Discovering 3D: Bring your 2D Drawings to Life | Dave Reed | Skillshare
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Discovering 3D: Bring your 2D Drawings to Life

teacher avatar Dave Reed, 2D & 3D Illustrator - Brooklyn, NY

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.

      Discovering 3D: Intro

      1:33

    • 2.

      Class Project

      1:06

    • 3.

      Getting Started

      7:20

    • 4.

      Blocking: Body, Arms, & Fingers

      14:00

    • 5.

      Blocking: Legs, feet, & Leafies

      15:56

    • 6.

      Detailing

      11:18

    • 7.

      Light & Color

      13:34

    • 8.

      Thank You!

      2:24

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About This Class

Welcome to Discovering 3D!

In this beginner course, you'll discover the the ease of digital sculpting as we turn a 2D character sketch into a 3D model using Nomad Sculpt. Whether you're looking to create your own designs for 3D printing  or just to refresh your designs in a new way, this class will bridge the gap between thinking about starting 3D and finally going for it!  I’ll show you  step-by-step how to bring a 2D sketch to life in 3D using simple shapes and straightforward  techniques for sculpting that you can adapt for your own designs. I hope you’re excited to dive into the wonderful world of  3D,  where the only limit is your imagination!

What you will need:

  • Tablet (iPad, iPad pro, Samsung tablet) capable of running Nomad Sculpt
  • Nomad Sculpt Application 
  • Snacks (optional)

