then press Control a to apply location, rotation and scale. That will allow me to have the mirror modifier. That will help us to, that will help mirror modifier actually select the eyes. And now I'm going to just rotate it like so because we don't want these parts to be standing out. And also we can scale them a little bit, actually, awesome. Now you can see that our eyes are done. Let's press 1, 3. This top image is really big, so I'm going to set it on the model here. And the Kermit has his nose at front. So we are going to make sure that he has it. Like so. Like Sir, I like him better like this. And the bottom as well. I'm going to pull it down. Awesome. Let's go and see from the top, he has more triangular head on the, referencing it. But we don't want that because Kermit has that. Nice to have like this curve here because it is a hand puppet. Okay, So we are done with the head. Now we are going to go and monologue the body. So we are going to model out the body you real quick. Let's add it. Let's add a cube and then add a subdivision surface modifier, increase the number of subdivisions 23, right-click, Shade, Smooth, bring it down, go into the X-ray mode and extrude. We can extrude once, but I will extrude twice for this one. Now, let's bring it down and scale it in x-axis. Awesome. Now let's kill these two in x-axis as well. Now, on this side, we will scale in y axis the first fun, and also the second, third. But we will not scale it that much. We will follow the reference speech. So let's kill this up as well. Awesome. And you can see that it doesn't look so likes, like a square. Okay guys, so in the next video I'm going to show you how to model out the legs. And from that on we will continue on with the ons and with this top here, that on the top that he has on his neck. So I will see you in the next video. Bye. 4. Modeling The Legs: But typically I will come back to the third video on this, how to model Kermit the Frog in Blender. So we are done with the head, with the dorsal. Now let's go and how bon lead doula likes. So I will be adding a, another cue, scaling you down and grabbing gate here. Once I added a cube, I'm going to be adding a subdivision surface modifier and I'm going to increase the number of subdivisions to three. Then I will right-click Shade Smooth and an x-ray mode. I will add the size that I want issued. Now select the bottom and extrude a couple of times. So I will extrude like this and one more here. So I will extrude one time and go to the side. Now, I will bend a little with these legs because I want him to have like nice. And then I will use this, this heel here for them, for the feet. Now, let's select this one and extruded out like so. So I will add one more here. And let's scale this in x-axis. Once I added this, I will be moving it down or up and grabbing good in x-axis. So let's see how it, how it looks like. You can see, as you can see, it doesn't look so great, but we are going to make it. So let's not select the front, only the heel analytes rotated in zed axis like so. And it will automatically look better and different than it was like this. Now, I will go into the Edit mode and go select the top and extrude it one more time. Because we don't want it to be like that. Now, I'm going to select the top here and add a couple of loop cuts. So I will add 12345, so I will add four loop guts. And right now I will go here and extrude each one of the fingers like so Extrude and scaled them. Okay. So Extrude and scale. Not like that in X-ray mode, I need to extrude scale until the end. One more time, but I economically depressed double V. So I'm going to press a cup. You can see here that I'm changing the selecting, selecting circle. So now it is selected circle, now it's selecting Glasgow. Now it's selecting the, like. If I select it, if I move it. And now it is boxful. So I'm going to box select it and scale it inside. Now as you can see here, this doesn't look so great. And I'm going to scale it a little bit in X axis. And once I'm done, I will, they'll dissolve these edges here. So I will dissolve not the vertices but the edges. So let's select only the edges and the salt. Dissolve this one, dissolve this one. So that we have really nice feet here. And if this doesn't work for you, I will just select the side here and grab them two times and select the tip of the fingers here, scaled them in X, and we're not going to extrude them. We are going to grab them in y-axis. If that is not good, We can. Yeah. So now actually it is fine looking fine. Let's see on the site. Okay, so I'm going to pull this a little bit up and I'm going to rotate it. So it is actually going to be fled. And I'm not going to make it as a reference in which here, because we are going to pose it at the end of this course. And also this here, I will grab it in y-axis. We accidentally, okay, So now I will select these two vertices and Double, Double J to move it to the side. Okay? So on the bottom here we can bring these vertices up and we can flood molecule with this leg. Now, I will select the leg, press Command a to apply location, rotation and scale. And now we will be able to add a mirror modifier. And what not. We are done with the legs guys. So in the next video I'm going to show you how to how to model out the hands and the arms. And also did talk that he has on his neck. So I will see you guys in the next video. Bye. 5. Modeling The Arms And The Hands: Hey, what's up, guys, Welcome back to the fourth video on this. How to model Kermit the Frog from the Sesame Street in Blender. So we just added the legs. And yeah, so we are going to model out the hands. I'm going to do exactly same thing as I did with the leg. So we are going