Transcripts
1. About that class: Are you ready to take
your 3D illustrations to the next level we stylize
this ended with standard out. Then you've come to
the right place. In this Skillshare class, you will learn how to create stunning stylized
illustrations in 3D blender to impress
your audience and help you to achieve
your creative goals. Throughout this
course, we will cover everything you need
to know to create your own stylized designs from the basic of 3D
modeling technique for lighting and texturing with easy to follow
step-by-step instructions, you'll be amazed at how
quickly you can create stylized illustration that
captures your unique vision. And the best part. You don't need any
prior knowledge of Blender or 3D modelling
to take this class. This course is designed
with beginners in mind. I'll provide all the
necessary resources including character reference
images and project files. So all you need is a
computer to run blender, which you can download
for free from Blender dot or G.
Stopped dreaming about creating 3D animations and start turning your
ideas into reality. Join me in this
Skillshare class now and discover the power of
Blender for yourself.
2. Lesson 1: Body and legs: Hello everyone, My
name is Alexander and welcome to this course. First of all, before we start, I want to say that's completely
everything that I press. You can see in the left corner. So in case if you
have any question, just take a look right there. The second one, This course
is beginner friendly, which means sometimes
I'm going to explain the most simple
things for beginners. If you're ready, let's start. First of all, I want
you to leave completely every frame that we
have in our 3D world. So for that, I press a to
choose everything and delete. Under this course, you
can find a zip file with some reference.
Please download it. And then this is, these are some pictures that
they found in the Pinterest. We're going to use
this and that one. Choose the closer front and just drag this into the blender, then closer side,
the same thing. Drag it into the blender. Good. There are three main button
that you're going to use most of the time in your
blender workflow. This is S for scale, G to move and air for rotation. This is center of our 3D world. Let's start breasts on
the first reference. And then you go with the algae
to move it in the center, out air to make it flat. Because we work in a
three-dimensional world. That means that we have
three x's, x e Greek, and the blue one is good. Quickly take a look. I press X 90, Which mean I turn our image on the 90 degree on the red x's, then I press G e Greek to move it on the
grill, green one, and move this one a
little bit behind the step S for scale and make this one a
little bit more and bigger. Let's repeat the same steps
with our second reference. Press on the reference
algae Altair x 909041, more rotation. Then we'll go with a g x and
move it behind S for scale. If you want to move
yourself around the world, press on the mouse
wheel and hold it. But there are some hotkeys. It's going to make this workflow a little bit more easier. This is one for
the front view of three numbers for this
side view and seven. To take a look above, I'm gonna go with the 100 EmpID. I want to press on
this reference and I want you to have the spirit in the center of the
page antibodies. So I'm going to put the g, g, x somewhere here
is pretty good. Let's add our first
object for that. You press on the Shift
a mesh and choose cube. I want you to rest form
this cube into a sphere. For that, I'm going to
press Control to go here, this window respond
for the modifiers. And this is how it was before. And when I press Control to I activated subdivision
surface modifier, which is this one
long story short, every object has an n
amount of polygons. And when you use this modifier, you just increase the amount of polygons to make
it more detailed. So the shortcut for this
modifier is controlled to go, I hope I explained it clear. Then let me go with the S
for scale to make it bigger. And it's good. Let's go for the side view, which is three on the numpad. And let's set our reference
under the, under the objects. I'm going with a, G. Here, G agaric. Good. S for scale. G is G, e Greek. Something like this
is pretty good. I forgot to tell you
to save our file. So let's do this one right now. Control S, choose whatever
folder do you want. Let's call this one like
PG on safe blender file. Now we can move forward. How we can see we have
this part of his body. Why does you to
do? First of all, let's rename this
cube into the budget. Go here, double-click, but
grade to a date or object, we should to go
to the Edit mode. So flourescent that. Then you go here edit mode. But you can see we don't have enough polygons
because we shoot, you apply our subdivision
surface modifier. You can apply wherever
modifier you want, only in the object mode. So we go here, object
mode, right there, apply. Now when you're
going to come back, the shortcut is stop. To come back to the edit mode, we have way more polygons, which will be more
comfortable for our workflow. Good, quickly take a look, especially if you're a beginner. I want you to hide
this reference. I'm going here and press
on these great job. Every object in Blender and not only contain three main aspects, this is vertices, which
is one on the keyboard, to on the keyboard,
this is edges. And three on the
keyboard is faces. I want you to work with vertices
at the moment right now. So Empress, one on
the keyboard or this, this icon, these four edges and these four faces,
good. Vertices mode. I'm going to be our
object and choose this one that stay in the
center of our object, three on, three on the name. But for a side view. And your idea probably is G, e Greek and move it like that. But you can see it's not
really what we want, what we looking for,
so controls it. There is an amazing
function like proportional indicting
or the shortcut is all on the keyboard. So I don't see it right now, but you can see right now, when it's blue, that means
that you turn it on. And now take a look. I go with a g and
I have a circle. And this circle show the area of influence
over your objects. So if I'm going to
make it smaller, which I just drag
forward my mouse wheel. I can work on that
with my vertices. But if I'm going to
go with much bigger, I can use, I can
influence on way more. Veritas is that
there could be four. So I hope it's clear and let's do the same
thing together. So be sure that
this one is blue. Choose the vertices behind
that stay in the center, three on the numpad
for the side view. And then you go with a g,
e Greek, make a Greek, make this one a little
bit more smaller and drag it on there, right? I think it's an old, then
they would go with a G. Make this circle a little bit
more bigger, more bigger. Let's go somewhere here. Okay, Now, it's much, much better than it was before. Let's go forward. But before we go forward, Let's turn it off our
proportional editing. And let's open again
our reference. And take a look one more
time quickly because right now we're going
to do his neck. So I'm going to use my mouse
wheel to move myself up. I don't need seven or numpad. I'm gonna go to the face mode, which is the three
on the keyboard. And I'm going to
choose this one. Hold Shift, left-click,
left-click, left-click. Great. If you want to
delete whatever object, whatever part of the
object that you want is X on the keyboard here
or delete window. We're going to choose faces. Now we have a gap right here. You can repeat the steps. When you're finished,
take a look. Again. I'm going to the edge mode, which is G on the keyboard. And I can hold Shift left-click, left-click, but
is way more easy. You can press, you can
hold Alt and left-click, and now you choose
the entire loop. Then right-click, look
tools and circle. If you're going to
try it right now, you're going to find that you
don't have the loop tools, but it's all good to go
to the Edit Preferences. And here we have the add-on, the add-on tab in
this search tab, look for loop and
be sure that here we have a check-in long story short add-ons is like a plugin, which means additional tools. It can contribute to
