Introduction in Blender 2024: Create Dope 3D Clay Illustration of Pepe | Sasha Luvr | Skillshare
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Introduction in Blender 2024: Create Dope 3D Clay Illustration of Pepe

teacher avatar Sasha Luvr, Work in third dimension

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

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

      1:36

    • 2.

      Lesson 1: Pepe's Head

      7:05

    • 3.

      Lesson 2: Eyes

      9:47

    • 4.

      Lesson 3: Mounth

      5:26

    • 5.

      Lesson 4: Old Pc and walls

      5:06

    • 6.

      Lesson 5: Background and photo border

      1:55

    • 7.

      Lesson 6: Body and Tie

      4:29

    • 8.

      Lesson 7: Lighting

      9:07

    • 9.

      Lesson 8: Dope Modifier

      6:11

    • 10.

      Lesson 9: Outlines

      2:58

    • 11.

      Lesson 10: Clay Texture

      15:02

    • 12.

      Lesson 11: Final Render

      2:29

    • 13.

      Message for you

      0:31

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6

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About This Class

Step into the realm of creativity with "Create Dope 3D Clay Illustration in Blender 4.0" – a course crafted for imaginative souls at any skill level. Whether you're looking to learn fresh techniques, amplify your artistic flair, or simply have fun during your spare time, this course is perfect for you. Together, we'll breathe life into the iconic "Pepe" meme character, transforming it into a dynamic 3D masterpiece. 

What You Will Learn:

  • Unveil the essentials of 3D modeling using Blender 4.0
  • Elevate your final outlook with 3D Clay technique. 
  • Apply newfound skills to elevate your future personal and work projects
  • Have fun in an entertaining journey of expressing creativity through digital artistry
  • Emphasize specific areas via different sources of lights.
  • And of course, we will gain confidence in using Blender.

Why You Should Take This Class:
In this class, you'll discover the importance of 3D modeling skills in unleashing your creativity. The acquired knowledge can be directly applied to personal and professional projects, providing you with a valuable set of skills. As your instructor, I am here to guide you through a fun and informative learning experience.

Who This Class is For:
This class is tailored for individuals of all levels who have a creative spark and a passion for learning.  It's an open invitation, no prior Blender or 3D modeling knowledge needed. 

Materials/Resources: To make the most of this class, you'll need:

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

    Join me, and let's breathe life into Pepe's world in the mesmerizing realm of 3D! Can't wait to see what you're done. See you 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

