Easy start in Blender 4: "My neighbor Totoro" Ghibli Studio | Sasha Luvr | Skillshare

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Easy start in Blender 4: "My neighbor Totoro" Ghibli Studio

teacher avatar Sasha Luvr, Work in third dimension

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.

      About that class

      1:41

    • 2.

      1. Totoro body

      16:47

    • 3.

      1.2 Eyes and Nose

      10:25

    • 4.

      1.3 Ears, claws and moustache

      9:33

    • 5.

      1.4 Leaf

      6:09

    • 6.

      2.1 Lighting

      5:03

    • 7.

      3.1 Texture Painting

      10:24

    • 8.

      3.2 Materials

      7:40

    • 9.

      4.1 Totoro fur - particle system

      19:27

    • 10.

      4.1 Ears fur

      7:29

    • 11.

      Render and compositing

      7:09

    • 12.

      Congratulation and homework

      1:33

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About This Class

If you ever wanted to be a part of a Ghibli Studio movie, well, here is your chance.
I want this class to not only provide valuable skills applicable to your personal 3D projects but also to immerse us in the beautiful world of Blender, where we can turn every idea into reality.3D can be much more than just an enjoyable hobby in your spare time, and this class could be your stepping stone on that path.

What You Will Learn in our 4 blocks: 

  1. The first one, of course, is modeling our Totoro using basic tips and tricks, add-ons, and sculpting.
  2. In the second block, we will emphasize our scene by establishing the lighting.
  3. Texture painting is what awaits you in block number three, and no, you don’t need any painting skills for that. By uncovering this side of Blender, you will unlock a new useful skill for your future renders.
  4. Part four is my favorite - particle systems, which create a big before and after. I will explain the basics that will make you confident and sure in your future desire to create realistic fur or hair

For whom: This class require minimum knowledge and experience in Blender, but if you never touch it - don’t worry. Stuborn attitude, a little bit more time and you will got it also. At the end of the day, what if not solving difficult tasks will help us to growth?

Materials/Resources: To make the most of this class, gather:

  • A computer with Blender 4.0 installed (freely available at Blender.org).
  • Download the provided zip file with references and textures.
  • Your imagination and enthusiasm for unleashing your creativity.

I’ll personally review every project uploaded to the gallery and give you feedback on your render!

I hope you’ll join me on this journey through creating character in Blender!

I’ll see ya in the first lesson!

Meet Your Teacher

Teacher Profile Image

Sasha Luvr

Work in third dimension

Teacher

Hi there, my name is Sasha Luvr. I'm passionate about 3D art and love creating illustrations using Blender. I'm constantly striving for self-growth and self-education, always eager to learn and improve my skills.

In addition to my love for 3D art, I'm also a professional yoga teacher. I find that practicing yoga helps me stay focused and centered, which allows me to approach my work with a clear mind and open heart.

I believe in the power of sharing knowledge and helping others improve their skills, which is why I'm excited to be part of this online community. Whether you're a beginner or an experienced artist, I'm here to support and encourage you on your creative journey.