much easier workflow. So checking, close it
and now right-click, Loop toes and circle. Great. 100 numbered
for an a front view, if you're a beginner, there is another function
that we're going to use it for the first time. It's extrude. Let me show you, is this part exerts
region or shortcut E. So I'm going to press E and
move it up one more time e. Move it up two more times. E. Right here. S for scale, make it a
little bit more bigger. E up S for scale. Move it a little bit
in sight like that. It's all good. There's
one thing that probably you don't see it
from this point of view. But if we're going to
drag ourselves up, there is a gap to fill this gap. Edge mood or left Gleick, choose the entire
loop and press F. No, you close it. Okay, I'm back to
the object mode. We just step on the keyboard and let's make it more smooth. For this one, I'm going to
press Control 21 more time. And now I liked the final
output a little bit more. So let's make this one a
little bit more bigger. And I wanted to keep
his neck to stay, to lay a little bit
on the left side. Back to the edit mode. Take a look. We haven't transparent mode, which this one or Alt
Z using alphabet. You can see everything
in the transparent mode. Again, everything
came from the name. One for the vertices. I'm going to choose all
of them. Are there, G? And a little bit on
the side like this. Let's choose all of these
up that are upward, S for scale and make them
a little bit more smaller. G x on this side. Torn off transparent mode. And this is how I
look right now. One thing that I would like to, I would like to make this array
a little bit more bigger. So comeback, transparent mood, mood, which is G
on the keyboard. And let's choose outlet. No, no, alt, left-click here, Shift Alt, left-click here. Sometimes using Alt you
can choose the more harder your topology is more harder to show that
the entire loop. So hold Alt and Shift
at the same time left-click and one more
time left-click. Back. I'll set S for scale, something like this
is pretty good. And one, choose these vertices. Tool on the Proportional
Grid dating, sorry, proportional editing G, make
it smaller and a little bit on the side like that. Okay. No, I'm completely OK. Let me take a look
from the side. You probably think, Oh, his neck is a little
bit more forward. Actually, I don't have
a purpose to make them completely because these
are in the same reference. It just some images
from Pinterest to make our workflow a
little bit more easy. But again, I didn't have a purpose to make it
completely like him, So don't care about
this too much. Good. I hope everything is
clear to this moment. And let's finish our lesson
where we're going to do this part of his legs. Like always. Take a look
back to the edit mode. I'm going below our pigeon, and probably I'm going
to choose these phases. So three on the keyboard, I choose this for another
function, insert. So it's I suppose insert phases. Yes, which is one on the
keyboard and I press one and I can move them inside. But if you're going
to press E two times, you're going to insert face
inside of every phase. So it depends on your purpose. In our case, we need to press only one time the EE button, make it smaller, something
like this, going to be good. X and delete the phases. Let's go with the same
thing right there. Choose this, this, this E, naked smaller x and phases
do for the edge mode, alt, left-click Shift,
Alt, left-click, right-click, Loop
tool and circle. Great job. Take a look. If you want to align yourself
under the axis and you can rotate yourself with the
mouse wheel and press out. So this is how you can fall
into more sharp angle. I'm going below, I press
Alt and now it's a little bit more comfortable
S for scale ups. Turn off, make them a
bit more and bigger. 100 EmpID. Take a look e to
the x truth is it actually and go down and how you can see they
go into the diagonal. I want to make them
completely straight. So I press S, z, zero. You probably didn't see
because the buttons was here. So let me do this 11 more
time for U, S is zero. And with this combination of
buttons you can align that, align that, that all. Let's close our Gibbs using F. And let's hide our reference
Control S to save. Great. We finished
with our first lesson where we created his
body and his legs. And if you are a beginner, I hope it was clear
introduction from my site with all of
the blender tools. The more far we go, the more easy it will be. In the next lesson
we're going to create his eyes and big. Then feed them background.
We're going to render. Thank you so much and see
you in the next lesson. One thing, don't apply
subdivision surface, keep it on that level. We don't need it right now. Good. Control is goodbye.
3. Lesson 2: Eyes and beak: Lesson number two where I think you're going
to be a little bit more faster than it
was in the previous one. We're going to create
his eyes and his big, Let's start with his eyes. You probably noticed
that the objects usually beer where this pivot
point is placed. So I want you to, our eyes to appear
straight from here. So I press Shift right-click, and this is how we can
set your pivot point. Now, let me move a
little bit more forward. I press Shift a mesh and I'm going with a UV
sphere, correct? 90. And then S for scale, and make that a little
bit more smaller. Let's go with our first
reference transparent mood. I want to make them
not like that, a little bit more spherical, but okay, empty g, x a little bit on this side. Let me go above. Let me tour x like this. Agaric somewhere here. Actually, remember, this is stylized vision, which means you
don't need to make completely everything like me, just doing your style. I want to make pigeons are fun. So to copy and I'd like to
copy to duplicate any object. You press shift D X and
go on the left side. This is how we create our
second on the left G. And this is how he's gonna look. This is my render that we're going to do after we
went to finish it. And how we can see
one eye is above, one, I is lower. So this is the
exactly same thing that I want to achieve
in our course to, I probably will
make them a little bit more smaller for S, no token, see when
I go with the S, they go inside but I
want to scale them. Kevin Can the same position
but just make them smaller. So we go here and choose
individual origins, and now they stay
in the same place, but they're a little
bit more smaller. Good. Place your eyes wherever
you want, like your eyes. And I saw the vision. Good. Let's go with big. But first of all,
let's rename this one, double-click right
on the line I, and then go with the
left under line I. Create Control S Shift right-click just to
set our pivot point, shift a mesh cube. Good. S. S Actually, let me make
S to make smaller as x. And if you want to
work in the solo mode, you can press on this slash
on the numbered keyboard. So that's how you can work
with the object apart. Good. Go to the agaric, make it more longer. Go to the Edit mode,
which is stopped. Choose the face behind
with a three on the keyboard and make
it bigger with S. This one right here as it is. I think it's enough come
back slash to come back. And now take a look. I'm going to press control to further subdivision surface d. Is it somewhere here? Do I like it? Yes, but I want to make it
a little bit more smaller, g x right here. You can see that we have a lot
of grid everywhere access. So if you want to
take her rid of that, which just to hide them
know today curried, just press right here. And now you can see with
a clean background, if you want to come
back, back here, g. G is. And let me turn this one egoic a little bit on this
side like that. Ok, we've finished with
our second lesson. In the next lesson we're going
to create his feet, winks, stop sign, background, texture, and render it sound
like too much. But I think this course is
going to be for around 90 min, so it's more than enough
to create this peace. Thank you so much
for your attention and let's move forward. Don't forget to stay creative. Don't repeat everything. Do in your own way. I'm sure you're
gonna do it cool.