to be adding a cube. And let's grab the cube here and grabbing. And then I will add a subdivision surface modifier to it, as well as on the legs. Shade Smooth. And now let's set it. So I'm going to pull it, this a little bit up, add in x-ray mode. I'm going to extrude this x-axis as well as this one. So let's extrude it a couple of times. This is going to be the elbow here. Okay? So you can see that it is really, really like big fat. I'm going to grab this in x-axis. And now I will extrude this one once more. Skill a dominant with awesome. Now on the top you can see the reference image that I have here. And I will select it and grab it a little bit to the side. And then I can see better the hands. I will disable the selecting, and now I will start with the modeling the hands. So now we will be adding a cube of grabbing it in accepted x's and scaling it down. So I'm going to set it right here. Okay? Now, I will extrude it a couple of times. So this is the first finger. We can add it right here. The first finger, the second one. So let's set it the points here. So I'm going to move the vertices only. Extrude this one. And extrude here. Awesome. Now let's select this part here and extrude one more time inside. Scale it up. Let's go and follow the reference OR gate. So this one, and this one will be the connection thing. They will connect with the head, with the arm here. And this one will connect with the thumb. So I will set it right here so that we don't have a lot of vertices here. So let's just add it right here. And now we are going to be able to extrude the fingers. So press 71 more time and extrude these points. So I will also have the joints on the, on the fingers at those joints are going to be like this. So one vertices. Now, let's go down here and let's move. These were just a little bit more. Shoot it up. Rotate. Now is go with the next one. Like this, but this joint is going to be higher. I rotate. Let's move this one a little bit more down. And now the next one is going to be, is now going to be that high and extrude this point here. Awesome. Now let's go with the thumb. So I'm going to add the sum here and simply extruded a couple of times. So this one, you're going to be here, scale it and rotate. Let's extrude two more times. So at that joint. Now, once this is done, I will bring it up here. And then I will add a subdivision surface modifier and increase the number of subdivisions to three. Then I will Shade Smooth it. And you can see that is pretty much flat. Now I'm going to select all of the vertices and skilled them a little bit. Let's elect older joint parts and grab them up. Like so. Best 7. And let's bring ease out in Hawaii in x-axis. And let's turn on, let's change the pivot point to individual origins, where I will scale this top up and it will look more like a frog. Now, we are going to be adding the loop cuts here so that the connection here where we excluded the points like this. And also we can do with the sum as well, this part, but I think that it will not be done necessary, but it will look good. So on the top, I will select also the tip of the thumb, well and skill it a little bit. So I'm not going to be oscillating like really much from the reference image. But yeah, let's bring these little bit down. Like so. And now I will select the inner part and grab it inside. And this part here where the sum is, I need to pull it slowly down. Now on the top here, I will select all the six vertices and grab them up. And on the connection here I'm going to right-click. Look tools, circle, Empress, x, delete faces. Okay, select the arm, do the exact same thing. So I'm going to bring it in x-axis. Press, press, right-click Shade, Smooth circle. Then as x faces. Awesome. Now let's let the arm and the hand and press Control J to join them together. And right now we can simply connect them. But I like to do this. So I'm going to select both of them. Look tools, bridge. And it will give me something that looks like this. But we will scale it up. So from the bottom and from the top, scale it up. Now I will select that arm, press Control a, and add location, rotation and scale. But here I don't like this part. So let's select the top here of the, of the head and bring it up. Let's see now how it's like. Okay, and also the top here from the, from the fingers. Now everything is fine. We can bring this up higher as well as this one. So double J and move this up because we don't want it to look like cars, like a square. This one will be off as well. So you can see this hand looks for fun, the top here. We can get rid of this, this edges here. So I just did press seven, and now we don't have that part a here that we had before. And now I'm going to select it and add a mirror modifier. So we just applied location, orientation and scale, and it is going to be there. Now for this sum here, you can see that the thumb is down. So I'm going to select the tip here and bring it down or rotated in x-axis like Sue. Let's press seven. And let's make it a little bit lot feeder. So I'm going to grab it in x axis. I like it like this better than it was. So I will press X and delete faces because here we had a problem. I will not press F to fill in the gaps and now it should look better. Okay guys, so we are done with the hands. And also this part is really, really not that great. So I'm going to bring it up a little bit. Pressing Shift, select these. Awesome. So you can see how the hand look and the rest of the body. So the next step is this top here, like a roof. So let's model it up. So I'm going to press Shift a and I'm going to be adding a cone. And let's change the vertices count to 16. Now, once I did that, I will have rotated in x-axis by 