See full profile

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Transcripts

1. About that class: A. If you ever wanted to be a part of a gbi Studio movie, well, here's your chance. I want this class to not only provide available skills applicable to your personal three D projects, but also to immerse us in the beautiful world of blender, where we can turn every ID into reality. Three D can be much more than just an enjoyable hobby in your spare time, and this class could be your stepping stone on that path. Here we cover four blocks. The first one, of course, is modeling our Totoro using basic tips and tricks, addons, and sculpting. In the second block, we'll emphasize our scene by establishing the lighting. Texture painting is what awaits you in the block number three. And now, you don't need any painting skills for that. Be uncovering that cidal blender, you'll lock a new useful skill for your future renders. Part f is my favorite one particle systems, which create a big before and after. I'll explain the basics that will make you confident sure in your future desire to create realistic fur or hair. And of course, we'll render it and do a little bit of compositing at the end. The most pleasant party that will apply our knowledge and practice be creating my neighbor Totoro, I encourage you to share your work after you finish that class to inspire others and remove their hesitations about trying three D. This class requires minimum knowledge and experience and blender. But if you've never touch it, don't worry. With a stubborn attitude and a little bit more time, you'll get it too. At the end of the day, what if not solving difficult tasks will help us to grow? So if you're ready to have an enjoyable time while improving your skills, I'll be waiting for you at our first lesson. 2. 1. Totoro body: Hello, everyone and welcome, and I'm very excited to finally start this class where we're going to create our neighbor Totoro. So The first thing first, we're going to delete our cube and our lighting. The second one we're going to add. We're going to turn on to addons, go and edit preferences, addons, search here for extra mesh objects, turn on, and then we go in the loop tools, and also turn on. Also, if you have some questions, take a look in the left corner. Here you can see everything that I press interest, bring your co authority, and let's start with a part number one where we're going to model and sculpt him. But before, but before, we have references which you can download under this class. In that folder, we go with the Shift A, image reference, search for them in the folder, and bring the Totoro reference one. Then we go the Art g x 91 and pD to take a look from that angle. Then we go the GE. Go beside like that grade. And then we go the Shift A, bring the second one Totoro site. We go the 90. Unfortunately, I didn't found the best references, so we're going to use them for our inspiration. Just for our inspiration. We go the G x on the left. Grade three S, make it a little bit bigger G, like that. Let's go forward. We go with the one p we go the Shift A mesh, and here for around cube. This is from the first do that we turn on, which is extra object around cube. Go here in the settings and radius one arc have to be four. Then we go with the control tube for the Sabon surface modifier, right click shade smooth. Go right here and turn on this function. What does it do? We go in the edit mode, and how you can see the border is sharp in comparison to our mesh. We're going to turn this one on. Now it's smooth. Great. From here, as for scale, move it up, good transparent mode, which is, and delete this vertices, x and delete vertices get back. Tap then we go with the edge. Then we press two for the edges out left click to choose this entire loop. Let's make it flat, which is zero. The same thing right here, choose it as zero, nice, and then choose this loop below and we go with the S for scale Then we go with this one S for a scale, this one, also a little bit like that. A chooses everything transparent mode. Let's go a little bit on the excuse me, on the right like that. Great. Then choose the verses above. Go with control plus on the PD to choose one more additional, write the faces, and go the G and go a little bit lower like that. Great. Let's go forward, choose the sloop, and we go with the g extrude down for a scale. But this is our, not our heads. Let's go toward this border. Then we go one more time is down, one more time is. And one more time. Somewhere here, let's say, for a scale from here press F. The topology is better, but don't worry at the moment right now. Don't worry. One of the advertises to this one. We got the control seven. If seven is to look above, Control seven is vice versa, and then shift click on this one, and press G. O and M. Let's take a look. Nice. Let's call this one F two, Toroat From here, we're going in the edit mode. Choose the vertices. Yes, and then we go to the x, and delete them, then come back. Search for mirror. Mode is one above. For some reason, we have a small gap right here, but don't worry, turn on the clipping and then merge. Well, good. What if I'm going to keep this 1203 button two, nice. Back in the edit mode, choose this phase and we go with two times like that grade. Then we go to the x delete phases. Then choose this loop, and we are going with it down But how you can see, it's merged here. Control and let's turn off clipping for a few actions, then one more time. Now they have the space. From here, we are going with right click, loop two, and circle, then one more time S. If they are merged, that means that you didn't turn off your clipping. So as for a scale, one, G, G, sorry, S x, G as for a scale. From here, from here, choose the sloop, x, and dissolve edges. Now it's more smooth and now it's more better. Then come back to this one, choose it. Instead of F, which will create some sort of g, watch the gone when we have a phase with more than four vertices, which we don't need it because Blender will not like it. What we can do for better topology, S E S, sinter, now it's much better then come back, choose this one and go these vertices. Turn on the proportional editing. Press g. Move the circle here. This is the area of influence. The bigger it have, the more vertices will cover, but we don't need so many. We are going like that. Just a little bit like that. Even if it's not completely as our reference, I don't see a problem. Then transparent mood, choose the vertices, turn off the proportional ditingG and go a little bit lower like that. What we have. This is what we have at the moment right now. I still want to get this one a little bit lower. I'm choosing control plus and the PG like that. Let's save our file, which is control Choose folder. Let's call this one my underline and Totoro, safe vender file. Great to two. Let's go toward his hands. I hope everything is clear till the moment right now, and if you are ready, let's move forward. So in order to create his hands, we need to add additional loop right here, Control, add this one. Then let's make this one a little bit more bigger. Choose a little bit. You saw that gap because we need to turn on the clipping again, and then we go to S. And now it's all good. The same thing here, a little bit smaller And let me choose this one, set, a little bit above. Great. No, it's not great, why it's like that for a scale. A little bit later, we'll move on into the sculpting, there is no problem with that right now. Choose the four phases, and then we go with the x and delete phases, then choose this entire loop, right click, loop to circle, great. Let's start. We go with the x like that. A ftationc that. Great. Then we go with the like. Just go go down like that for air fotation for scale, and one more time, lower airftation one more time. Lower Good. But his hand is thin. We go with the control plus m one, two, three, and then we go the S E and make it bigger like that. Great from here, choose this loop below and we go the ES. A little bit ops and one more time, S M at cinder That we have at the moment right now, and I know it's come. Come back and let's line this one. First thing first, let's dissolve this edge, choose it. Great, x, dissolve it. Good. Then choose this vertices. One ped proportional ding on G on the right like that. Great, then we go with this one and G x, move this one, and leave it on the right. And what if we're going to add right now one more time, one more loop like that, create left click. Let's go toward the lower part, choose the vertices, Control plus, control plus S gre like that, S x, choose this one, proportional dating of x, it's good. Let me take a look. I choose this loop, move it above, small rotation, S x, a little bit bigger like that, if if, no. Okay, go with this one a little bit lower, air fotation probably the same thing right here. One more time to choose it. I know this process is kind of tedious, which is C. It's not always about having fun. But there's no problem. At the end of the day, we are here to learn choose this one and this one. And we go with the G x, a little bit like that. Great. ContralF to save. Now, let's go toward his nose. I'll for the transparent mode, make this reference bigger and try to align it under him, a little bit more bigger, like that. And let's go toward our Totoro dit mode. Let's choose these vertices, which is in front. Well, let's go with the proportional dating and G, make it bigger gre and move this one in front. The same thing right here with this two like ri in front. Same thing here in front in front, but not really like that. Choose these two vertices, and then we go three PDG, make it smaller, and move this one behind like that. Then choose this one and move this one up, this one, ab this one above. Let's go the GE. Move it in front. Choose this one, GE, this one, G Greek, a little bit more inside. Once again, move this one a little bit higher. Even if it's not completely as in the reference because this reference ain't the best one, I choose this one, just for an inspiration. But let's go with that and that three, and move this one a little bit a back like that. This one, a little bit in front. Great. I like that part. It's in the way how we have to