4. Lesson 3: Feet: Hello. In this lesson, we're going to create his feet. So these things right there, Let's start shift a. Actually, let me move
our pivot point. If you want to move your pivot point back to the center of your three-year-old to
press Shift S cursor to world or region. And good. Shift a mesh
cube like always. G, move it here,
make it smaller, like this is S, x In Greek. And let's go in this solo mode. So as a Greek for something
like this edit mode. And let me add a few more loops how we did this
before, control error. You can see if you want
to drag your mouse, you can see a yellow loop. One move forward with the
mouse wheel to increase. And I want to have two of them left-click once,
left-click, too good. Right now we're going to
extrude this part of our feet. This is gonna be like fingers. Face mode to this one. Move it forward a little
bit on this side, this one, move it
forward. This one. Move it forward. G, x on this side. Let's go behind, choose
this phase shift, right-click shift
that week as eggs, and make it more smaller. Like always come back
to the object mode. Current row two, I
think gets enough. One thing I would
like to make his fingers a little bit more. Yes. A little bit more to move them
a little bit more forward. So what do we actually can do? Chu for the edge mode,
alt, left-click. It doesn't work. Okay, in that case, go to the face mode, prejudice shift, left shift, left click, Shift, left-click. And then you just go with a G, e Greek and move them forward. Correct. Then we can choose this one behind CCI, agaric, summer here, S for scale Control, S G. Here we can see I use this, how I saved from the start. You're going to use S for scale, rotation and do form of, this is the most
basic thing that no matter who you are
beginner or advanced, you're going to use
it most of the time. G, z, move it up g, x somewhere here, x
and make a rotation. I think is good. Error is a
little bit on the left side. Now let's add a cylinder or let me take a
look from this side. It's so good. So let's add a cylinder, shift a mesh and
cylinder S for scale. S. Just move it down. A little bit more
smaller, more thinner. So like this, as g x g, e Greek G is, it has a little
bit more smaller, has gone through S. And now we can mirror
this part right here. So Shift and left-click, Shift, Left click one more
time and Shift left-click on our BGN body. Then I'm going with the peaks
and mirror on the x-axis. Sometimes when they're loved to surprise you with a crush. And I even will not
delete this part from the video just to make
sure that it's Blender. It's amazing software, but sometimes I'm back.
One more time. Left-click Shift,
Left click, shift, click out x on this side. And now we have the same. We don't need to
repeat the same steps. We just have this same
leg on the right side. I hear sometimes people
have problems out there. Shortcut for that. In that case, go to the aged, go
to the Preferences, go to the came up. And here, I suppose
in the cave bending, binding, look for mirror. Know in that case, in the name, you go and look for mirror
and its mirror G asthma, how we can see like alt X. Be sure first of all,
that became a check in. And then be sure that take a look what type
of shortcut you have. What if this is not Arctic's? So you can leave it
like this or you can change the way how is comfortable for you
in my case is out x, this is that function. Okay? Let me make them a
little bit more smaller as this one too. My topic, like from
this side down. So good. We finished with another lesson. I know it can look a little bit odd at the moment right
now, but trust me, we're not going to add a little bit of
texture when you're going to render it
gonna look cool. At the end of the
day, it's PGY1 and pigeon always are cool. So Control S to save. And let's move forward
to our next lesson.
5. Lesson 4: Wings: Lesson where we're going
to create our links. Okay, 300 numbered
for the side view. One more time
shift, right-click. You think that we
did the same thing, but actually we set our pivot
on this side of his body. And good. Take a look. You're gonna be another
five-minutes shift, a mesh, Blaine, agaric, 90. And let's move a little bit.
Actually, it's all good. Let me keep where it is. So I'm going to the
Edit mode edges and I'm going to choose
this edge and I'm going to extrude on the agaric
x's in Greek like here. Then I'm gonna go with
the S for scale G. Is it good vertices? I'm going to choose this
vertice and the like that going through air
to add another loop, searches and horizontal
loop left-click once. Let's click for the second one. Choose these vertices,
g, e, Greek, and this is our final shape. I mean it's close to
be our final shape. 74. They're both go to the transparent mode to
emphasize all of them behind. And just move them a
little bit inside. Choose all of them. Move a little bit outside on
the x-axis and choose all of them to move a little
bit insight right here, out, turn off the
transparent mode, go to the phases a to
choose everything. I'm sorry, I forgot. Okay. Now you can see everything
that they press. I'm sorry. We go, we're going to extrude, you choose every phases, and then we go to the e
x extruded on the side, something like that, I
suppose is gonna be cool. And then our
favorite control to, to make it more smooth. Now, we created our wing. We can play around e.g. I. Can choose these
vertices on this one, g x to move it like here. Then I can go with
this one and g, x a little bit outside. How about this one to be a
little bit more annoying. I think it's too thick. So like that. It's good. Just play around.
Just play around. Left-click here, Shift,
left-click on the buddy. Let's mirror, which is out eggs, which we did in the
previous lesson. What we're going to move
them a little bit inside, like that rotation
smaller notation, g is g, x. It's all good. Let me check. Yes, I
suppose he's good. I forgot to say about one thing. So if you're a
beginner, right-click, Shade Smooth, right-click
Shade Smooth tool. Make it how you
could understand. Shade Smooth, more smoother. Shades. Move right here, Shade smooth right here, and shade smooth right here. Great. In the next lesson
we're going to create a stop sign than the
background texture. And we're going to render, I hope it's all good. We did this under the 40 min, I suppose you in 30 min when you're going to
add some texture, it's going to look
very, very cool.