Meet Your Teacher

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Dave Reed

2D & 3D Illustrator - Brooklyn, NY

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Level: All Levels

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Transcripts

1. Discovering 3D: Intro: Trust me, it's not as difficult as you think. Hold all your butt. Welcome to discovering three D my free beginners three D sculpting class here on skill share. I'm inviting everyone to join me and explore the more structured approach to learning with streamlined lesson by lesson courses. In this beginner course, you'll discover the ease of digital sculpting as we turn a two D character sketch into a three D model using Nomad Sculpt. Whether you're looking to create your own designs for three D printing or you're an artist looking to refresh your designs or your characters in a new way. This class will bridge the gap between you, thinking three D is just too complex to learn to you creating three D characters and designs anywhere. Any time I'll show you step by step, how to bring a two D sketch to life in three D using simple shapes and straightforward sculpting techniques, you can adapt for your own characters. Trust me, it's not as difficult as you think. Thanks again for joining me, and I hope you're excited to dive into this wonderful world of three D. The only limit is your imagination. I know it sounds cheesy, but I'm completely obsessed and I'm also pretty cheesy here line. 2. Class Project: So for today's class project, of course we're going to make this cute character with multiple arms. But one thing I really want to stress is in my class, I always want you to create things that make you happy, that look the way you want them to look. So if you're just getting started, of course, follow along with the class, create this character. You can always go back and change things. You can do the class again, but then change it to make it the way you want to once you're more familiar with it. That's really how you learn. I'm happy to show you everything that I know, but you're really going to learn a lot. Once you start to play, I really encourage you to play. Have fun with the class. Change the colors, change the sizes, the proportions, add things, take things away. I want you to be as creative as you want to be in this class. There's no right or wrong. The more different your character is, the more I'm excited to see it. So that's pretty much it for this class project. I know you're ready to get started, so let's jump to the next video, Getting started. 3. Getting Started: All right, welcome. Thank you for joining me. We're going to get started. This is how nomad sculpted will probably look to you. The background color might be a little different. You can change that here by tapping to icon. You can change it to whatever color you might want. I'd like to keep it dark and there's going to be a sphere. This number is going to be a little bit high. Just take your sphere and just delete it, and then you can add a new sphere. Let's just hit Validate, and now we have our new sphere. The first thing I'd like to do is make sure that I'm an orthographic and not perspective. Let's tap here. You see perspective and orthographic, We want to be an orthographic. I like sculpting and a map. It makes it look like clay and it's just easier to see Tap this little sun icon. And we're going to switch from Lit PBR to Matcp. Before you do that, scroll down to your environment. Tap Environment, Import. This is where you're going to import the downloaded environment image. Just make sure you download that from the Projects and Resources tab. We're going to import photos. Then you find that image and you tap it. And then you tap ad, it's going to show up down here. You just tap it. And you'll notice the environment changes, the colors change. Now that that's all set, we can change from Lit PBR to Macap. I use PHGclay. Obviously you have some others here. Let's go ahead and import our image. We'll tap here reference image, then you want to tap the image. This is also available in projects and resources. Import photos, then you define your image, tap it and then add. Once you go back to this menu, just tap transform and then you can move it. I usually like to put it right around here and then tap the screen to just go back to regular sculpting mode. Now that we have that also, if you don't see this grid here, you can tap grid right here. Also, just note that this is the snap cube. You're able to turn your model in space with this. You'll see me do this a lot. I'll tap front. That way I know I'm looking directly at the front of the project. Let's add a floor platform. Let's tap on the sphere. I'm going to tap this little tool icon. And we're going to use the gizmo. Gizmo is like our controller. You can see the gizmo here. There's a lot of functions. Let's just take the arrow and move it up. Of course, if we want to zoom out, just like you would on your phone, but we want to see that grid, so make sure we hit front. Let's go here to the scene menu, Add. Let's add a cylinder. We can control the cylinder with these little dots here. Let's tap this one, or touch this one and bring it down to the red line. Actually, let's make it bigger. If you notice this menu bar up here, tap gizmo again, let's make it bigger. This orange ring, let's just increase the size. Maybe something like that. It doesn't have to be perfect. We can actually use the gizmo to shrink it down. See this node? You can use that to shrink it because we didn't validate. I don't want to get too confusing, don't worry too much about this. But anytime we add a shape up here, there's going to be this menu. It's going to say validate. There's some things that you can do before you start working with certain shapes. We're not going to do too much of it