Level: All Levels

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Transcripts

1. About that class: If you're looking forward to expanding your knowledge while having fun, welcome to your skillshare class. Clear three. The illustration, a course crafted for creative souls at any skill level. Here's what you learn in this exciting process. Well, first we'll master blender fundamental tools such as navigation, camera placement, and many more. We'll polish our skills by creating a three D version of the famous character Pepe. We'll learn some dope modifier that will elevate your final result. Also, we can expect to learn some cool techniques for materials and textures that you can apply later in your future project. Emphasize specific areas via different sources of light and of course we'll gain confidence in using blender. But what if you have seria experience? Don't worry. This classes beginner friendly and suitable for anyone interested in a three animation illustration or design. No prior knowledge of blender or three D modeling is required. To get started, you'll need a computer with Blender 0.0 that you can install for free from Blender or G. So you'll have project materials attached under that class. Skillshare is all about creativity. So that's why for your final project, use your imagination and bring Pepe into your own environment. It could be a house car or something else. In this class, we've placed him in an office job. Now allow yourself to have fun and surprise us with your decision. As you can see, your next hour can be not only useful, but also interesting. Join me in the skillshare class today and let's open that wonderful door together. 2. Lesson 1: Pepe's Head: Hello everyone and welcome. Before we start, I want to say that everything that I press, you can see in the left corner. In case if you have any question, just take a look right there. The second one. Under this course. Under this class you can found a zip file with some references which we're going to use just as small inspiration. In our case, we don't need to transfer this one into Blender. Just open and check time to time. But let's start with our Pepe. I'm going to make this lesson short just to make it more comfortable for you to move through this class. Lesson number one, we're going to create the head for our Pepe. Press on your cube and press control to apply subdivision surface modifier. Then we go here and apply subdivision surface modifier in case if you don't know, like it's your first name blender. To move yourself around the world, you just hold the Maus wheel. Another way you can hold shift and Ma wheel. In that case you can keep the same angle and to move around one in an empt is another way how you can change the view. 13 for the side view and seven to look above. Let's go with one. Now let's go to the edit mode, which is here. Edit mode allows us to work with our object. There are three main aspects of each mesh. There vertices which are these points or one on the keyboard. There edges which are these lines and two on the keyboard. There are faces, which is three on the keyboard, and these are our faces. Press three faces and go a little bit above of our head. We use this one and then hold shift, left click, left click, left click, one empt, I suppose this is his ears. We're going to extrude which mean press go up. Then we go with the air for smaller rotation. To move an object around. We have for scale, for rotation. And to move now and move this one more, close to the center, great. Then let's go the same thing right here, up three, choose this phase shift. Left click shift, left click shift, left click, one in ped to extrude. Let's go up. You don't need to make them completely the same for rotation to move it more closer. Then back to the object mode and press one more time. Qutrol. Good. But before we're going to move forward, let's save our file control. Choose a folder, let's call this one Clay Pepe. Save blender file. Great. Our shape have to be little bit more thicker. Horizontal one. What we're going to do next. Back to the edit mode. There is a cool thing like proportional editing, which is O on the keyboard. Allow me to show you what does it mean? I press one to choose vertices. Let's say if I'm going to deactivate this one and I move on that point. But if I'm going to press to activate then how you can see we have a sphere. That sphere show the area of influence. If I'm going to move with my mouse wheel forward, I can work only with the vertices. If I'm going to make it bigger, how you can see, I can cover more points. It's a little bit more comfortable to dit, in that case, what are we going to do? We're going to choose this one shift, left click, and then make this one smaller. Erik, let's move this one inside. Don't worry about the shape. Trust me at the moment right now, probably it will look simple. Sometimes, not really, but at the end, when you're going to add the material, some modifiers, it's going to be top. But at the moment, right now just move them forward. Good, then go behind, choose these vertices and bring him up like that. Then let's choose this one on the side and make it thicker. And the same thing right here, Choose this one from the side and make it a little bit more thicker. I think this one is too much. Right Then we go below one Mp. Make this area a little bit bigger and go up. Let's work a little bit with our ears because I don't really like their shape. We go with the make this one like that. Just play around. Just play around. You have your reference and that's going to be the angle of our camera. I suppose it's pretty nice. I'm going to deactivate just to work with this one X on the right probably. I'm going to make them a little bit more thinner here. Let's make this one together to activate or proportionally ting choose this one. G here, choose this one. Greg, go like that. The same thing here. Greg forward. Greg, behind that one and that one. Okay. Control S, they aren't similar, which is good. We don't have a purpose to make them similar, probably. I'm going to move this one a little bit more Greek and like that I'm going to move up. This is going to be something similar to let's know area and go like that. Okay. Right click, Shade smooth at the moment. Right now it's enough. It's enough. Or I'm going to make you a little bit higher. Okay, now it's enough. Great, I know you think what it is. It's far from our final result, but don't worry again, this is the most pleasant part in blender. It can look very simple at the start and very up at the end. The final touch is going to be double click. And let's call this one under line head control to save. Now we finish with lesson number one. I'm going to see you in the lesson number two where we're going to create his eyes. Thank you so much and let's go forward. 3. Lesson 2: Eyes: Welcome. Lesson number two where we're going to create his Ice. Let's start. Did you notice that usually the mesh, the object appear from this three dicursor where this three dicursor is placed. To save a little bit of your time, go one on an mp. Here will be our eyes. What we can do, hold shift and right click. And that's how you can set a new place for three cursor right now where we're going to add the object. It's going to appear straight from here. Shift A and this time go to the mesh. And choose UVsphere then and scale it toward that we have to fulfill that entire area with our eyes. Then shift, then right click, shade smooth. Let's go, Greg, a little bit forward, I think something like that, wondering pet the second thing, let's go to the head of our paper tap, which is the hot key to bring yourself into the edit mode. And then let's choose some vertices. There is a thing like transparent mood which you can activate via Alt. Let's choose one that vertices and O to activate the proportional editing. Greg, and move this one inside. The same thing. We can go to the vice versa, Greg, and move this one inside, then al Z to get out from the transparent mood. Then deactivate proportional Ting and tap back to the