look. And one more time, a little bit inside, a little bit above. I don't think that we need scopting anymore. Or actually, that part is bad. So let me choose this one, seven GE. Go like that. Great Great. Here going to be his eyes. And at the moment right now. It's looking. Let's go into the sculpting. Why not? Let's make it a little bit more better in case if you never touched the section of blender. Firstly, let's apply our mirror, and secondly, let's apply our subdivision surface modifier. This is our topology at the moment right now. Go in the scot mode right here, and F to make the brush bigger or smaller and Shift F to make the strength of the brush bigger or smaller, or you have here for the strength here for the radius of our brush. Make it smaller. Then we have symmetry which we need. Which will which will save for us time. Let's go toward the inflate brush, that one, let's go toward our hands on the right, and just make it a little bit more bigger. The strength is in the middle. Just inflated a little bit with a small movements. Then if you want to smooth it, you go with a shift F, make the intensity lower and hold shift left click. Still too much in my opinion, I'm going to shift F, even more. With this macromvements, shift right click. Smooth it here, smooth it there. Great. Grab, which is this one. Let's grab his hand and move it a little bit on the right like that. Good one and p He's a little bit more bigger than our reference, but no problem. Move it. Move it here, move it like that. Toward each other. Let's move this part in the middle shift left quick, just a little bit. G O actually, let's go and make his belly a little bit more bigger like that great. Here, drop it inside the head like that. Then from here, a little bit lower, a little bit in front and the nose part a little bit higher. This one in small smooth one pets drop this one a little bit lower. This one like that. Smooth, the nose part. Nice. Come back in the object mode. That is for the lesson number one, I hope it was very easy. I know I know at the moment right now, it's always at the start, you always aren't satisfied. But trust me, the more far we'll go, the more better will be your final render. So let's go forward in our next lesson. 3. 1.2 Eyes and Nose : Lesson number two, where we're going to create eyes and nose for our Totoro. We're going with shift right click in order to move the three D course right here, or even more in the right right here, create. Probably Shift A, mesh, sphere, x 90, right click, shade smooth and control two. Then we go the S, make it smaller like that. Despite that our reference look like that, I'd like to move this one a little bit more on the left. However, a little bit later, we will be capable to align. But right now, I'd like just a little bit more on the left. Then we go in the edit mode, choose the vertices, and we go with the control plus control plus, and then we go three on an PD, and then we go to extrude this part, Gric like that. What if we're going to add an additional loop right here with control in order to make this one better, let's delete this one, the x, delete vertices, and then choose this loop one more time ES and one more time sinter. Now the topology is better then let's call this one F two, two point. Then we go ther modifier mirror modifier, move above of subdivision surface, mirror object, Totoro, to do a bit smaller, a little bit toward each other. Yes. Yes. Then we go to create his nose, shift right click right here, mesh cube control two S for a scale, right click shape smooth, turn on this function, and then we go with the S S Then we go and choose this phase, we go with the x like that. Turn off this function, S, make it smaller. Then let's go toward that one and we go with the e for the x trot. Move this one g a little bit a back, and for a scale like that. Three, and go lower, choose this loop, move this one, a little bit in front. Choose this one, and then we go the S x. Great. Great, but we'll make it better because we'll go in the scoop mode. Seven, to take a look above, S cri, make it smaller like that. Make that part a little bit S x. This phase, which is, let's go in the solo mode, which is the slash in an pd. In case if you don't know what a solo mode is an opportunity to work with an object a part, so Sshped now we work only with our nose. Choose this one and then go with the Great S x come back right here. Then let's call this one F two, three point no one mp. What I would like to do more is one of the vertices, transparent mode, choose this one, and shift. Let's click this one, and then we go with the G like that choose this phase. It's enough. Then let's apply our subdivision, duplicate, but let's apply one more time control two. Actually, no control that. Keep it like that. Because when you go in the scoop mode and if we right now we'll press control two. We have something similar to the subdivision surface modifier, only not. Long story short, in order to scoop something very detailed, you need to increase the amount of polygons. But when you increase this one, it starts to be very heavy for your PC for the final render. MTur is something that let's say imitate the bigger amount of polygons without creating a bigger amount of polygons, which means we can create good detail and have a low amount of polygons. I hope it does make sense what I said right now. For example, let me turn off, yes. Let me try to choose the first one. Okay. Let me try to draw something not to draw but to sculpt. C, Control, control two, and you see, it's more smooth, it's better, even if the topology is the same. I hope now you understood what did I want to say. Then we go in the symmetry on the x one and then where the scoop mode, symmetry on the x Control Let's start again. I don't have the motors Control two. Great, turn on. Then you go in the grip I want to have some form of tri angle. F to make it bigger. Let's drop this one right here. This is some individual work. You don't need to copy me completely. We have our reference. We have an arc right here, and here we have to move this one a little bit higher. Meanwhile, this one, a little bit lower, go down for the smooth shift left click. A little bit above. I'd like to make these two gaps because it's nose. Let's go in the object mode. Object mode. Move this one in front to make it more comfortable, then come back to the scoop mode, and then you see here two gaps. Let's make them, move up like that. From here, move this here, smooth it go lower. Okay. What to do. Okay. Probably not the best of Toro knows, but Again, smooth. You know what we can do. We can choose the draw, and there's two functions. If you're going to press on the left click, it's going to move this outside, but if you're going to hold the control left click, it's going to move it inside. So I think this one is more faster in comparison to grab tool. Then we can choose the grab rush and move this one lower like that one on an mp grad then Like here, a little bit, not as x, but just drag on the x axis, a little bit of smooth, a little bit lower, and that's what we have, my friends. Great. Great. I'm satisfied with my own nose. Then we go in the object mode and you can see where is our progress. It's because here in the level of viewport, we have the value of zero. You have to increase toward two, and now we have everything that we did. But again, take a look at the topology, topology is the same. I hope it was useful G E and go inside a little bit of the rotation E, grigri make this one bigger Greg, move this one a little bit in front like that. S, that's it. Nice control, yes, control S, and then a K for the rotation like that. Probably a little bit in front. One. Good. Good. Again, the nose here is a little bit higher. What if I'm going to move my eyes lower and let's go in the Toro body. Let's go in the scoop mode. Here, we can make the same control tube for the multis. Now we can see it's more smooth. Let's bring with a grab brush that part a little bit more inside. Meanwhile, here we can draw a little bit with a first brush draw brush and just create the intensity is too strong. We go with the shift decrease towards something close to 0.2. For a scale and draw right here a little bit. Control, left click for the vice verse effect, right here, one more time, left li, left cli, just draw, and then we go with what With grab rush. Okay. Move this a little bit in front. This one, 300 ped. Move this one a little bit here. Let's go with the nose, also a little bit higher. Great smooth. Higher inside. Let's go with the first draw brush for the vice versa effect, control, click, to make this get bigger. Great one p nice Grab rush. I want to make this part just a little bit lower like that. Go on the object mode. Increase the value and voila. Was it hard? No. Do you enjoy it? I hope yes. Yes, see you soon. In the lesson number three, where we're going to create the ears. This thing, the nails, which are dangerous nails, I think for humans. Then I don't know in English because I don't use this word very often moustache. See in the lesson number three. 4. 