right at this moment, but just be aware that you have to validate in order to use all of the tools since we haven't validated this cylinder. That's why we have these extra tools. If we want to, we can make a hole in it. If you want to tap radius, then we can adjust. So it's more like a cone or something like that. There's a lot of shapes, there's a lot of things that you can do before you make it an actual three D mesh in your project. I just wanted to tell you a little bit about what this is and why this menu comes up. I'm going to do with two fingers. I'll just go back here. I'll hit front. Let's just use the gizmo, since we'll use that more often. Tap gizmo, we'll shrink this. Then we'll use this green arrow to move it right underneath that red line. Okay, now we can tilt so we can see we have our cylinder. We have our platform. Personally, I like my cylinder platform to be a little rounded. This is a little extra, but I'll show you anyway, you tap these three little dots. Post subdivision, I'll put this up to two. You can slide this down a little bit. It'll get a little bit more round. Maybe I'll do something like that. 36. Now the platform is just a little bit more soft. I'll hit Validate. Now that we have our platform, we don't need the grid anymore. I'm going to turn the grid off. It's always a good rule of thumb to save. Often there is auto save. I don't use it, so I save manually. I tap on the little folder. I'm going to save this as Y, judge. In the next video, we'll get started with sculpting. We're going to do some blocking. We're going to use simple shapes to make the general shape of the body, the arms, and all the other little pieces. It'll be much easier than you expect see in the next video. 4. Blocking: Body, Arms, & Fingers: For the body. Let's use a cylinder. And we'll use our sphere. We'll move the sphere up. Let's add a cylinder. We can tap gizmo. We can move the cylinder up. Now let's adjust the head so it's even with the cylinder. We'll move it up a little bit. We'll use the orange ring to make it a little bit bigger. Maybe something like that. Maybe a site big. We'll use this little green node above the arrow to flatten it. That looks pretty good. We also want to taper at the bottom. We'll tap on the cylinder. We'll tap gizmo to bring this menu back up. Then let's tap radius. Now we have two dots on radius. Then we have these two handles. We'll take the bottom one and just make it a little bit shorter, or smaller, or more narrow, maybe it's the best way to say that. I think that's pretty good. If you need to, you can make the top one a little bit bigger. We just want to fairly even with the round part, I think that looks pretty good. Let's go ahead and validate it. I just realized that I didn't have the sphere that we added. I was using the original sphere, but I've replaced it with a regular sphere. This is how yours should look when it's pretty much lined up with the cylinder. Now let's go ahead and add the horns with the tube tool. We'll select the tube tool, we'll use path, we don't need snap. We'll type on the screen, drag, lift up. Then we'll press this little green button and that will give us a tube. We'll drag the bottom one like this. It's more, looks like an Android. We want to have a little bit of a curve. Let's just tap in the middle of the line and then move it out. Then we'll tap radius. Now we have two nodes in radius, and you can make this side bigger. You can adjust it to make it the size and shape that you want. I want it to be rounded, so I'm going to tap these three dots and I'm going to put the post subdivision up to two and I'm going to bring this down, the division X, maybe to five. We'll see if we can get to look the way I want. Sometimes it's a little bit difficult doing it that way, but that actually looks all right. We'll turn this up a little bit, put it to six, gives us a little more flexibility then it's just a matter of you can also use the gizmo to move the whole thing around. And then you can tap tube to go back to the tube options. Now we'll hit Mirror. And it's just going to mirror it on the other side. Once you're happy with your horns, you can just hit here and then hit Validate, and that makes them official shapes. All right, the first thing we should do is go through and name all of our meshes. Tap the scene, we have our sphere. This is the head, three dots. Tap the three dots. Name head the mirror. So these are the horns. We can go ahead and validate, join children and we'll rename it Horns Cylinder. This is the body. This cylinder is the floor. So I'll just put LR. Now for the arms, let's use spheres. We can just place them where they're supposed to go, and then we'll just stretch and manipulate the spheres until they look like arms. We'll go to our scene, add sphere. We'll use our gizmo, and we can move it up over and let's shrink it. Maybe a little bit bigger. We'll start with this arm that's down. I'm going to go ahead and mirror it and then validate it. Let's use the move tool now. We're just going to stretch the sphere by pulling on it. You just pull on it, keep it ovular like an oval Now, because I wanted to have a dip there. I'm just going to push on it towards the top. Push and pull, and see how it gets that nice curve. You can also hit solo if you just want to see the shape that you're working with. This looks pretty good. It needs to be a little bit rounder, so I'm going to pull it on this side. And then I'm also going to turn it and just make sure that it's nice and pudgy and round. Even in this angle, I'll hit so lo again so I can see it and it looks pretty good. The only thing I would say is it tapers off a little bit more. If I hit Solo again and I feel like that's not tapered, I can take smooth and I can just smooth out the areas where I want to take away some of the mass. If