6. Lesson 5: Stop sign: In this lesson, we're
going to create this sign. So let's start. First of all, let
me go a little bit outside with our pivot
point shift right-click. You want to understand
it right now, take a look quickly, shift a mesh cylinder. And you can see right here, we have a menu that if you
want to click at least once, one, wherever you want, you're going to disappear,
but we need it. So that's why you should to be very careful
with this moment. Shift a mesh cylinder. Now let's open it just a thing to like a setting
for our object. So you probably will
have 32 right here. This is how you're
going to have it, but decreased to 20 for that. All right. Then we are going with
the X 91.3 as agaric, make it more thin than g, put it under our BGN and make it be like that a little bit more
bigger than our region G. Zip. Put it under his feet. Leave it like that. It's not a problem. We go and make some changes
at the end of this lesson. Good. There is a thing that
if, probably you think, What if I'm going to apply
a subdivision surface right here and it's looking a
little bit, not really. We can go to the edit mode, e.g. to choose this face and press E, this phase press E, but it will be a little bit
more smooth on this area. So I don't really think of that. Do we need it too much? At least leave it how it is
at the moment right now. Which means that if you
have the necessity, we're going to apply our
subdivision surface. But your fire, whether the
moment we don't need it, Let's create this
part of our sign. So go here under shift, right-click to set
our gizmo point, shift a mesh and other cylinder. Make it more thinner. Like that is good. And then S. So think like that. G, put it under again
with a bit more. No, it's too much energy. Is it? It's all good. Now, let's take Shift
left-click to choose this one, also, three under numbered. And let's go with the eggs. Hello can see everything
is moving around. So this time we should choose switch for the medium point x. And now they have the
same Gizmo point. So let's rotate it like that. G. G is g. Said. No, it's good. Now it looked like
it looked like he stay on our stop sign. I would like to move it a
little bit more on the agaric x's to make him
stay on the edge. I suppose I should make this part a little
bit more thinner. One quick thing that
they're gonna be very useful for your future workflow. If I'm going to press S e Greek, we can make it smaller but
only on that straight x's. But we need these diagonal
because we rotated. So press S. And now we have this
diagonal axis which is more comfortable
for our workflow. Make it thinner. The same thing right here, just as Jesus, that move it up. Jesus, zed, zed, zed, I'm sorry. And like here, it's so good, but they still want right here, and g, and g, g, because it, okay. Now I like it because this
lesson is very short. Let's make the background. So because in the next lesson we're going to
create the lights, then the texture,
and then our render. So shift a, actually shift, so shift S corps search
for all the region, then shift a mesh, blame and make it
bigger like that. Good. Let's go down
with our plane. Geez, got it down a little
bit as agaric, here, G, right there, go to the
Edit mode, Edge Mode, choose this one, E, and extruded on the x-axis. And if you're a beginner, let me show you one function, so how you can see
it's too sharp. Let's make it more smooth. I choose this one and I
press the combination of control B. I drag the mouse. I move forward with my mouse wheel to add
some additional loops. And that how you can transform something sharp into
something more smooth. Left-click back to
the object mode. And wallah, right-click,
Right-click, Shade smooth because we can see the edges before.
What do we don't need it. So right-click, Shade Smooth. Now we have our back
ground for our pigeon. Good. The next lesson, lights texture, render, and we are
done very quickly. We create this guy, human goods. But when you're going
to add some texture, you're going to look
much, much better. Thank you and see you soon.
7. Lesson 6: Lights: There's one thing
that we should, should do before we're
going to create lights in that lesson is to give a name. So let's go with
that stop sign here. Let's call this one s,
s underlying holder. Then where we don't have
name here on the wings. Let's call them winks. Good. I think we're just
no cubic feet. This cube is big. Cylinder. Okay. What is suing their number two. Okay, SS holder, eyes
background back around. S. S holder. Holder. And we have one more
cylinder is a little legs, I suppose, like that. Control S. Let's start with our lights, three sources of slides. We're going to have one above, one on this side and one behind. Let's start with the first one. Shift a mesh. Blake. I know probably some of
you will think about this, but no plane S for scale, G, S for scale. I actually like this one a lot. So I'm going to show
you what it is. G, e Greek, move it right here, are torn it like that. I think is good. G
zeta, we got to get up. Move yourself in
the render mode. You go right here, or you can press, as you can press Z
on the keyboard, and this is how we can choose. So right now we are
in the rendered mode. Then we go right here. And instead of rendering gene, we're going to choose node AV, but cycles, our next step is we're gonna go to the plane,
which is the light. Let's call this one
plane underlying light. Good. Go here. This is, this icon is where you could read the materials
for your objects, you create, you press Neil, let's call this one light. Take a look quickly. Here instead of surface, instead of principle VSD, if we're going to
choose emission and how we can create our light. Instead of one, I press 1.9 and to make it a
little bit more stronger. And we finally start to have something Cohen's
trial as to say, let's add another
source of light is gonna be a sudden shift, a light and sun. So we should to move it
a little bit forward in front of RPGN and then eggs and move it on our pigeon g a little
bit on the side. On our vision like this. I would like to make it
a little bit stronger. Let me just check. What about two or too much? I think 0.8 going to
be more than enough. And let's create one
more source of light, is shifted a light and it's
going to be zero point g, x on this side, g is up. And let's move him a little bit behind or begin to
have some light here, some light right there, and one main light above. So it's gonna be red. I want to make this
one toward read, but you don't see any
difference because we shoot, you increase the
power of our point. Let's make it like 666. Okay, now we can
see the shade of their right light on our vision. Let's hide everything
pressing here, and this is what we have
at the moment right now, you can play around
with the colors. I probed, going to make it
a little bit more stronger. And I probably, we leave it
like that because I like this small outline of the
light on our objects. How about our sun? I would like to make
it more loose to have a warm color and more cold color and
something neutral above. So we're going to have
blue or red and white keys and things like these. Okay, let me keep it like 09. It's okay. Control S. And the last thing before
we went to a finished to make this workflow little
bit more comfortable, Let's create another
collection for our lights. So right-click, new collection, double-click, call this lights. Or actually it's
called this one, background underlying
that are lying stuff. And let's go with our
back to the normal mood. And left-click on the Sun shift, right-click shift,
left-click Shift, left-click on the background. Then you press M
on the keyboard. Move to beg around
stuff collection. Now it will be more easy, which mean we have these things in one
collection and the PGRN, let's call this one PGRN
in another collection. So that all for our lesson. Very quick. The resources of light, one lane going to be
the cold one and other warm 1.1 neutral play around. I like in the way how it looked
at the moment right now. And the next lesson, the most interesting lesson, we're going to create the
texture for everything. So I'm gonna see you
in the next one, and then we're going
to finish with our Render. See you soon. Thank you.