1.3 Ears, claws and moustache: Like always, hello, my friends and welcome. Lesson number three, we're going to create years for our Totoro, and let's start without wasting our time seven and an shift right click, one and pet. I miss it. Shift right click right here, one, No problem. Shift A, mesh, cube control to always scale and G and go it here. Then we go with scale, G right here, go in the edit mode, then choose this phase below, and then we go with the extrude down like That go straight right here on the diagonal one as for scale, one more time extrude, lower as for scale, G, one more time, extrude lower on the left, and one more time extrude, lower on the right. Now take this loop and move it a little bit more on the left. Take this loop b on the right. Take this loop as for scale. Let's go right here, as for scale Great, right click. Shade Smooth. Pop up what we can make. We can choose this one G x. One more additional loop right here. Great. Choose this loop call lower. Good job. Let's go with this loop. As for scale, call it on the right. Remember it's going to be covered with hair, so don't worry right now. To make it perfect. Then choose this loop and a little bit G x like that. Choose the vertices above G x on the right. Great. Let's call this one four point ear, then I don't know to apply subdivision. Don't repeat. Let me just take a look. Apply the subdivision and bring one more subdivision. Then we go the d modifier, Sarge for mirror modifier. Move this one above, choose the Totoro nice. They are a little bit different, but his ears are actually a little bit different, but not in our case. Then we go the right click Set origin origin to geometry and first scale, Gelle bit toward each other and that we have for our ears. Nails. I don't think that this is nails, but let's call this one nails. Why not? Shift A, like always, guess what, mesh, and of course, cube. Then we've got the control to and let's go in the sole mode, which is slash and MPD. Right click, shade smooth and turn this function on. Okay sorry off. We don't need it. Then let's make it smaller. Then let's call the Sigri like that. Go in the phase a back and press for the extrude create. Then let's call in the phrase in the face which is in front for a scale like that. Add one more loop right here, G move it up like that. Choose the vertices in front, g and go down. Then choose this face as gre, and choose this loop, S x. Yes. That is what we have. I actually like what if you're going to dissolve the edge. It will be in the hand, so we will not see this one, and I think the shape is more appropriate create. I also think that we can apply the subdivision and one more time control two. Out of the sole mode, and let's go right here. Let's go with the t r to make it flat. Then we go with the 90. 90. Let's make this one smaller, of course, more smaller. 300 petri, a little bit thicker. Let's adjust one here. Rate, one, smaller rotation, smaller. Smaller rotation, good three P G. Then we go with modifier, Sarge for modifier. Let's move this one above count three, and let's increase the distance like that sorry, 1.9 in my case, Great job. Then we're going to apply our array modifier, and then we go the search for mirror above of the subdivision and choose Totoro. Now we have nails right here. Let's call this one five point nails. If the name ain't nails, I'm so sorry. Choose the right one. But I will not care honestly so much. I will call this one nails. Then we go the Shi D go down like that. Then here, let's turn off the mirror. Let's go with the out. Then we go with the G. Right here, to make it bigger, right click Set origin to geometry, one more time, as to make it bigger, three p, one more time. One more time. S, like that GE, a little bit in front. No, no, I don't like it. Now, I like it. Add modifier, search for a mirror modifier above and choose Totoro. Good. What we have is the thing. Very easy. We will use for this one. You will guess what? I think you'll guess shift right click Shift mesh You know what? Why not up, let's go toward the curve, and let's choose the path one. As far scale, let's go in the data properties right here, open the geometry, and go in the depth and make it a little bit thicker like that. Then feel caps because right now, how you can see here is the gap, fiel caps we don't have the gap anymore. One Move this one right here, Air ftation a little bit lower. Then let's distort a little bit the shape. Choose the vertices, call a little bit lower, this one, a little bit higher, this one, great, and then even more thinner, I like Sx, like that. G rig and move it somewhere here. Great. Then we go with what? We can mirror or we can array. I think the more let's call this one authentic, going to be edit mold, choose everything, ship duplicate and change it. Make it as greek gre, no grigri S xx, S x bigger, and then change the shape right here, the shape right here like that, and then choose this one and Shift D, Great. Let's go with this one lower, this one above. That's what we have. It's called mustache. Yes, I google it six point, but I forgot how it's correct to say, Mustache. Then we go in the edit mode, choose these vertices and let me bring this one a little bit in. Great. Now we can go toward the ed modifier and let's Series for mirror modifier. Choose Totoro. Good. Let's hide everything except Totoro, and this is what we have at the moment right now. I hope you're satisfied now is much better in comparison to what we got at the lesson number one. Yes, two more lessons, and here we are. Leaf I forgot that we have to create the leaf above and then we'll start to bring lighting, texture painting, particle system, and many more. But I hope you're satisfied by the way how the lessons are going on. Thank you so much. I'm going to see you in the next lesson. 5. 1.4 Leaf: On number for 30 minutes in we already went very far. Aff, and we are done with the blocking part. Seven shift right click. Guess what? Mesh plane. You thought probably cube, but no. Okay. Let's go in the solomon like always seven p and then let's choose this vertices, and let's direct this one S X. Then we go here with a control. One more additional loop, bring it here, and then you go with the control two, and then let's adjust this one, choose both of them as x like that. Choose this one as x like that. Choose the vertices, G gre S x, re grade and one more additional loop right here. Then we go the one on p choose only this loop out left click, create, and then we go the G and lower like that three on an ped. I'd like to make a small rotation like this. Then we go with the right click shape smooth it. Mode, you choose everything, and then we choose faces, and then we go the E up like that. Great. This is our shape at the moment right now, but can we do better? I think yes. One more additional loop right here. Move this one in the middle, and then we go with S zero, S x zero, like that. Then we go with the G and just move this one a little bit above to make the shape a little bit more interesting. Then choose these vertices on the side, G, and go lower like that. Let's mirror everything that we did before seven p. Then we go Actually, let's choose this one, the vertices in the transparent mode, GE, move this one a little bit in front like that. Then let's delete everything on the left, x delete vertices, come back, go in the do modifier, search for a mirror modifier, and move this one above, clipping on and merge. Nice. Now the apology is okay. What I'd like to do is to choose this two. And move this one more in the center for that type of shape. Then what I'd like to do also probably to choose this two and to move them a little bit back like that. What do you think? I think it's nice. Then choose this one and then we go with the G ri like that. It looks more like a heart, but it is what it is, and G right here. One path. This is our leaf. Three. I don't like from the side. Let's choose everything that is behind, and then we go the air. No, no, no, we go the G, lower a little bit like that. Then choose this one G and move them a little bit up. Let me take a look. Nice. And everything right now. Probably, probably. I'm going to choose the vertices below three and an PD and move this one a little bit higher like that. Great, that is the shape of our leaf. Let's call this one F two leaf. Probably if you're going to out of the solar mode, you have this type of thing above. I don't know if I want to create it. Firstly, let's make it smaller, one on an p, even more smaller. Three, move this one in front, one as for a scale create what if I'm going to move this one lower like that, but there's an intersection. So we have another option to make our ears a little bit more bigger to create space, and then we can make this one G. S G. Great. G that relatable to that part. First thing first, apply the mirror. Check. If you like everything, it's all good, then apply the mirror first, the subdivision second. Then go seven to look above three for the faces. Let's choose this one. Eight phases in total x, delete them. Then we go the edge out left click to choose this edge, and then you go to the right click, loop two, circle and then make a s for the rotation like that for a scale. We have to add one more additional loop right here and one more additional right here because otherwise it will be very bad. Out left click, one andme g is a little bit above, and then we go the Z for a scale. Let's go a little bit on the side, and then one more time, as for a scale, and then we go the E S at center grade, and then we go the control tube and that is the shape of our leaf. V To do, let's check everything again. I like it. I don't know why, but lately, I like more the results of my class more than the original one. So I think this Totoro is even better than the Totoro I created before. I hope you are satisfied with your Totoro, and we finished with the block number one of the modeling. In the next one, we're going to create lighting, texture painting, and particle system. Thank you so much, and I'm going to see you there. 6. 