I keep smoothing this out, it's going to get smaller. I can use that and I can move to just shrink, shrink one side. It's just a matter of adjusting it until you get to what you want it to look like. I think that looks pretty good, but it's a little big. So I'm going to take gizmo and I'm just going to shrink it with the orange ring. Then I'll take move and I'm going to drag it up and I'm going to continue to manipulate it until it's just how I want it. I think something like that looks pretty good. You can see it gets smaller as it goes into the body. Let's go to our scene. We have our first, let's name this arm one. Now we can just clone this. We'll clone it. This will be arm two. Let's add this one is the one in the front. Arm two, we'll take our gizmo and then we can move it up closer together. Then we can use these rings to just adjust it. You can swivel it with the different colored rings. We just want to swivel it up, but it looks like it's something like this. Maybe I'll swivel it on the blue axis, move it up a little bit, something like that. Let's look at the front view. And I think that looks pretty good actually, let's just adjust it a little bit so it's more falling down a little bit. Think I like that. I want to make it a little bit thinner up here, so I'm just going to squeeze this together a bit. I think that looks great. I think I also, maybe I'll use these arms for the ones in the back. We'll take arm two and clone it. And this will be arm three. Now we'll use our gizmo. Let's, let's check a line because that'll make it easier for us to just move it straight back. Move the blue arrow straight back. We can actually use these rings to put exactly where we want it. It looks like the arms are a little higher. Let's go ahead and do something like this and just maneuver them into place where we want them. I think that's perfect. Okay, that's good. They are going into the body. Let's use the flattened tool. We just want to figure out where the palms would be. There's these cute little fingers, little knobs. We can add those on, but I'm just going to make it flat on the front parts. Just tap on the arm. I'm just going to use the flattened tool and just make it a little bit more flat on one side. And then I'll just take smooth and just smooth it out. Now it's a little flatter there. I'll do the same thing here. I'll tap on this arm. I'll use flatten. Just make a circle where I think the palm would be. And then just smooth, I'll take the same back here. Tap there, flatten, and we'll flatten this one out here. Okay? And we'll smooth that out. Looks nice. We're going to use the inflate tool to add a little fingers. What we want to do is we want to make the arms a little bit more dense. That way the inflate tool will work better and it will hold its shape a little bit better. I'm going to tap on these front arms and I'm going to vox will remishI'm going to use the one down here and I'm going to Vox remasht, right, 175 Rem. I want to do that for all the arms, we'll do that for the back ones too now. This will make our numbers quite high. As you can see, it's a little bit higher than the arms are 57.3 k, which is a lot. We'll bring it down a little bit later. Now let's use the inflate tool. And let's go back to the first pair of arms I'm going to zoom in. I don't really want the inflate tool to be too big. Maybe around 50. Now, I'm just going to add three nubs. I'm just going to go in a circle pattern. I'm going to lift off, and I'm going to do that twice. There's 123. I did them close together. I spaced out the thumb a little bit, but essentially I think that looks pretty good. Now I'll use smooth, just smooth them out just a little bit, just a smidge. Now just do the same thing now if you notice I'm using the flat part. It was like the palm for example here. I'll take inflate and I'll make the thumb maybe around here. Okay? One. And then we'll do one here, and then we'll do one here. Okay? I think that looks pretty good. I'll just smooth them a little bit for some reason. I'm not crazy about that one. Don't know why sometimes it happens it's inflate again. I like that a bit better. Go ahead and just smooth it a little bit. Fleet 123. Just a little faint. Smooth. I think that's great. 5. Blocking: Legs, feet, & Leafies: Okay, we have all of our arms here. They look good. I'm just going to leave them in this mirror for now. But let's add some legs. Add sphere gizmo. I'm going to move the legs over a little bit and you can tell that they're already in a mirror and we didn't select mirrors. Let's go to the scene and make sure that we take this out of the mirror. This is going to be legs. Move it over a little bit. We'll shrink. It'll shrink it a little bit more. Let's just stretch it out. We'll stretch it out some. I think that looks pretty good. I'm also going to stretch it this way. I'll stretch it a little bit more this way. Move it up a little bit. I'm just going to put it where I think it should go and it looks like it's lined up with this. And it's also on a little bit of a curve, I'm going to take this ring and just curve it a little bit. I just want to give it that little tiny curve. I think that works. It'll look something like this. Now, I'll go back to the gizmo, bring up our options and mirror it, but there has to be some space in between there. Maybe we'll just shrink it a little bit more in, like that and then move it. I think that's a good compromise. It's got some room in there now. I think that's pretty good. Now, he does have some toes in the drawing, if we want to do that the easiest way. Okay, we have the legs and they're in a mirror right now. We can take the whole thing. Clone it. Let's rename this mirror to, let's rename this leggings toes. That way we don't get him confused with the legs. And this mirror is the arms. It's always good