8. Lesson 7: Clay Texture Part 1: Probably the most interesting
part for most of you. So I decided to
make it more easy. In that lesson, we're going
to create the texture. I'm going to show you
how to create it. And then the next
one we're going to apply on everything else. So please quickly
take a look for on five-minutes to
bring awareness. And then you're going to do
the same thing for a more, better, more easy workflow. Again, in your reference, you're going to fall on the
texture of the fingerprints. So let me create another
window right here. I'm go here, press or right-click and choose
vertical split. Drag it on the left. Greek. Good. Then, to see what we
have at the moment, I'm going to switch right
here on the rendering mode, but here from go here on that icon and choose
shader editor. Rugged this one on the right. And let's start with our buddy. So let me see. Okay, I choose my buddy. How I say in the
previous one here, where you create the texture, the materials for everything. So we have our body
objects selected. I press New, and let's
call this one buddy. Very, very simple. Let's start with color again. Please take a look and then
you're going to repeat. So let's choose something e.g. like blue. Let me
play around with Ms. See something like that. Okay. Let's say something like this at the
moment right now. In my own personal work, we have two different colors. I'm going to show
you how to do that, but a little bit later. So let's start with
our Think shift, a search and search here for the image texture,
put it right here. Then we're gonna go
with a color ramp. So if you do this for the
first time, caller armpits, such a very useful tool to set. You got to understand
this a little bit later, shift a and search for the bump and go in the
image and the image texture and press Control T for coordinate and mapping
in case if it doesn't work, you should you go to
the Edit Preferences. You go to the game
up and hearing the name search for
the texture setup. So write this, be sure
that you have a check-in. Take a look at the
shortcut is usually Control T and that it is. Then we go here to the
new app's not new, open and sealed for the folder with the references
and choose this one. Then in the color
space instead of as RGB, choose non-color. Take a look. Just take a look. I'm going to connect
this one with color ramp and then I'm going to drag
the color with the roughness. This is Thing number one
and the thing number two. Again, from the color, I'm go to the height, from the normal, I'm
going to the normal. So right here, you can
see our first changes. It's not really what we
expected, but we're gonna do it. Give me a few seconds. So firstly, we want to invert
it, invert or texture, then strength, I'm going to be the strength in
our case respond. And how emphasized
gonna be your texture. This is how it looked right now. But if you're going to
drop it to the zero, you don't see anything. So that's why I would
like to keep it for around 03 isobars is
going to be good. And there's the thing, let me hide our background
so we can just hide it. So you can see that here
is a little bit messy. What we should do, we should unwrap our topology. I can go to the Edit mode ups and it should show
torn on this part. So I'm going, I'm
choose our buddy, go to the Edit mode, a todos everything, and then
choose Smart TV production. You'll probably going to
have on the angle Lehman 33, choose six to 60 k. Now take a look how the problem that we have
before disappeared. Now everything look much better. Now, what should you do? E.g. this color ramp we attach to their office
and is depend I mean, if you want to make it
more shiny or less shiny, I would like to
have it less shiny. So I'm going to drop this part more close to the black and leg, more close to the white here and delete
instead of linear, I'm going to choose B's plan to have this type of gradient l. So I'm not really
liking the color. So I think I'm going
to keep it like that and a little bit more
darker, e.g. like this. There's one more
interesting thing. So you have this
mapping that you attach to the image
texture of this K, which mean you're going to
read this one with this set, you can make your texture
bigger or smaller. Take a look, e.g. if I'm
gonna do like 1,010.10, you can see the difference
in comparison to what we had before in if I'm going to make zero choose
zero, choose zero, chew that dexter are going to be okay is too big
because, okay, 11.1. So now it's a little
bit different. This is also the thing that
you can play around with. So let me go with
1.41 point 4.1, 0.4. Let me increase the
strength for 03350. And I suppose to make our
work even more detailed, we can do is to apply our subdivision surface that we have at the
moment is right now. The problem is that our blender file is going to
be able to be more heavy. So in case if you don't
trust your PC specs, I will not recommend it. But if you think that everything is good,
it's going to be good. Well, let's go here, apply. Now one more time edit mode. You can, here, you can see that we have
way more polygons. Choose everything with a U, smart to be projection or gay. Now the texture is
going to fit much better than it was before. One more thing, one more thing, two more things actually deforming before we're
going to move forward. Please. First of all, leave me a review under this
course if you like, everything is explained clear
because I really try my best to do it clear and simple for everyone and
keep a good quality. So we have our body emphasized. We go to the modifiers, take a look at modifier and displays
modifier. Do like it. I suppose no strength left
decrease the strength on 01. Our next step, we
should to create a texture for this modifier. Take a look and you're going
to understand, I press New. Then you can see this icon right here and this
icon right here. So this is texture or this is l. So texture, I'm
going right there. Here in the type instead of immature movie, I choose Clouds. And you can see how
he start to have more type of the real
clay style shape. So this is how it was before, more sharpen, and this
is how it is right now. This is our clouds map. And if you're going to
decrease or increase, it's gonna influence on
the way how he looked. So I want to Islam
completely or no, I probably I'm gonna do. Just take a look what
you personally like. I said, I think
there are 30 there. Oh, no. 0036 is something that we're good Fermi
Control S to save. We can come back char modifier. You can play with a strength or if I'm going to
make more stronger, this is how it looked, but I don't let them die,
don't need it. So I suppose 007, we're going to be
more than enough so that how we can
create first of all, our clay type of material
and then clay type of shape. I hope it was clear. I promise each explaining about this thing and I'm going
to keep my promises. Choose your body. First of all, do everything that we did
till the moment right now, if you did, Let's move forward. First of all, let's
drag on the right, which make it more comfortable. Go to the Choose your body and
go to the edit mode and be sure that you have
the transparent mode on which means it
should, should be blue. Then we go through the phases. And then let's emphasize e.g. this one is going
to be our neck. We go through the
material window and to add another material we should to press on the plus. Neil, call this one e.g. neck, and press on the sign. And now we have two materials
on the same object. Easy, I suppose, yes. But how we can see we don't have these clay and
this gray texture. So very simple movement. We go to our buddy. We emphasize this one, control C to save, neck, control V to paste. Then just connect the color
ramp to the roughness, color, to the
roughness and normal. The normal. And that's all. This is how we could, um, I did in a previous
one more darker, but honestly, I really like how it look with
more brighter colors. So if you have the desire to do something
else, no problem. But I probably going
to keep it like that or probably a little
bit more towards blue. Now, I'm going to
keep it on the white, something in between white
and very, very warm blue. Thank you so much. I hope
it was a clear lesson. I hope you understand
everything. Again, texture. Then we played with displace modifier to
create this shape. And then I showed you how
you can create another, another color and other
material inside of your object. If you've ever the desire
to do this one alone, like to apply all of these
things on other objects. No problem if you want
to do this one with me. So let's move forward in the next lesson and
then render part.