2.1 Lighting: Hello, my friends and welcome in the block number two, where we're going to create the lighting. It's going to be very easy and it's going to be very fast. Firstly, let's hide our reference, this one and this one. Then Shift S Cursorch World Ogon. Then let's call this collection Totoro. But let's create another one with right click new collection. Oops. Right click new collection, double click Studio. Then here we go with a Shift A plane S for a scale, this is going to be our general lighting. Let's call this one F two, general light. Then we go the G. Move this one above one a little bit for a scale, great. Let's turn on our engine from v to the cycles, and let's call it the materials here create Let's call this one general underlying light. Let's go in the render mode. Right now, we don't see anything because we have to change the surface principle, BS DF toward the emission, and now you can see. Then we go toward 1.3. I'd like to decrease the lighting of the world, so we go toward that planet, color decrease. Then we go back to the render properties here, color management, and we go with G toward the filmic and from non to medium high contrast. Nice. Two, three, more sources of light, we're going to add Shift A, light area right here, three pt, and then we go the x like that G, Eric, sorry, move the sanaba. Then we go right here, and from the square, we go toward the rectangle. Size x is going to be 5.5, which means the diagonal like this is the size x or actually, you know what? You know what? High the general light, and then make decrease this one toward four, increase the gre toward six actually toward 4.5, and then increase the power toward 260. The lighting behind going to create this outline. Relatable toward the color, I need something more toward blue. Good. But I'm not sure if I like it. Let's turn off the overlay. Let's make the world dark. Let's open the second window, which is right click, Vertical split right here. Let me go here in the render. Nice. But here we are back toward the simple viewport right here. Turn on the overlay, and let's play around a little bit with our lighting. Probably GE, G A like that too much. I need outline here, here, above the head, and probably let's make the size x toward five and size gre toward five also. Nice, then we are going seven to look above. Here, where the pivot point, we're going to change on three Dcursor now having your area emphasized shift D, a, and turn this one on the left, nice, decrease toward 230. Color going to be something more toward greenish yellow and white, something like that. Then we go the shift D, a, rotate on the right, and here it's going to be more toward blue violet or something like this. In between, choose your own, which you like more. Let's go with a G, a little bit on the right. This one is c, general light on, probably one and PD. I'm going to move it a little bit higher like that, three x, Nice. Let me go with this two, only this two, and we go with the G a little bit lower and G grec like that. Great. That is, for our lesson. Was it hard, always know? Very quick, we created four sources of light. We emphasized everything. We can make this one a bit more greenish, and this one a bit more toward this. Nice. I'm going to see you in our next lesson where we're going to texture paint our Toro. See you there. 7. 3.1 Texture Painting : Lesson number six, block number three, actually, where we're going to create and before and after because from the white Totoro, we will go toward the original totoro. Let me hide this one. Let's go toward the viewpoard display overlay on. Then in order to texture painting, in case if you never did this one before, don't worry this ain't hard at all. Firstly, we need to create a material for our totoro. Second window, choose it. Then we go here in the shader editor, drag this one on the right, calling the material properties and press. Let's call this one one point Toro and then turn on our reference image, which one this one. And then duplicate shift D on the right. From here, we go with the shift a image texture and drag this one right here. Press let's call this one T is the image of our texture that we're going to create. Let's call this one totoro underline. Paint, then hold the left mouse button and drag down like that, multiply on four in order to increase the quality. Then for the color, choose this one. Choose this one, picker, and press right here. Great press and connect color toward the base color. Now let's go in the texture paint window. Right now, turn from here, in the par shading. Let's try to draw something. We have here two colors. Take a look. I try to draw and I can't. Why? For two reasons, first, firstly. We have to go in the layout. Come back. I showed this one for purpose. We have to make an UV unwrapping, drag this one under right. Then let's go in the sole mode with our Totoro body, tap two for the edges, and let's go somewhere in the middle and choose one of them. For example, this one out left click, then shift Oleft click. Okay. Control three for another view for the left view, shift out left click. Why, what we do right now, we want to choose one loop that is going through all body Auto to body. Then we go the shift out click, and then we go holding shift left click left click left click left click, the same here. Left click left click, and that, now we have one big loop. And then we go the right click and here search for Mark Sam. Now it's turn red. Then we go the A to choose everything. Rap. Back in the object mode, out of the sole mode. Now back in the texture paint, and now you can see we have the texture of our Totoro, is very gray, but you can see this one right here. But there is one more thing. We need to save our texture image. We go right there, image. Save S, choose a folder. Let's call this one Toro paint texture. Save as image. Now let me try to draw and now we can draw good, then where we go. Let's the second this one. Unfortunately, transparent mood doesn't work right here. Now lets the colors. For the white, we are going to the color picker and choose this yellow and for the black color picker and choose again the real one. Then from the viewport shading, we are going right here in the simple one, hide the second one. Let's go into this transparent mood in order to see, and we will create the belly for him. We have the color choosed, and there is one more important thing in order to save our time. Make sure that you have symmetry on on the x side, which means if I'm going to dry on the right, I'm going to have this one on the left. Also, my recommendation is to make the brush smaller because the more bigger it is, I know probably it's on my side, but blender start to legging. I don't want to leg that's why make the brush smaller. Control is to save, and let's call transparent mode in the simple viewport. Let's create the borders Okay. Mm hmm going down. I'll make this one in the real time without speed up, which will be probably a little bit boring to watch. But you don't have to watch. We have to draw right here right now. But also why I don't want to speed up because who knows? What if I'll say something important and you'll miss this one and I don't want it. That why I'm drawing right now with you. Let's go right here toward the lex, like that. Great. Let's go above. Let's check it. Then in the shading. Nice. Everything is nice. Now without watching the reference, just complete, I'm going to make it a little bit bigger. M. That is what I'm talking about. Start to legging. I don't want it. I'm done with our belly, great. What about here? I don't like it. Let's solve it together like that nice Great one and p. Then back right here and we have the things. I don't know what are the things. Let's switch. Now the main color is the gray one, not the gray but this one. Then let's start to draw it. Also without me. One more important thing to say, in order to not switch like that, for example, we have the main color and the second color. If I'm going to press with the left button, I draw with the main color. If I'm going to hold a control and left button, I have the second color. Just remember this one and don't waste your time on switching the colors. We are going right here and let's start with the thing. Probably there is also will be cool at least for this one in the middle to turn the symmetry off. But for this four, we'll have symmetry on because why not why we have to waste our time. But if you want, no problem. You can make everything in your own style. The purpose of this quest is just to help you to bring the guideline in order to boost your confidence in your own skills. But the creativity part stay on your side too. Draw Contra left click. To make this a little bit more sharpen. Great. Then symmetry. Let's go right here. Let's check. Let's check. We have it. Let's go have three more, and I hope you are not boring. I hope you're satisfied the way, how I teach because it's very important not only to stay here and yelling or yawing. I don't say that my English is bad, but when I have to speak life, sometimes I follow the words, but I really try my best to improve it. I love to learn English. I really am very satisfied when I do this one. The reason why I tell this one to you because we are doing right now something No, not important, but I have to entertain you. I try to entertain you by saying that I love to learn English. I hope you love also or for example, to read books or to listen for the podcasts or to meditate, which is also very great way to isolate yourself from the garbage, from the news and everything else. Two more. Let me check. This one is ugly. But I'll make him I'll try to make him better Okay, I'm done with my own site. I hope you're done also. And let's go in the layout, and let's turn the render. And the question is, where our paint. Again, I showed this one for purpose come back in the texture paint, and here you can see the star appear right there, which means we have to save we have to update our texture. So we go here and just press save. Come back. I don't like the light here, too strong, more toward the white, like that. I don't want to be very emphasized. The same thing here is k. Here is k. Let me turn off the reference. The lighting behind. I also don't like it so much. 230, let me go a little bit back. 4.84 0.8 nice. Okay, you know, to not make this lesson very long. Let's say here we created the texture painting, and in the next lesson from this block, we'll create the rest of the materials for everything else. Thank you so much for your attention, and I'm going to see you in our next lesson. 8. 