90 degrees, by 180 degrees. So in X axis by 180 degrees, now I best heaven, then go to x-ray mode and then press V. So V and V, and I will go one by one like this. And now I need to go like this. So part by part, Let's grab this point. Okay, Let's grab this point out. Now, I will select all of them and grab them in x-axis. Once I did that, I will go and change the pivot point to media, media point. Select all of them. Move it down, rotate in z axis because I want them to be a highlight right here. So I'm going to grab the top and bring the bottom down, extrude this 0.1 more time and make sure that he has it like a color. Here. Works. And let's get rid of the inside. So I'm going to delete the face. And right now I'm going to select the top extrude up here and scale inside. But they will not look so good. So ES and I scale it inside. Nasa like top here, press W, j. No, we're not going to change that. So only the inside. I will grab it up a little bit. Now, let's select it. This top. Select these two points and go wrap them up. Like so. Now select these two points and get them up as well. Awesome. Now select this circle, not the whole circle, but these points. And also the bottom. Using Shift scale that in y, J now only the bottom one's skill them in y. So it will look like this. We can make these a little bit longer, so I'm just killing them in X axis. And let's pull these from the shoulders up. So grab them in. Now onto this one we want to add a solidify modifier and I'm going to increase it to my liking. So to here I think this should be fine. Right-click Shade Smooth. And also we can add a subdivision surface modifier to it. See how it looks like. And we cannot put it like this. So I went to dissolve the courtesy. Let's change the subdivision and let's see if it's good. Okay. So I think that I should save it like this or I can bring it a little bit more down. Yeah, I'm going to save it like this. You can see the displayed if I might have heard it, something like this. Let's select this top part. So we are done with the top here. And now let's go hop onto the next video where we'll, uh, we'll make these little eyes and we will hop on to the materials. So I will see you there. Bye. 6. Modeling The Eyes: Hey, what's up, guys, Welcome back to the fifth video on how to model out the Kermit the Frog from Sesame Street. And as you can see here, we are done modeling the hands, the legs, and the rest of the body. So on the top here, I just want to see how it looks one more time without the without the subdivision surface modifier. And I think that I'm going to leave it as it was because on D original, original Kermit, the top here, his color was like this. So I think that I am going to leave it as it is an old farm boy to move these bars, Dao. Okay, Let's kill them a little bit up in x-axis and let see them how they look like. Yeah, yeah. So I'm going to leave them like this and bring these up so they don't collide with the mesh here. Let's grab buttons here and grabbed and in x-axis. Okay, Let's see. So we can select the shoulder parts. So as well, and grab them. Awesome. And we will not to be using the subdivision. Now on the top here for the eyes, I will be using Q. So I'm going to grab it up here, scale it down, bring it on the right, I rotate, and then I will add a subdivision surface modifier to it. Now, I will right-click Shade Smooth and scale it in x-axis, grab it in y, and let's align it with the eye here. I'm going to put it here, rotate a little bit. Only, right-click circle. Okay? So I'm going to bring it inside, like this. Press one, and now I will duplicate this one. Skill it down, bring it in y-axis. So it is going inside of this one as well. Extrude, on this side. Extrude 2 times. But scale it here. This one. And now extrude scale. And let's add two little ones here. Now once I did that, I will slowly press L here and grab it in y-axis and select all of these minimum side. Let's select the top bonds graphic in x, in y axis. Now, let's go with the top here. Grab the y. Now let's only select the top. Grab y and rotate. Yeah, I think I showed you rotate it like so and grab it in y-axis. I moved it too much. So I will go inside and grab it like this. Awesome. But this one up here is not that much like this one up here. So we will change that in X-ray mode. Awesome, right-click, Shade, Smooth, Control a. And now we are ready to add a mirror modifier. Awesome. Now let's select this 11 times. One more time, select these and grab them in y-axis. So they are going to go inside and everything is going to run. So I'm willing to only select the top here and grab it out. So you can see that now actually it looks better than it was before. So we are done with the modeling guys, done with the comments, Herman's body and everything. And now the only thing that is left is the materials. And also we are going to pose him. So let's hop on to the next video where I will show you how to put our materials to our current. So yeah guys, see you in the next video. Bye. 7. Applying The Texture And The Material: Hey, what's up, guys, Welcome back to the sixth video on this course. How to model out Kermit the Frog from the Sesame Street. So the next step to creating this Kermit is the materials. So we can unable selecting these references and we can delete the top and the side because we don't need them right now. And the front, we are going to move to decide and see the materials. So we are going to see the color of the materials that we are going to import onto our Kermit. Now, the first thing that we need to do is we need to open this up here and change it to shader editor. Now, I will select a torso here and then I will add a material. But first of