9. Lesson 7: Clay Texture Part 2: Okay, it's time for
us to move forward. Let me start with e.g. with our eyes because it's
gonna be more interesting. So let's get out from here. And we shoot you create again one material to materials
inside of one objects. So let me quickly show
you so like pupil and the rest of the
I go right here. First of all, new materials. And what we can do is
to go to the buddy. And instead of doing the
same steps all of the time, we can just duplicate this material and
call this one eye. Now we're going to
have the same things only on the material, on the material
layer apart, e.g. let me prove you, let
me make it more darker. You can see it's dark
and this is blue. So one thing that I didn't like is it's messy and
it's too small. So we should should go here
with something like 070707. Then don't forget to
go to the Edit Mode. Choose everything with a
smartphone projection or K. Now, it's a little bit much better. What you can do with this, I have two choices. You can go here,
search for I and I, and you can copy or another
thing just for future. Present this one, then shift, Let's click on this one. So this should be orange and these have a more
yellow outline, Control L and link materials. So that's how you can copy one material
from another object. Let's go to the same thing, edit mode, you smart
TV projection. Go right here. Let me get out of our
render mode where you are. Here, you are rugged,
this one on the right. Be sure that issue
that faces mood. I want to choose all of them. What you can do, you probably think let me draw it like that. It's a little bit uncomfortable. So take a look. I choose every one
of them inside, and then I press the hotkey of the control and
plus on the numpad. So control plus, Control Plus, I don't know why you see
everything right here, but I'm going to show
you one more time. So Control and plus on the numpad that how you
can go forward with the topology and it
will be more easy for our purpose to
emphasize these polygons. So the same thing that I showed
you in the previous one, plus mu S sign. Take a look. Now we have our pupil. Good. It's one eye right here, and let's go with another one. So let me let me
back right here. Where are these eyes? So let me show you this one, Control plus Control Plus, Plus. And this time, instead of new, we can choose the same, I suppose it's material. Let's call this one like, oops, pupil. People. Good. No, I was assigned. Now it's good. Now as good. He looked a little bit weird, but don't forget that
we talk about pigeons. So what if we want to
make this ice every little bit more bigger and a little bit more on this side. How about shooter in this
one more in the middle? No. I suppose one thing
that I want to do is to move them a little bit
inside lane light. So g, e Greek and a little bit more inside of his
head like that. No. G, x, I just play around. I do what I like. You do what you like to see. Oh, no aches. And again, G agaric a
little bit in front. Okay. No, I'm good. No.
I didn't know why. I don't like it. I can't leave a bit inside. Ok. Now I'm OK. Why do we have more? We have a lot of
things actually. We have our big and go here. Let's go with e.g.
I. Duplicate, call this one big, choose
another color. What type of color did I have? The orange one. So open this window. Open and have a
bit more brighter. And let's go with the orange, something like that. Good. Edit mode, a smart
TV projection. If you haven't the desire,
I didn't have any desire because I like how the texture
feet under the object. But if you have the desire, you can go and apply a
subdivision surface. But again, I don't
see a big necessity Wherever it's your own choice. I think I need a little bit
more orange and more darker. Great. Let's go forward without Rubin's because
our neck is white. I would like to keep it wide. Our wings too, but
here it was more towards black so they
share the same color. So that's why I just go here and I'm going
to choose the neck. It's weird because
we should to go a few smart TV projection. Probably I'm going to duplicate, call this one winks and then
I'm going to make them, yes, like 0.80 point 8.0, 0.81. More time, I'm going to apply our subdivision
surface modifier. Ok. And now one more time. Oh, smart to be projection, OK. Now I like it more. There's some mistake. We can fix it. Very simple. Just go like that. Shift a I didn't know
that I have that. So here, neck as sign of
a good Now it's all good. You see nothing hard. Boom, boom. We have our legs. So these tube cube
cylinder, they, I'm going to keep
them white to e.g. neck, duplicate, legs. You smart to be projection. Green shop. Let me make this 1090909. The end of the day because this image is going
to be like that, we will not see a
big difference. You can see that one leg
is more thinner than the other one is
because I play around, I play around with this scale. You can do the same thing. Also. We can apply the
displacement in Florida that we have right now on our wings
to make it more stylized. So let's play around, but Control L will not work. So we should do, let's make this 11 more time. It's gonna be good for
our muscle memory. So add modifier, the
place when you fire. Then we go with one new texture. Go here, choose Clouds,
steed of movie. And here you can play around
with the noise type, e.g. you can have a lot of them sometime and we used
improved Berlin. It just, it changed the way how the texture
of the noise look like. So you can keep
blender original L. So let's make it like 035. And let's go here
and make it 07. Oh, okay. It's a small change, but in summer with
everything else, it's going to make our work much better than it was before. Great. Our feet, materials
big, I suppose, is gonna be looked for them
to share the same color. So duplicate feet. But honestly I'm going
to make it a little bit more brighter like that. K then a edit mode h, which is everything you,
smart TV projection. I hope it's not too fast for you because I explain all
of these steps before. That's why I'm a little
bit more faster pace right now because I suppose it's clear and I don't want you to
waste your own time. Whereas our background,
Here's our background. Let me take a look. Okay,
we have this stop sign, I think should make this
less and more comfortable. I'm going to show in the next one how to create the stop sign. And that'll that'll
everything is pretty quick and a lot
of useful information. One thing that I
personally don't like, I would like to make these legs a little bit more thinner, so I'm gonna go like
that as I'm good. Now I'm more butter
with a final image. Like always. I'm going to
see you in the next lesson. Thank you so much
for your attention.