3.2 Materials: Welcome back, my friends. We're we're going to finish with that block of materials. This is what we have at the moment right now, and let's go. Let's start with our ears, which will be very easy. We are going toward new materials. Let's call this one s Ears let's go to the base color color picker and choose the gray one voila. Let's go toward ice, and here we're going to create two materials. We go with the first one plus new. Let's call this one one point ice underline white. And the roughness is going to be toward 0.3. Then let's go in the simple shading viewpoard edit mode. Choose the vertices, and then we go to the control plus and the MPD till where. Emphasize this one also. Yes, only this one back toward the render, then we go toward the plus two point P and a sign now base color black roughness, zero three grade. That how we have we created. Out of the git mode, let's go toward our nose and let's create new material three point no. Let's make it of black and roughness I'm going to keep toward 0.48. Then we go toward the nails, they think and new four point nails. We're going to make it black, of course, and roughness is going to be toward zero three. Then we go toward the nails below, search for it. Then we go toward leaf. Here we're going to play a little bit, let's hide our Toro where is the Toro buddy. And working only with the leaf. Here in the base color will make it a little more interesting than simple green color. Firstly, let's choose green, let's say, like that one. Then I want small bumps right here. That's why we are going toward the search for bump modifier and connect the normal toward the normal. Then we are going toward noise texture and connect the color with height. V, we have something here. Press control t for the mapping and texture coordinate. In case if you press and nothing appear, go in the edit preferences do not wrangler and make sure that you have a check in one more time control t and you'll have the same thing right here. Scale, we're going to increase toward 25 Here from the generated, we are going toward the object hold control, left click and here we are. Scale toward 2.5, 2.5, 2.5. Then here in the strength decrease towards zero three. Detail, increase towards four. Right now we don't see too much because it's very bright. Let's add an additional color. We go with the gradient texture control T. Move this one above, and then we go with the color ops with the color rump Connect color with a color with a base color, and here color with a factor add one more additional one. Let's create three types of green. But before instead of finer, there are different ways. We can go with a spherical, which is very nice quadratic sphere, radial. I think I'm going to keep the spherical one, and I'm going to make this one op black. Make it green like that. Nice. Choose this one, turn this one toward other way of green, and here is somewhere in between of them where it is here or there. Move this one right here, this one switch, I'd like to switch like that, and here, But even this one, we can make it more better. Move this one above with co with the mixed color connected. From here with a second shift A, texture and search for mass grave. Yes. Copy the color, shift right here, connect the color toward the second color and hide right here. We'll add some small things around. Control T. The factor in case, if you don't know what is the facor. If I'm going to drag on the right, show the area of influence. If you're going to drag on the right, we'll see on the nodes below that are connected toward the B. If I'm going to drag on the left, we'll see on the gradient which are connected toward the A from the left. So that's why how you can play around. I'd like to keep this one on 0.45, and let's play right here. Let me direct this one like that. Let's increase the scale toward 15 or what if toward 35. Don't repeat, you can choose your own settings. I just tried to found something that will satisfy me. I think 4.5 or even 7.5. Something that I like detail. I'm going to increase toward 4.5 also and this word that I don't like because it's hard for me to pronounce. I'm going to keep on two. Great. Now let me mix the colors. I can make it a little bit different like that. What about you? I'm going to drag you more toward this type of blue and green and relatable to you, I'm going to make it more toward green. That is what we have also here. I'd like to emphasize for the details and strength toward zero six to make it more emphasized. That is what we have at the moment right now. Okay. Turn everything like our Totoro. Nice. Let's check. The last one are this one Mustache. We go with the new material five point here and we are choosing something like color picker. He's gray. Only let's make this one a little bit more darker, and then the roughness worth zero to O rest, I don't see the necessity to work. It's good. I like it, and I hope you're liking it also very quick, very easy. We've created, what we've created. In the next lesson in the next block, we'll create the f for our Totoro. See you there. 9. 4.1 Totoro fur - particle system: Another lesson, and we are very close for the final resute. So let me draw this one on the right, and we're going to create four for our Totoro. But before. Because there are people who are very scared all of the particle system settings and they think that this is very hard. I'll explain for the beginners to, I have a class apart where I explain everything in detail, but however, we're going to cover the most important moments. The first thing first, when I do this one, I go with the Shift A, mesh, and plane. Why do this one? I I want to create an example to see, somewhere where I can experiment, and then when I like it, I just apply on my model. I think this is more productive workflow. For someone, yes for someone, for me, yes. Because you follow my steps, please do the same. Then we go for the particles new and let's call this santo. Third and choose the hair. Then let's decrease this one toward three, and let's decrease this one toward one or actually. Let's start with our settings. The length going to be 0.13. This is the length you can see right here. Then let's go in the pro shading or, it's good in the pro shading. Then let's go lower, render and here check in the Bs plane. Base plane is something that will make your particle system more smooth. Let's increase the steps toward five. Let's go in the viewpoard display, and it is very important here to increase. So imagine that right now this particle have only two segments, which is rough. If I'm going to increase, it's going to be more segments, which means the particle going to be more detailed. But remember, the more bigger the value, the harder going to be for your PC. Right now, we're going to keep this one on six. The maximum value is seven, and we're going to turn seven before our final render. Then we go toward the children, who are children. This is the parent hairs. And children, it's going to be the hairs around of each of our parent. I hope it does make sense. There are two ways to examples simple and interpolated. When you choose simple, they are more close for the parent and when you choose interpolated, they are trying to cover the entire object. In our case, we're going to choose the interpolated and the value here is going to be 4040, which means you're going to have 40 children actually not 40. One, item from that number is always the parent. In our case one for the parent, 39 for the children's. Then we go lower. I come back to the view part shading and then which is the part, no, which is the clumping. Clump is something that can group our hair or from the roots. If I'm going to decrease toward negative one, so how we can see the all R group, the steam from one point or If I'm going to increase toward one, I can group them from the end point of each particle system of each particle. The clam going to be on the value of 0.26. Like that. Then I'm going lower toward the roughness and this is where the main, let's say magic it is. Uniform is something that bring distortion over a general shape of our hair. Take a look, oops. You understand, yes. And if I'm going to decrease the size, it even more distorted. The uniform, we're going to keep this one on a small valuus. Uniform going to be 0.06. Small distortion, how you can see, it's enough. End point is something that changed the direction of the end point of each hair. On the right, far from each over or back to the original one. Our end point going to be 0.01. And random is something that bring distortion only for each hair in particular. If uniform distort in general, like the general shape, random, each one individual, so we're going to keep this one on zero. 0.1. That is, then we go lower toward the king. King is something that helps us to choose the hairstyle. Like in the real life, we have different hair structure, different hair styles, women and men, like you understand, yes. So that's why he curl, radial, braid, spiral. I'm going to choose the curl, and you choose, please also amplitude. How you can see the amplitude right now is kind of big. So if I'm going to, for example, increase, decrease, I hope it does make sense and there is no necessity to explain. This is the amplitude of the hair style. I'm going to keep this one on 0.08. Then we go toward the frequency. Frequency, right now, the value is two, and how we can see this is some sort of S shape. Frequency is something that allow us to add more spirals. As you know this type of curly hair, let me increase, for example, toward 22, decrease a little bit the amplitude. So now you can see, when I have two, this is the shape, 22, a lot of spirals like curly hair style usually have this type of hair in particular. So I hope it does make sense. Let me back the amplitude towards 008. And let me frequency, it's going to be 6.2 Nice. And then the shape is something that can strengthen your hair from the steam or from the roots or from the end point, take a look. If I'm going to increase the shape toward one, my steam going to be straight if I'm going to decrease. In that case, the end point is straight, and the roots have all of the settings right here. So We're going to keep the shape toward 0.7, which means I want to have something health health, health straight, health like that with the spirals. And then what we have to add more, the flatness. It make the hair flat from the roots, and it also group all of the settings in one point. I want to keep the flatness on 0.15. That is how the shape. You see this type of spirals. I think they look very interesting, and I hope you think in the same way. Let's apply on our Totoro with only a few exceptions. Firstly, we have to increase the number toward 2,500. Then we go toward Totoro, and there is two important things that we have to do. First of all, to check the phase orientation. Everything have to be blue. But if in some case, it's red, you go in the edit mode, H, choose everything out and recalculate outside. In that case, you'll have blue also. That shows the direction of each phase and is very important. I have to be blue. The second one, let's apply transform with control A and apply scale grade, and now we