to label and it's also good to save. Now we can take this toes. Let's just go to the yellow toes. We'll bring them out, and let's shrink them. Let's squash them. Let's move it down here. And then let's turn it. There's something like that. And then we can move them back into the leg, and they look good. We shrink them a little bit more, depending on how you want them to look, you can make them however you want them to look. But I like just subtlety like that. We pretty much have all the basic shapes. We can go ahead and vox these shapes together. It's up to you if you want to add, if you want to voxmh these horns. Because Vox remshing will take all of these parts and make them one part. Just go to your scene. We have all of these arms, all these legs. I like to just validate them first. I just go here, tap, validate, Join children. That's if any of these things are red, you can always validate them. Legs, toes, validate everything. I'm going to bring the floor to the bottom. Then you just take everything else except for the floor. Take all of this vox remsh. It probably around 200. Now, all of your shapes are one shape. Then take smooth mixture symmetries on and you can just smooth the whole thing out. But when you're going to smooth it out, just be careful around the arms. I'm going to mostly do the top because I like the detail of where the, the underside of the arms touches the body. If you smooth it too much, then it will, it'll look a little too smooth. This, I don't mind the legs, I don't mind the front part. I don't mind making that nice and smooth. Another thing I want to do is trim the feet. Because if I hit this and I hit solo, you can see that that looks really bad. I hit Solo again. Trim, touch the body and I'm going to use rectangle. Trim rectangle, and then you make a white rectangle. I'm going to make it right underneath where I actually want to trim the slightest bit. And then just trim it, then you can look, it's a lot more clean. If you wanted to leave the horns or have the horns be a different color, then you would just box mesh everything except for the horns. Fingers are still looking pretty decent. They might need a touch up if you think they don't look as good anymore, they might need a little bit of a touch up in which case you can use inflate and go over them. You can make them a little more round if you need. Also, you notice that the toes like went away. If you did want to add the toes again. Sometimes that happens when you box remesh, you can always just add another sphere. I just added a sphere. Shrunk it, move it over. Go ahead and hit mirror up here, Gizmo. You can make the toes because they're really not that difficult to make. Maybe do something like that. You can validate them and you can actually just trim them. Now I'll use rectangle and I'll trim, I'll trim it then I'll go ahead and say, okay, we have our mirror here, so I'll select mirror, validate it then the head is now the body. Then I'll select that. You can vox remiss them together. I'm going to do a quick save. You can vox remiss them together at 200 and then see if that looks better. Now it's a little more strong, the toes are a little more strong or a little more defined. I'll just smooth it a little bit so I don't lose any of that detail. And then you go, this is looking pretty cool. I like it a lot actually. Another little thing you can do is you can always use drag if you want to give the fingers a little bit more umph or if you want to flatten them out a little bit, you can use drag. And you can give them a nice little, give them a little bit of personality. We lost this finger here. Let's go ahead and inflate this again. We'll just smooth it ever so slightly. I'll take drag and I'll flatten out the thumb a little bit. It gives it like an underside of the fingers which is cool. Now, let's make this little leaf. We'll make the two little leaves, and we'll use the same shape for the eyes, and we're making good progress. We, we have the head, which I'm going to rename it main because it's the main part of the body. I'll add a cylinder. We'll go ahead and tap our gizmo. We'll move the cylinder up. Then I want to use snap and I'm going to put 90 and be sure there's two snaps. Just be sure it's the one with this angle. Snap 90. Now it's going to snap 90 degrees. I can shrink it or squash it so it's a little bit more flat. Let's just tap Gizmo validate. Then we'll go to our Symmetry tab. Scroll down and hit show line. Make sure show line is selected. We want x, I think we want y, x, y. And local. Local just means that instead of the project, it's going to focus on the local object. Now you see a green line here, You see the red line here, which is exactly what we want. We use the move tool, we have symmetry on. Anything we do on the front is going to happen in the back. Anything we do on the left is going to happen on the right as well. We'll make the move tool a little bit bigger. Now we just have to make this leaf like shape. We can just spread this out. Move it up, maybe make this a little bit more narrow down here. I want to make it narrow, but I'm going to make the move too, a little bit bigger. I just wanted to try and keep it everything nice and smooth. Okay, I think something like this is pretty good. I think that's great. This is going to be leaf, so let's rename it leaf. Once we have the leaf in the shape that we want, we can just use smooth and just gently smooth it out so that it's nice and soft. Now we'll take leaf, we'll shrink it. That's going to look pretty good for the leaf on top. Make it a little smaller. Let's go ahead and clone it. Now let's make some eyes with this. I'm going to rename it, let's use the gizmo to bring it up. We'll swivel it 90, then we'll move it down and into the territory. We'll go ahead and push it towards the body. Even