10. Lesson 8: Stop Sign material and UV: Are you still here? I hope, yes. So we
have this stop sign. One more thing. I want to make his legs a little
bit more longer. So let me go here, here, choose this one. And I'm going with
a G like that. G is it like that? Okay, this is how it was before. This is how it Control
Shift S doesn't work. Man, one more time. Gs. So somewhere here. Is that okay? I'm good. Let's go
to our stop sign. So choose this one and go to the material and
create a new material. Let's call this one stop
underlying sign and good, where is our principal? Because DF, okay, shift a image, texture right here, Control T, connected this time
color to the base color. All burn. And in the references, you're going to
find a stop sign. And good, but we're a little
bit messy with this part. So we should, should go
from here to the UV editor. This is where you can
play with your topology. Go to the edit mode. And now you can see this is completely all of the polygons that we have inside
of our object. So let me quickly take a
look me show you face mode. I'm going to choose this face. And then I'm going here
to choose him g, x. So you can this same control and the same buttons that
you have right here. So you choose your face, you found it right
here in the UV window. And then just S for scale G, move it up to keep it like that. G x little bit on the right
is a little bit down. Nothing hard. I want you to have this border L sold
with a red color. So let's go into edit mode. And right now we have our faces. And to choose the opposite of our polygons to
invert this control E. And now we have emphasized everything else and not the
phase that we have before. So I think it's a
useful function and you're going to save
you a little bit of time. Great job. Plus mu S side. Good. Then we go here, choose their color picker
and choose this red color. Good. This one was white. So I'm gonna keep it wide
like the way how it is. And what do you like probably to add the clay
style right here, l. So let's, let's make it
go to the stop sign, back to the shader editor
and quickly take a look. So just emphasize
them, move them up. You're gonna be shocked
how easy it is and go e.g. to their buddy, choose
everything Control-C, go here, control V, or we don't. Color to the roughness, normal to the normal. And now, ladies and gentlemen, is how you can see we have
this same gray texture on our stop sign l. So
remember how I said that we can apply we can try to apply our subdivision surface
on our stop sign to let me try it. Why not? What if we want to
try to The Shade smooth? Then we go here, normals opened the normal
top and auto smooth. And this is how it was before. This is how it is right now. But what if I still
don't like this edges? So that means y over
the control to poke, choose this phase E to extrude, just don't extruded,
just press on the E. And the same thing right here, this breast one time on the E. And let's take a look. Now. This part of the stop sign
is smooth or not really? Not really. Okay. I don't want
to cut this part from the video because
we play around and it's okay to commit some
mistakes or it's okay to not know how the
result is gonna be. So it's all good. I show you no one have
a perfect workflow. Allergists come back
to the previous one. So I'm gonna keep it like that. So this is what we have
at the moment right now. Probably one of the things
that they want is to make a little bit more bigger that texture on the stop sign. And another one,
probably to make the environmental little bit more
brighter or our background. Let's add our texture
on the background too. So duplicate, call this one BG, usually like abbreviation
of the background, white. Excuse me, as if you have
whatever color here, anyone to make it
completely white, just drag the saturation
on the left side. Good. A, everything in the edit mode. You smart TV projection.
Now we still good. Yes, we have the clay material on our background right now, l. So in the next lesson, in the final lesson, we're going to set the
camera and make our render. Thank you so much
for your attention. Leave me a review if you
feel like how I explain and I see you in
our last lesson.
11. Lesson 9: Render: Welcome. In this lesson, we're
going to render our pigeon to something
like that. Great. Let's start. So first of all, I don't
need that anymore. This window, I just go here, right-click join areas and drag this one on the right side. Good. Shift a bit. Sure. First of all
that we emphasized our background stuff
collection, shift a camera. Now we have our
camera right here. There is no necessity
to waste your time trying to move to rotate. Just e.g. movie herself
a little bit at back. Then you go to the
view, then Align View. And the second one,
airline active camera to, you know, you sit
your camera straight. Four, more pleasant place then if you'll waste your time and
all of these moments here, and let's switch the resolution. So go right here
on the third icon. And here I want to have
this type of square render. So I'm going to switch on 1500s, 1500s movie herself upward
on this one and go down. You have the thing like
Color Manager open. And instead of Luke, choose the medium high
contrast so you can see the difference how
it was before and how are these right
now, very simple. You just increase the contrast of the final outlook. Good. If you like any other, wherever it's your
choice, play around. There is there is enough
for the moment right now. Then let's go to our
camera settings. If you don't have this
icon is because you didn't click on, on your camera. You should choose to click
and you will have this icon. We have three type of
lens of our camera. So the default one
is perspective, and this is what you see
at the moment right now. If you want to have
the same outlook, e.g. when you press one. So like that without
any perspective, you should to go instead
of perspective on the orthographic and it's gonna be completely the same if e.g. you will press one of them, but one of them but I'll put
a subtitle because I forgot. But if you want to bring
yourself into the camera, is zero or non zero
number out of the camera. Zero numbered in the camera. Great, but let's move forward to our fish type of Outlook. I'm going here and
instead of orthographic, I'm choosing the
list one panoramic. You will not see any changes if you're in this type of
mode, so in the viewport. So that's why you
should you go in there render and now you can
see the difference. Let's open the camera here and the sensor feature that horizontal one and
switch on the 18. Good. Quickly, let me show you these settings Strauss
me are very simple. It's not about being
a professional 3D. It just about to play around and to achieve the outlet
with it you personally like. So I'm going to
choose that file, the view instead of 180 to 90. And then to zoom
in a little bit, I'm going to choose lens
inquiries, the number. And voila, one thing that you probably have it
inside of your head right now is that
this one is too far. No problem, just get to
herself out of the camera. Whereas our camera,
you don't see your camera because
I turn it off. Turn it on G, agaric animal of this. A little bit more closer
g is that, move it up. Let me take a look. So to make the workflow
a little bit more easy, okay, let's create
another window. So vertical split,
go right here and keep this one for
the final outlook. And here play around
with cameras. So g e Greek, a little bit more closer. G is a little bit up. We can go e.g. g. X a little bit on
the right side. It's all good. G agaric, a little
bit like that. What if what if? I'm going to emphasize
all of them? No. So to make it more easy, just go in the pigeon
collection and choose everything
with holding Shift. Left-click to the last one. And let's move this
one a little bit more close to our camera like that. And then G is, what about air x? Smaller rotation like that. Move it up. So let me take a look what we have at the moment right now. I think no. I didn't do anything,