all, let's go to material preview here on the third one from here. So now let's zoom in. Let's see. So for the base color, we are going to try to find this darkish green. So this one I think should be good. So if you want to hex number from for this one, and I think that I will go a little bit darker. So this one. So let's see. The hex number is one, a, e, one c. So that is the base color. Let's see. Let's add this material to the legs, the arms and the hands, and also the hat. Awesome. For the inside of the mouth. Let me just move this down. The inside of the mouth. We will add a second material and let just extrude this insight like this. And now let's select the inside of the mouth area, press plus here. And let's add the red assign. And let's see. We can see that it is not going to show a really nice, so I'm going to grab this and fill it in. So now we can see it. We are going to make it a little bit more red. Awesome. For the eyes. We are going to add basic white material, M4, Ds. We will add black material like this. For the top here we will add green, but that rain will also go to yellow. So this color, I think, is the best color for him. And now we are going to add the kermit some texture. So let's hop onto here, select the torso angle here. So I'm going to be adding Voronoi texture. And also add, I'm going to add it to color. Now you can see here what he looks like. I'm going to scale up the detail like this, and then I'm going to be adding color ramp. So the Warner Director is basically how that artery is going to be. And the color ramp with color ramp, we are going to change the colors on it. So you can see now we have only black and white. So black and white. If I change this black, a darker and darker green and white to light green, it will have something like this. And I think that I will go a little bit darker for the dark, dark color, like so. So let's scale this detail of those a little bit more. So I think 300 thousand will be enough. So this 300 oh, I'd see, we can make him a little bit more darker. I think that this is really nice. Okay, so now because we want to him to have like some more and more texture feel, we are going to make sure that he has bumped node on as well. So I will show you in a second what note to do. So Shift a to add a bump selected connected to normal. And also we are going to connect and distance from Voronoi texture to bump height. And you can see automatically what happens and the strength. It doesn't have to be one. I'm actually going to lower it down a little bit. So 0.10.5, we will add a 0.1 or 0.15. We have a little bit more. So you can see what MMP node two. And for the voronoi factor, I'm going to press Control T. So that is going to add the mapping and texture coordinate. Everything should be good. Okay guys, so we are done with the materials. And the next video, I'm going to show you how to pose your character using one amazing, amazing program that you can also do it yourself. So let's hop on to the next video and let's pose him and make him for our final render. So I will see you there. Bye. 8. Posing The Character And Adjusting The Final Render Settings: Hey, what's up, guys, Welcome back to the seventh video on how to make Kermit the Frog from Sesame Street in Blender. So as you can see here, we are done the modeling and applying the materials onto our, onto our model. Now I'm going to delete the reference image and we will be left with only the model. Now, we are going to be exploiting good as FBX file onto our desktop or onto your file where you want to save it. So I'm going to go here under File, export it as FBX. So this FBX will how bus animated in myxedema. So here I will just rename it Kermit the Frog. Export FBX. And right now once we export it, we want to go here to our web browser and type in maximal, so it will appear. So this is Adobe's, Adobe's online program that helps you enemy to 3D, 3D characters. And here, under, here under Upload character, you can click on it and you can select a file, your file that you want to animate. So we have this Kermit the Frog FBX. I will upload it right now and it will take a second for it to upload. Once it's uploaded, it will look something like this. Okay, and here we will just go here on Next. Now, we need to put these, these little circles on to the so the first one is on chin, the second ones are on the wrist. You can just follow this reference here that you have on the right side. So also you can go inside and check it by ourselves. So we are going to put these on the knees. And this one is going to be undergoing. Now, we will press Next and we will it will take a couple of minutes to process and we will be ready to animate it. Guys. Once it's done, it will look like this. So we are just going to press Next, Next, and it will appear here. So the character will appear here. And you can see that he has some kind of animation onto him right now. So here are the animations that you can choose from. And yeah, so if you want, for example, a pose you can just type here. I don't know, sitting. And he will be like this. So he can sit. You can animate him to dance, whatever you want. So for our example, we want him to lay down. So laying down, Let's try to find some thing like this. Okay, This one is not bad. This one is better. So let's see. Let's go with this one. Okay guys, so we found our rpoS that we want to add to our character. And now we are just going to click here to download. And we are going to download it as an FBX frames per second. We can make it 24 because this is just a pose and yeah, Download. And it will download. Now once it's downloaded, I'm going to put it right here. So save your file and then go to Blender. Now once we