though we move that part into the body. I sometimes I like the face of my characters to be a bit flatter. I might just take flatten on the main part and just flatten out this area, that will be the face. I tend to do that in a lot of my characters. I like the way that the facial features sit on the surface. Now, just gently smoothing. I don't want to affect the arms too much, I just want to make sure that the face is nice and flat, and smooth. Now we go back to our E and we can shrink it. We can is a good tool to use for the I. Let's go to the symmetry and let's turn off x. We just have y and local now we can just use drag, We can make it into the shape of the I. It takes a little finagling, but it always does. I'll use the gizmo. Let's hit pivot center pivot. That just moves the pivot to the middle. Let's turn off snap. I'm just going to angle it a little bit more. It looks like it's a little more rounded on top. I'll just pull this up a little bit. Okay, that looks pretty good. It's just very big. So we'll go ahead and shrink it, I think to something like that. I want it to be a little sharper on the back side. I'll just use drag and just manipulated. I might even use flatten if I can't get it. I'll use flatten and I'll try to flatten one part out so that it's a little bit sharper. I'll try to smooth it out. Now it's just a matter of trying to match it up to the drawing, to the blueprint. I'm going to push it in and then I'm going to tilt it so it's on the surface. Something like that. Now that we have this eye here, we can add it to a mirror. Add mirror. But I made a mistake. Happens a lot. The mistake that I made was, remember we were using this and we put local. That doesn't work anymore for this, let's change it to x, let's change it to world. It's no longer doing everything by the I, now it's doing it by the project. Now when we go back to add mirror, it's going to it mirror you can go back to, you can go to your gizmo and then you can now adjust this even more. 6. Detailing: Let's take this leaf and let's go ahead and put it where it needs to be. The leaf is validated. I think I'll use the move tool, but we don't want the left and right symmetry. See how it's leaning to one side? We'll leave symmetry on. We'll just turn x of turning x off, that means the front and the back will still be matched, which is what we want. We'll move tool. We just want it to be floating in one direction. I'm going to put it right in the middle and then drag that over. Now I'll use my gizmo. Remember if I want to bring it into the middle. Pivot. Center pivot. Now I'll move this back over in the drawing. It's smaller than the horns. We'll make it smaller than the horns tilted a little bit right in the middle. Maybe back a bit, maybe we'll move to put a bit of a bend in it. We're going to have to turn symmetry off for that, Just put a nice little bend in it. We'll use the gizmo to move it back and then maybe tilt it back a little bit. Okay, that looks good, so let's go ahead and clone this then We can just make another little small one right next to it. I shrink it so I might have to adjust the width a little bit. We'll nozzle this right into the other one. We'll put it right behind it. Looks great. I like it. I just want to zoom in and just show you things close up. You can just have a good look on how I have everything set on the body. What is this little guy? I love him. Now let's add the little mouth, that's what I like to call him. I'll zoom in here. And we're going to use the tube tool. We're going to use snap, because snap is going to snap to the surface. Let's just use curve. If we look at the drawing, it's right below where the eyes are. We'll just start here on one side. Just make a nice little curve, perfect. We want to go ahead and make this nice and round. We'll tap the three dots. We'll put this to two, then we'll bring this all the way down to, I would like to do four, but maybe we'll do five instead. Okay. Now let's go ahead and tap the radius twice. And we can make the bottom a little smaller, make that a little bit bigger. And we can mirror, I'm going to take this end node and just stretch it out a little bit until they come together. The only thing you need to adjust is how curve you want this. Once you're happy, go ahead and validate. You're going to continue to adjust. If you need to, you can just move. You'll still be just adjusting one tube, but since they're in a mirror, they'll react together. I just want them a little sharper. Once I'm happy, I will take the mirror, validate it, and join children. That means joining these two mirrors as one shape. Yes. I'll rename this mouth. I'll do a quick save. It's a little easier now that it's one piece. We can use the gizmo and we're going to have to say do pivot, center pivot. Rink it. Maybe just up a little bit, something like that. Looks pretty good. I'm going to box Mish around 140. Then I'm going to take smooth the symmetry and just smooth this a little bit. That'll make it nice and clean. You could flatten it too. Nice little flatten. Oh, I think it needs to be a little bit smaller. Now, this little detail I always add, it's called, I call them its. Let's go ahead and take this mirror. I'm going to rename this E. Okay, I'm going to add a sphere. I don't want to go in this eye, so I'm going to take it out. We use our gizmo and I just like to put it right up really small. So something like that, but even smaller. Okay. Maybe something like this. I'll go ahead and mirror it, validate it, and I'll take drag. And sometimes I like to just leave them plain, sometimes I like to, I'm going to drag it down and then give it a little, make it a tad smaller now and just do a shape like that. It's a really simple detail, but for some reason I really enjoy them. I love very small details. Here's another little detail that