are ready to add our Totoro plus, go here and choose Totoro for alla. This is our Toro without yes and without nose. What if it's very important to be careful with the length? Because, for example, if I'm going to keep this one on 1 meter, the settings will look a little bit different. The hair length is very important. Let's decrese this one toward zero one. Like that. Now let's choose everything in our case, and nose, three G gre Let's move e. What about the nose? I'm going to move this one a little bit more in front, a little bit like that one and ple bit more far from each other. A little bit in Constle bit out actually, like that. The nose a little bit higher. Nice. And the leaf and the ears, also, let's call it the Z ears, a little bit on the right. That is, for years, we're going to create fur in our next lesson. But we didn't finish, actually. We have a few more things to do. Let's go in the render view port. Let's hide our plane and be prepared because it can be a little bit slow. Right now, you can see it look very boring, like very boring. For a few reasons. First thing, first, the golden rule, we have to create a material apart for our fur. Let me show you, come back, and then we go on the materials. Here, we are going toward plus. One point too few then open the second window. Let's go in the shader editor. Instead of principle SDF, choose word principle SDF, choose principle hair SDF, and that was created for purpose and you'll see the difference. From here, going in the Totoro materials, choose the Totoro paint, control C, go in the Totoro four and control V, connect color toward the color. Now go in the particle settings, and here in the material, leave the totora I just want to show you the difference. Our before, yes, you see, now let's go toward Totoro four. We have the difference, and you probably don't like it so much. But we will play around with our settings. But the difference is that principal he BDF, take a look. We have the outline right now. This type of principal he BDF have the interaction with the lighting. Meanwhile, when we have the simple fur, which we have before, like the simple material, everything is just flat, there's no interaction with the light. We don't need it because in that case, it's very boring. Let's come back to the Totoro, and then let's go in our settings. Right here. Let's decrease the roughness towards zero three. Let's increase the dom roughness toward one. Iowa is something that saturate the color of your hair. For example, if I'm going to keep this one and one, the colors are more emphasized. Unfortunately, my PC is a little bit slow just a little bit, so that why. But you can see the colors right now are more emphasized the way how they was before. I'm going to increase the Iowa toward 1.20 or even 1.1 and two. Great. And the code is something that can make it like you know how diamond work with the lighting. So this is some sort of diamond effect. I'm going to keep this one on 0.4. A. But even here, we can make it better because of course, I don't want to make you feel like you're a beginner. You aren't a beginner. When you watch my class, even if this is your first time, you're in advanced, you understand. I want to add one more. Bring the principal hair BZ f on the right, and from here, make a gap right there. We go the shift A and here search for and saturation value and connect it like that. And now we can play, we can make it even more saturated via 1.1, the colors, then the value, for example, d reckons zero, take a look. Not what we are looking for 1.12. And the hue is something that can randomize the colors. I'm going to keep this one on 48, like that. Just a small randomized effect. What if I'm going to keep this one on zero nine, zero nine, the value, I think I like in that case a little bit more. Then we can add another one shift A, color, brightness and contrast and bring it right here. In case if you don't know how these nodes work, my best advice is just bring the highest value, for example, one, and take a look. Now you understand. Now look like Pokemon's keep this one on 0.1, and about brightness. Again, one. You can see it's very bright. We don't need it. We're going to keep this one on 0.04. That is for our Totoro for. Actually, you think so, but no. Now let's see the difference one again. The Totoro for, yes, and then the simple Toro material that we got before. Should they say something? Should I think no before and after. The difference is big. There's one more thing that we can do actually. Let's come back toward our plane. See for this one. Let's decrease toward five, I want to show you something. Let's go right here. And let's go in the render. Again, how you can see our hair is very thick. There's one more setting right here in the hair shape. Diameter root is the biggest value, the more thicker it's going to be from the roots, and tip the bigger value the more thicker it going to be from the end point. Let me just show you. Now we have one. What are you going to keep on zero? Thin, zero one. Now you can see it is very thin. The same thing with tip. If I'm going to increase the value, I'm going to make it thicker. One, you can see the end point is very thick. Our value going to be four diameter root 0.35. Meanwhile, for the tip, it's going to be 00.7 Control S two save. Now is better than it was. Probably I explain everything that I wanted, and I hope it does make sense for you right now. Let me show you on practice the viewpoint display. Take a look right now, and if I'm going to decrease toward two, Because there is a low amount of segments, you'll have different result. The more segments you have, the more detailed you can make. The less the less detail. The same thing with the sculpting. You subdivide it, you add more polygons, and you can make it more detailed. Back toward the six, if I'm going to increase toward the sevens the same, but keep it on six. Then come back toward 2005 hughig the plane. And watch the Totoro. Let's check it. If you want to go full screen, you go with a control space bar. That's how you can go and watch it. I don't really like the way how he look a little bit weird, I think because of the ice, and I think we need to turn Firstly, check and then I'm going to bring my comments. But I hope you like it. The f is looking very interesting. Okay. I like the result. Come back. I like the result of the few. But then let's go with our ice and let's bring them a little bit in like that. Let's add our reference, which one, this one, and let's bring them more like here, the nose a little bit above. He aggressive. Very aggressive for some reason, G X, especially on that one. Let's go the Pivot Point individual regions, S X, the nose a little bit like that. He looks very aggressive I don't like it. Totoro is very cute. He's not our enemy. Let's bring the moustache G a little bit in front. And where are our nails. We don't see them because of the for, so let's check it. Let's check the nails from the hands. Here they are, small rotation, great, the same thing right here, Nice. Now, When we're going to render our Totoro, we're going to render with the transparent background. That's what I want to show you right now. But before, let's go toward our lighting behind. I want to make it smaller, 4.34 0.3 to decrease this one toward 180, nice. Okay. It's cool. G x. How are you doing? Do you like? Do you like it? I hope. Then we go toward the nails. There is something that I don't like. They are chew in front. Then go a little bit ab. G. Is that like that? A little bit air ftation above the background, go here and the render engine, and go down for film, and here we have check in on the transparent. That's how we're going to render because it will save our time and we'll be capable to set him with different backgrounds which will save us a lot of time, how I say it. That is, for our first lesson. I hope it was available. I hope you get a lot of information, and I hope again, you're satisfied with your result, and if not, play around. Stay creative and believe in yourself a little bit of motivation. Next lesson, we're going to create fo for our ears, and then we'll render. Thank you so much, and I'm going to see you in our next lesson. 10. 4.1 Ears fur: Probably is going to be the final lesson before we're going to put it on the render. Which means, we're going to create fur for our ears. And without wasting our time, let's start. First of all, let's hide the Totoro fur because there is no necessity is a little bit heavy. So I'm going to make it like that. Great. Then we go with the same method. We go with the shift A mesh, and lane then we go with the G up g x on the sideway, the second screens. Now we can see everything that I press in the left corner. Let's create first of all the particle system here, and then we're going to apply on our ears. It's going to be a little bit different in comparison to the TtoroFu. We're going here in the particles plus, and let's call this one ears underline fur. The number switch on the hair, the number, let's go with three. And then the length, the first one going to be 0.07. Then we go lower display and check in, steps six. The same thing with the viewpoard display, steps six. Children are going to be interpolated. The display amount 25 and the render also 25. And then go lower, let's group our particle with 0.28. Then we go in the roughness settings, and let's work a bit here. So the uniform or in other words, the distortion, the common distortion going to be 0.0 15, then the end point going to be 0.0 16, and the random going to be 0.0 13. Small small changes. Then you go king, curl and here, we're going to decrease the amplitude with one more additional zero, so it's 0.02. The flatness is going to be 0.15, frequency going to be four, Meanwhile, the shape going to be 0.70 0.7, I say great. It's a little bit similar to what we got in the Totoro, but also a little bit different. Let's go toward our ears. Let's apply the scale control A scale. Let's check the face orientation. Everything is blue, all good. Then then we have one more thing to do. Let's go in the render, let's go in the particles, and let's decrease the thickness of the roots towards 0.30 and t plus increase toward 0.1 nice. Then we go toward our ears