are in Blender, we will go here under File Import FBX, and we will find that. We will find dead FBX here. So male link post import. Here it is. So I will just move it to this side. Now we have two currents. And on this one, the material is a little bit off. So we can go back here, go back to shading, and change it to this material. To this material. So all of these, we will change it to material zero-point. Okay, for the legs as well. And four arms. So you can see guys, that we have some imperfections here. And we can change it by selecting a couple of rows here and deleting and dissolving them, dissolving the edges. So let me try to do it like this. This one and this one dissolve edges. And let's see. Now it's like better also on the head because we didn't apply the subdivision surface modifier and that's what that's why this happened, but it doesn't matter because we can fix it. Let's see where it is. So I will go back here and every second row I will select ends all because we don't need this much where it is. He's right now. Much better and all on the legs as well. I will zoom in length this result. Now guys, we can get rid of this one or we can simply hide it like this. And also in a render mode. Okay, Now guys, once we are done with this, I'm going to bring the character at center, and let's add HDRI to RC. So here under a shading, shading editor, we want to go to World. Click here on the background, press Control, a, Control T. So we will have here the environment, texture node mapping, and texture coordinate. So here we are going to choose our HDRI for the scene. And I will open because here I have one HDRI. You can go on HDRI Haven and choose the HGRI that you want. For this one, I will choose this and don't forget to always, always save your files before she do anything. So let's hop on to render view and let's see how how it looks like. Let's turn off the overlay. And this is how is going to look like. Let's change his leg a bit. Scam going to get rid of these two. And let's add one here. Awesome, So that should not be the problem. So guys, now, let's prepare it for our final vector. First thing that we are going to add is backdrops. So let's add a plane, turn on overlays. Add a plane. We want to add plane. So it goes beneath our character because he is laying down. I'm going to make it like this. Now select this edge here on the side. And let's extrude it downwards. Like so. Let's add one look at him, bring it up like this. Let's try to make it like this. Let's go from the front, see how it is going. Okay? So let's move these vertices in Y axis and pulled them as well as the side ones. Here. Change these two also. Right side. And now I will press a and extruded down in zed axis. So as if he is standing on this tiers. Let's add one more here. Try to like this. So I will select these four vertices extruded up. And now I will extrude this face. Okay, So let me see. I will select the bottom of the, of the whole thing and press S. So I flatten it out. It actually looks like it looks great. So let's press one, select the bottom in x-ray mode. Should it down right on the side. So I will drink the top here, the top vertices, the top face, so that he is standing on it like this. And select only the edge here without these on this side. So press C. And this should be nice. Okay? So right now I'm going to press S to scale it up like this. Let's add a plane behind him. So our X scale it up, scale it in x-axis. I'm desperate here. And let's add some material onto this. So just tears can be gray color. Let's see this part. I will make it white. And also this part, the top part, gray calculus, the dark. I added one more loop cut here and I will make, make it this part as well. And change the roughness so the rationing should be 0.6. So it is not shining. And also the white material as well. So 0.6, like so. Now back here, we will set it to. Pastel, pastel blue. And now we are ready to add a camera. So shift a camera. I'm going to press three gravity in y-axis, press 0, and let's set it. So I just press Shift and period key on the top of my tab key on my keyboard. And now I can manipulate with the camera using the W, a, S, D, E, and q key on my keyboard. So the right upper, upper corner of my keyboard. And it will help me a lot with adjusting my camera. So I need to put it the crm had in dissenter. Let's get rid of the overlays and let's see how he'll looks like. Okay, so right now, I will go here under render engine. Before that, I will save my file and then I will change it to cycles. And once I did that, I will get rid of the overlays and I will see how it will look like in render, in render mode, in cycles. I don't like this part here, so I will extrude it one more time, this whole part. So I will wrap it in x-axis so that I don't have the ending point right here. Now, let's turn the overlays and hearing cycles. We will go down here, add color management, and let's change it a little bit. So here we have a lot of contrast that we can use. Medium high contrast. I think for this one and medium high contrast will be really nice, so you can see how brighter the colors are. Okay? So we used the contrast. We are now going to be using curves for this one. So under the output properties, we will check the file where it will be saved as. So Kermit, except we will render it down as PNG. The resolution will be this. So this is full HD and we can change it if you want. For example, your render. If you want to put your render on Instagram or any kind of social media, it will be nice to be like squared. So 180 by 180. But for now, we will leave it at full HD now. So yeah guys, that, that is all for this course. And I will see you in the next fun. Bye.