I want to add for the feet. Just make sure you tap on the main. I just want to give him my little toe separations. I'm just using make one here and here. Even though he has I type eyes. Let's add it and just see how it looks. I'll use curve with path. I think I'll start right around here and I'll just make a nice curve and then curve this up. I'll go ahead and use radius just once. Then I'll shrink this side and I'll make this side a little bit bigger. Maybe pull that out a little bit. I want to make this rounded. I'm going to pull this up and add a little node right underneath. I'll hit radius again. Now all of these I can adjust then I'll just adjust the last one. It's a little bit easier to get that round bit at the bottom. I'll just adjust these so that they sit nice and flat over the eye. I want to make sure this corner goes. Let's tap snap. Because if you don't uncheck snap, then it will never go into the mesh. But I wanted to go into the mesh here. I'll make it a little smaller, even this one, maybe I want to hide this corner into the mesh so that it's perfect. Just like that. Once you're happy with your eye lash, you can mirror it. It should mirror to the other side and then you can validate it. I think I like the way mine looks. Sometimes I like to double check before I validate. Okay. So we'll validate. Another option that you can do is you can make it flat with profile. That's another little option that you can sort of toy with that looks really nice. Actually, I might just go ahead and keep that, give it a little smooth, see how it reacts. Yeah, I think that's really nice. 7. Light & Color: Once you're happy with everything, if we tap this little sun, we can change from Matt cap to lit PBR. I don't like to light it. If it's white I'm going to go ahead and change the color of everything. I'll tap the scene. I'll select everything. Then I'll crossed out color sphere. I usually make it this color. It's like a Terra. It's actually very close to the, the mat cap. And the reason I do this is because if it's white, sometimes when you add the lights they can look too bright because the mesh is just too light in color. This is more neutral. Let's go to the same thing, this little light icon. We'll turn the environment off, then we'll add our first light. I really like the placement of this light. This is a sun light. It doesn't matter where you move this. The only thing that matters is using the rings and how when you use the rings, that's the only thing that matters. But I like the default view. I move it here because that makes sense to where the light is coming from. I'm going to change this to two. Okay, I think that looks pretty good. Here's our first light. Let's add our second light. I'll move it over here. I'm going to put this to 4.5 or so, but now I'm going to use the green ring and I'm going to swing it around. This is going to be our rim light. It's just hitting the back. We bring it down a little bit. We have that nice bright rim along the dark side of him. That's perfect. We can go ahead and name these. This one is going to be the key light. That's our main light. This one is our to a quick save Also, I like this position. I'm just going to save this. I'll tap the camera, add view. I'll just name this one. Let's go ahead and add another light. We can just take this light and clone it. We'll name this 12 for two. I'd like to bring it to this side and just flip it so that it's hitting the side, but not quite the same way. I don't want it to be another rim light, I just want it to be hitting the side. And then we'll ease off of it a little bit. We'll bring it back down to maybe like a little bit above two. I think that looks pretty good. Then we'll add our last last light. We'll rename it TD for top down. I like to move this light up. Maybe it will keep it as sun. I usually change it into a spotlight, but I might just keep it as another sunlight. I like it a spot light. I'm going to tap sun and change it to a spot light and I'm going to put it right on his face. I want to make it a little bit softer. I'll tap the three dots and softness. I want to do the same thing with R two. I'll tap the three dots and make it soft. It looks great. Let's turn on post process. Tap this button here. Turn on post process, and you get a clear review of what it's really going to look like. You don't have to turn this up now, but I'm going to turn mine up because I want you to be able to see everything now. I have saved presets. I'll just show you mine DFD two. Then I'll just show you my settings. These are my settings for mine. You can pause it. So everything looks pretty good. Let's turn on the environment. So we'll go back to lights, turn on the environment, it's very bright. I'm just going to tone it down a little bit. Maybe right around there, I think looks pretty good. I also want to change the material to subsurface. That'll make it look a bit more realistic. We'll go here, opaque subsurface. Turn this down a little bit, maybe to 0.15 These two leaves, leaf one and leaf I'm going to take those and join them together. Then we'll do subsurface. We'll turn that down to the same, around the same. The only other things I might do that for is the dots. I might do that, but I think I might keep everything else as is. I do need to label these. We'll take the lashes. We'll validate them. And these are the lashes in this mirror. This is the dots. So we'll validate those as well. Okay, quick. Now, it's up to you to color your character the way that you want to color it. You can match mine. You can have to match mine. I'm not sure what color I want to make him. I'm feeling like some purple I'm going to use here. I try to find the color I want. You can change the roughness or the gloss here. Paint, all pretty simple. This. I think I want to light green. These, I think I