particle plus, and let's choose here ears for The thing is see that before we have to apply our mirror. Let's go here and apply our mirror modifier. Now it's C. Then we go in the particles, and let's increase the number of parents toward 1,200 la let's hide this one. And let's create a material apart for our ears, do you remember? I hope you remember. Let's go in the hex copy copy. Then we go in the plus. New s underline. F Principle BSDF changed to principle hair SDF, and here we are going with this color and relatable, let's go in the particle system, render material, and choose the second one that we created. Now, to save ourself a little bit of time, what we can do is to open the second window. Yes, with the shader editor, which is shader editor, yes. Then we go to the To choose the material of the Totoro, and then copy this This three without image, Control C. Go toward the ears fore D this one, Control V, and connect the Bs DF toward the surface, Vla What I'd like to do is to increase here the situation toward 1.2 to increase toward 1.505 and the value is on 0.87. Nice brightness. I'm going to decrease toward one and contrast toward 0.14 in rest. I like it. Or probably hold control, right click, this one, and while we have this color, I don't like it. Let's go one more time, copy hex, go in the ears fhere right here, bring it and make it a little bit more darker like that, just a little bit more than the original one and connect one more time. What we can do also because you can see that the color is a little bit more brighter, so we can go toward the color and decrease it a little bit like that or in case if you don't like it at all, you just can hold control, right click and just keep the original one. I'm personally going to have them connected. Great. Let's check it more closer Control space bar for the full screen. There is no intersection with our leaf. Yes. The result is very nice. I like the spirals propo, I suppose is the right name, so the spirals that we have. The hair look very interesting and fluffy. Let's check with the Toro fur. Let's turn it on. And then come back to the space bar. So you probably notice also that the colors are a little bit different and they don't match each other very good. So that's why I think I will come back to the shader editor, and I'm going to delete this one holding control where you are control and right click ops on the ears right here. In that case, they're going to have the same color, which I like a little bit more, and I'm going to increase this one again. Great. One more thing that I don't like really is the ice, I still can't get them. I think a little bit more far from each other, like in the orgional one, where the reference, where is the reference show overlay this one. Yeah. G like that the nose also will be great to move this one, a little bit more higher and Yes. What if I'm going to make them a little bit more smaller? Good, a little bit inside. Madam, let me check once again, everything. So that is for our lesson. In the next one, we're going to render it. Then we're going to compositing and then I will say a good. 11. Render and compositing: And it's time to render our Totoro. I hope you're satisfied result. I personally like it, the fewer, the lighting, everything compoint Let's set our camera. Let's render a little bit of compositing after and we have done. So let's start. Firstly, let's hide our empty, where it is. And let's actually from the start, let's hide everything that we don't need to see in the render, how we can see there is an eye and camera, make sure that they both are or on or off. So this one for the render, this one for the viewpoard Turn off. Turn off. These two planes are attached to our particle system, so we can actually delete them. If you want to experiment, we can keep it. I personally don't need them anymore, so I'm going to delete it. And rest, everything is on point. The camera. The hot key is control t zero and p that's how you can easily establish camera from whatever angle do you want. Let's go one on an mp control t zero, and that's what we got. Then search for the camera and the collection. And let's move the camera in the studio folder. Nice. Then we go for this camera icon, and instead of perspective, choose or photographic, and let's shift. Let's align this one on the x like that a little bit more on the x one now it's in the center. Original character have the tail. But because we were render from the front view, I didn't thought there was a big necessity to create Totoro tail. But if you want it, you have all of the tools. It can be like your homework, for example, you can create the tail going to be somewhere, you know how to create fuel, you know how to create it. So I believe you if you wanted no problem, I personally don't see the necessity to create if we will not see this one in the final render. And now let's check the color management filmic, medium high contrast. Let's go toward the render part. So the M samples. I want to make an important disclaimer. If your PC is weak or something average, because of the particle system, I can take some time. For this, we don't know what is the samples. The more samples you have, the more better quality, it will be in the end. I'll recommend to keep something for around 1,000, 2000, it will be great, but 1,000 can take a few hours, for example, if you don't have some artics or some powerful machine. That's why something like 500 will be enough for a decent quality. Because I did the render before, I will keep this one in my case on 560 samples. Denise check in, open image Denise, albeit the normal curate. And actually, that is, but there's one very important trick that I do all the time. So before I render, I set the samples, for example, on three to check if everything is on point, and then I increase the samples. So let's do the same render image. Okay. How we can see all good. Totoro is in the right place. We don't have nothing additional. The background is transparent. The quality is, of course, terrible. But what you can expect from three samples. One thing that I want to do still, I think I'm going to ops Move my eyes a little bit more inside like that. Okay, he's too aggressive, like that. Why am my camera there? If my camera, very weird. And check off from the camera to view. Now, I got it. Okay, my friends, if you're ready, let's increase the samples. You can choose your own from 1,000 if you trust your PC, and I'm going to see you after our Miranda is going to be done. See you. Hello again. Mirnda is done. We go toward the image. Save. Choose the folder. Let's call this one Totoro underline render, Save image. My recommendation here look very good, even for 500 of samples. I hope your satisfied be your result. And now without closing this step, let's go straight to the compositing part. We go in the compositing, drag it down, drag it on the right. Then use nodes check in. We already have our scene right here, but in case, let's say. In case if you close your render tab, what you can do is to delete this one. We go with the image. Yes, and go with the open, search for your render, total render, and then connect create one more shift A and search for viewer. Bring it here and connect image to the image and image to the image. This composite for the render, this viewer to give you the opportunity to see render right here. Then if you want to make it smaller, you press V, if you want to make it bigger Alt V. If you want to move this one on the right around the left, hold Alt and mouse wheel. V to make it smaller. Let's add one more Alpha. Search for Alpha over and bring it here. Move this one in this one below. Let's control right click. Image to the image. And that's how we easily can create different backgrounds for our Totoro, which is very cool and also check in the convert and bring this one at the maximum. But if you're experiencing the photoshop, you can bring it straight to the photoshop, you can search in penters for some animate backgrounds and combine them in order to achieve much better result. But easy way is just search the image. Choose the background. For example, the blue one is cool. This, I'm going to keep like that. Then you go toward your window, how we can see we already have our render here. You go to the image, save S, and let's call this one Tutor render plus G. But in case if you closed, for example, I closed, yes, you go in the rendering, like in that part. And you already can seether end the result or search right here for the end the result and Villa image save S. My friends, thank you so much. One more lesson, we're going to congratulate you, tell you about the homework, but rest, we finish with our class. We learn a lot. I hope you like it, and I hope I was capable to entertain you and you have a lot of fun. Thank you so much. And goodbye. 12. Congratulation and homework: So, first of all, let me congratulate you. You really did a great job. And in case if you're not satisfied, be your final result, there is no rush. There is no pressure. The most important is to enjoy what you are doing. When you enjoy it, the results usually are much better than you even expected. The second one, I hope I was able as a teacher to explain everything clear, simple, and of course, in entertaining way because we aren't here, you know, to be bored or just like when this lesson will be finished or wherever. So I hope I was capable to entertain you for this 1 hour and something. And the last one, of course, show your work. You can upload it on the social media or here, and I'm really looking forward to see what you've done. You always can open a discussion, message me, and with a big pleasure, I'll try my best to help you. If you're a beginner, complete beginner in your, that was too much for me. Well, I can understand. Sometimes probably I wasn't very not like patient, but I mean, it wasn't for complete complete beginners, but with a stubborn attitude, a little bit more time and coffee, you definitely will get it. So thank you so much, my friends. I'm looking forward to see what you've done. I'm looking forward for your reviews, please. It will be it will be very interesting to see what you think about this class. And of course, I wish you the best. See you in my next class.