especially right now. And you even don't
need to copy my steps. I just play around, you know, all of the tools I show it so
you can play around and L, So you can have
induced on the beggar onto here in case if
I will say something, I think important, but at
the moment is right now, I like this outlook. Okay, we have our
background and light. They look a little bit messy. So two options. We can, what if I will hide our background now with
the ground is much better. So Essex make it larger. But I'm not sure that there
wasn't this type of play that I personally, when I
created this render, I imagined it like
this pigeon is in the studio and understood
it for the session. So usually the studios
are completely white, you know, like the white wall. So I thought it's
going to look cool. Just move it a little bit up. And let's make a little
bit more thinner to fit with our lights. K. The moment that they don't
like is that you can see right here the stop
sign is inside. So I'm going to turn
our background. I'm going to choose this edge. G is, let me go down. I think it's going to ruin that everything goes
so much better. You're going to be the g z. Move it down like here, and then go to the Edit Mode. Choose the edge above, extrude, actually don't extrude
G and just move it and go with G and move it up. Oh, okay. This shade is because
of the lighting. We can move our life a little
bit upward or much better. It's going to be to go down and leave a
little bit this edge. Anyway, how I said before, you know, more than
enough to play around. If you'd like to make these big round a
little bit more darker, you go here on this
type of planet icon, you have the color and make
it a bit more darker, e.g. the black one or
if you want white. But I personally would like
something toward the black. A little bit more adjustment that they want you to do
is choose everything. And I'm going to move him again
a little bit more closer. G is x. Ok? Okay, so because I don't
want to waste your time, you are more free when you work on your own
personal project. But anyway, it look good. And then most
importantly, they shared the most important knowledge
that you have that will help you to create this type of stylized animals or
wherever you want just to acute 3D illustration. So very important moment in
case if you're a beginner, if you're going to render in
the way how it is right now, you're going to see
the references behind. You can think like
why are we hide them? We hide in the viewport, but we didn't hide
them from the Render. If you want to hide some
object from the render to you, should you be sure that
the camera is turned off and now you will not have
them in your final render. If you don't have this icon, which is weird but cohere and be sure that you have the
blue one right there. So just turn it on. Great. We should, let's take a look. Now. And the final render,
we're going to have everything that they
behave in our scene. The next thing up is too high. So go right there
and the camera icon, and let's viewport render
samples in the Render. This samples influence
on your final quality. The more sample, the
more quality work in B. But it's important if you're
BC specs are very low, it's going to consume
a lot of time. So that way it might
be C is pretty good. But anyway, I don't have a purpose to keep the
very high-quality, so that's why I'm going
to keep it like e.g. 444. Trust me, it's not so bad. You can play around. You have your own time to experiment, but I'm going to
keep it like that. Denoise. If you deactivate it, you can turn it on. And usually I use I keep the same setting
that they have right now, but I'll bet they're
normal and accurate. The last thing is here to
play with the contrast, e.g. a, high contrast,
I don't like it. I like to keep in
medium, high contrast. And if you are sure
that everything is done like you take a look
here, take a look here. You said the samples to
set the color management. You can increase the
resolution if you want again, for much better quality. Now, if you're good, you go to the Render and press Render Image or the
shortcut F 12th. So my render is done. It took me four on 3 min. So first of all, let's save. Go to the Image, Save As choose
the folder that you want. Color depth should be 16, and save as image grid. If you're very friendly
with Photoshop, you can play around with adding some effects, noise texture. I can show you the next
lesson how we can use the compositing window
in our blender, but we actually finish it, leave me a review
because I tried to keep it to keep it small, but at the same
time, informative, I suppose it was, I hope it was very
good for beginners. So anyway, I'll leave me
your comments and drop your project and really looking forward to see what you've
done through that course. Thank you so much
and see you soon.
12. Lesson 10: Noise effect in Blender: In that small less than I'm
going to show you how to add noise over your image
inside the verb lender. So after your render
is done with this, you can close this window
and the way you want. So you go here and choose compositor chicken
on they use nodes. Then you go the Shift
a search for image, and then shift a viewer. Great, press it like here. Image connect to the image. Open and siege for your
render where it's placed. So CoAP Xian, great. Now let's put this image
on our background. So you have this gray
button backdrop check-in. And this is our result. If you want to zoom in, you press if you want,
actually, I'm sorry. If you want to zoom
out V on the keyboard, or if you want to zoom in
Alt V on the keyboard, we should to add two more nodes, shift a huge fur
texture right there, and mix, bring it right here. And the color through
the image number two. Then they'll go
here or wherever we usually create our textures, mu. And instead of image or
movie, search for noise. Then right here, we're
going to choose, Let's rename this
one, noise. Noise. This is where you bring
your name for your texture. So you actually can
say wherever you want, but in our case, it's
just a nice good. Then here, search for the noise. Instead of mix, choose, darken, and play around
with these settings. So let me quickly show you in case if you
don't know what it is, this to show you who going
to dominate over whom. We have our clay pigeon here connected with
the image one, and we have our texture
connected with the immature. I'm going to drag on the right. The texture is going to dominate completely
overcrowded vision. And if I'm going to
drag this onto zero, like on the left, which is zero. It means that we're going to
see on the declared PGY1. Good. So I want to keep it on the
level of 03. I suppose. I'm good with that. Let me take a look. Yes. I don't want to read.
This is too much noise, so I'm going to keep it on 03. And the last step if
we want to try to render right now we're
going to see this thing. So in our Render Output
known in the scene, so we should choose shift
a search for composite, bring it here,
connect this to this, and go to the Render
Render Image. And voila, we have watches
her wrong with you. So we have our render only
with the noise texture over. Thank you so much. I hope it was useful and I hope it
was clear and simple. Image Save As, Let's call this
one clay Piagetian noise. Keep it color depth
on 16 sailors image.
13. Congratulation: So thank you so much
for your attention. I hope it was very clear and simple, especially
for beginners. Keep the comments, keep the review and the
most important. Leave their projects
under this course, I'm really looking forward to
take a look at all of them. Also, these were the curious
about 3D illustration. But if you want to jump
into the animation, I have a course on Skillshare, also about the topic. So keep it up. Move forward. Thank you so much and
I see you very soon.