want maybe a dark chocolate color. The lashes, I want to be black. Those are always black. Very rough actually. These can be black too. You can always adjust the mouth will be black as well. We can adjust the background color. I'll get rid of the reference image and then change this color. Here I'm practicing trying to do lighter colors. Put the exposure up a little bit so it makes a little bit more sense. Since this is yellow, I'm going to change the rim light. I'll add some warmth to it so it'll match. Maybe even our two add some yellow to it. With that or a really cool way to color, you can use the paint tool and use layer. You can add a layer and let's say you wanted to add. I'll use a little eye dropper to grab his color, then go back here and maybe I want a lighter version. Now on my layer I can add some details. If I want something like this, then you can adjust the layer. Congratulations on creating your little character. Feel free to color any way that you want to color him. Add things to him, take things away, adjust the background. You can add things that you might have sculpted before. That's the fun part, is just really getting a chance to experiment and really make it your own, or you can just leave it exactly like we've done it here. I'm going to do probably a few different color ways. Just have some fun and maybe I'll mix and match colors. The only other thing that I wanted to show you really quick is if you wanted to bring the size down. Let's say for example the body. You could just go here miscellaneous and you can go to decimate. I'm going to decimate once this will bring the size down to now it's 63.5 so it's like half. There's really not that much change in quality. If you keep decimating, then you'll see a change in the quality. But for a lot of these details, like the leaves, they're pretty small. The lashes are pretty small. The eyes are pretty small. The mouth is 11.5 K, That's big. So I might decimate that. Decimate it twice. There's all these little things that will bring the size down on your characters if you are using a device that's maybe not that powerful or something like that. As you can see, I did make a few changes to things. I added some spheres and stretch them around. But once you're done, make sure you check your post process. Just make sure this is on. Make sure all the bells and whistles are on and everything looks the way you wanted to look. Then you can go to the little folder tab, make sure you give it a save, then scroll all the way down to render. Then you have all the options here. Screen is just like what you're seeing here. The interface is the panels, and the tools, and everything. That's the interface. Transparent background means it'll just be the character, no colored background. I'll leave it as is and export it as screen. Once you export it, it'll ask you where you want to save it, so you can save it to your ipad or you can export it to something else. Usually I send these over to my computer. This will be the final render, the final image from Nomad scope. If you're feeling fancy, you can also do a screen record. Here's how I do a screen record. I'm using an ipad, so it's different if you're not using an ipad, but I have hot keys. I swipe down from here, and then there's a button here. Record. I'll record this, it counts. Then I'll go here. Turntable, position it. We have our turntable. Then to stop it, you can just tap here to stop the turntable, but you also have to stop the recording. You just go here. And then you would press to stop the recording, which I forgot to do of course. Then once you do that, it'll be saved in your gallery. Then you have the video here. You can edit it here in the ipad, or you can just send it to Final Cut Pro like I do, and you can edit it. All right, so in the next video I'll show you what I've come up with. Maybe I'll show you a few different styles. Maybe I'll show you a blender version of him. And I'll give you a few words of encouragement and then we can call it tonight. 8. Thank You!: Welcome back guys. Thank you so much for joining me. I hope that you learned a lot. I really wanted to make a free skill share class because I just wanted people to experience what it is I bring to Skillshare, along with what I bring to Youtube. I understand if you're not going to sign up for Skillshare, but if you can and you want to, I'm really excited to have new students here on skill share. Also make sure to rate and review. It really helps me out. It really helps my space here on skill share and also I can't wait to see your projects. Be sure to export your renders and upload them to projects and resources. I love seeing what my students make and I'm excited to see what you guys create. Especially the things that are going to look a lot different than what we created in class. You can upload more than once, so feel free to upload anything that you make. I'm excited to see, of course, I'm going to bring this character over into blender. So if you want to see more about, learn more about exporting things into blender and just more nomad content. Of course, you can always go to Youtube. I have a lot there. I'm very active there. Just head to Youtube.com slash drug free. Dave? I love teaching. I love that you guys are here and that we're kind of on this journey to learn and grow, and get better as artists. That's what I'm really here for. That's what I love. I'm excited about this stuff. I'm really cheesy and really excited about it, and I hope that you are too. I hope you got a lot out of it and I hope that you'll be back. I'm constantly on my art journey and trying to get better and I want to bring as many people with me. As long as you're willing to put in the time and put in the effort, then the sky is the limit. Keep drawing, keep sculpting. I'll see you all in the next video.