object mode. Now it's a little bit better. Again, the entire work right now. Look, don't worry. Let's call this one. Great. Right now we're going to have to open that eye. What do we have to do, Greg? 19. We need to have this point on the left and another one on the right. Then go to the face mode, which is the 300 keyboard. And let's choose hold. Let me show you, we can choose a few loops of these faces. How to do this one. Hold out and go to this edge in the middle. Out, left click out, left click, I forgot hold. Shift out, left click, 123.4 I think four is more than enough. Then we go with the x, which mean delete and delete pass. Then we have to clean the four X faces. And the four, oops, I choose one more X faces, that is the final shape grade, then out of the edit mode with tap. Good. The second thing I want to make this, this border a little bit more thicker. What we can do is go to the modifier, search for solidified and that's what we have. Then we bring ourselves, move the thickness toward 012, I think. Then we can go with the control to for the subdivision surface modifier to make it more smooth in comparison of how it was before. If we're going to move subdivision above, it can be very sharp. Let me check one thing in the way, How it was before is good. Bring the subdivision surface under the solidify modifier. Great, Let's go forward. Our Pepe have a thing above of his eyes. I don't know. This anatomy of Pepe is perfect. You see this thing. Let's make it, we go to the edit mode and in the same way, choose faces. And let's go out shift left. Click here. Here, here, oops, here. I don't know how many of them I choose, and there is no necessity to repeat. I think I'm going to choose this one also. Yeah, that's all. Actually, it's more than enough. We don't need to choose them. Then let's extrude, which we did in the previous part, extrude and go up like that, then Greek, and move this one a little bit forward and then go a little bit down. That is the shape of our eye looking good, I suppose. And very smooth, the very easy how we can put this on the second, on that health. Just let's duplicate shift D for duplicate to move only on the red one, on the x axis. Move on the right like that. Let me move this one a little bit more closer. This one also control to save coat. Let's go forward. The three cursor is still in the same place. Probably I'm going to move this one more in the center. Now it's time to make his eyes. How Of course, very easy shift a mesh and sphere, then make an x 90. We need to have this point, this area in front of us. As for scale, and move this one inside then right click, shade smooth, that what we have at the moment right now, Greg said the shape as for scale, Just said this one under the eye again, remember this is what I say in all of my classes. Feel confident, have fun. Don't repeat straight after me. Trust yourself and trust your creativity. I set it, then we have a pupil. I don't know how to pronounce this one, but the black part. Very easy. Take a look. Once, let's call this one white. Then we go to the edit mode. Take a look please. One for the vertices. I choose the vertices which in the middle, then I want to choose a few loops. The combination of control plus plus on pat. You see then I'm going to control, I need 12.33 is more than enough for me. Then I'm going to duplicate them. Shift D and left click to accept. Then I want to divide that part from our white. I press and selection now back to the object mode. And now we have two objects apart, the people and the white I. Then now repeat all of these steps, and then when you're going to finish, let's go forward modifier, Search for solidify modifier. Then I'm going to make it a little bit more thicker, but I think the word minus 003. No, no, no, no. 0201 is more than enough. Shade smooth, and we go to the normals and auto smooth. I don't like it. Okay, we're going to keep it like that. Let's call this one pupil, pupil then shift. Click on our white eye. Shift D, x and move this one right here. Great, Let's set the camera angle. Let's make this one in that lesson. Let's first of all, let's call this collection. Double click. Let's remove our camera from here in another folder, New collection. Let's call this one sets. Great. Let me quickly show you two things, How to move the three cursor back to the center shift cursor to world origin now is back to the center. Then we go in order to set the camera angle, It's very easy. The combination of control out zero on an M, you can make this one from different angle. It's a very useful and very great trick. I'm going to move myself a little bit more farther. Control out, left click then if you want to move in the camera out of the camera is the zero on an Ped. Let's say you're here zero on an Ped and you're back to the camera. If you want to set an angle being in the camera for the side menu view and camera view, now you can see the border is red and now we can set the camera being straight in the camera. That good, I think this angle is good for me. Probably like that. Then check off and that's what we have. Back to the course rich world region. His eyes are a little bit weird. It's look like that one and that one have to be a little bit more x. There wasn't very centered. Good. Zero now is better. Now it's better control as you say. Thank you so much for that. You've been on this lesson. Let's go forward. Where we're going to create his mouth. We can see there is nothing hard. If you want something to repeat, repeat, and I'm going to see you on the next one. 4. Lesson 3: Mounth: Lesson number three where we're going to create his mouth. Honestly, it took me a little bit of time when I did this one for the first time. But with you right now are going to be way more faster. In case of your cursor flying somewhere, just bring this one frustable shift S cursor to world region. Then we go seven and Pt. And move yourself a little bit forward and shift right click somewhere here. Why? Because we need to create to shift a mesh. And thus from here you probably will have, first of all, you have this thing right there on the left. If you're going to click somewhere somewhere, it's going to disappear. Let me show you one more time. Let's do this one together just to avoid all of these questions. Vsphere, oops, mesh to us. Great. Then you probably will have here 48. Like that, keep it on 12 and here 122 and only then left click, good. Right click, shade smooth, then x 91 in an Ped. As for a scale, and make it smaller like that, Look very weird at the moment right now, don't worry. And let's make it okay. A little bit more bigger. I'll recommend to watch one time. I don't say it's going to be difficult, but it will be more clear if you're going to watch one time and then you're going to re watch and practice. I'm going to the edit mode to move myself in a transparent mode. And I'm going to choose this health, and I'm going to get X delete vertices. Great. Then I'm going to choose the three loops of vertices. And I'm going to move this one on the right, somewhere here. Then I'm going to choose this one above both of them, Z. Then I'm going to choose this one. I'm going to move them, both of them. Actually, I'm going to move them in the middle. And take a look. There is a combination. How we can see, they stay on the diagonal one, I want to align them S x zero. That's how I change there. Form, Let me move this one a little bit lower and this one a little bit lower. Two here, the part where how we call this one. Have fun. We just need to align not in the same way as me, just something that's going to be close to that type of shape as a scale. I'm going to make this as for scale two. Here for scale also problem. I'm going to move them, I'm going to make this one a little bit bigger problem. I'm going to move that part. G and G. Okay. Control is to safe. Let me check that is your final shape look very odd. I know what are we going to do next? Control two for the subdivision. Surface modifier. Okay. It's a little bit better. Then we go to the modifier, search for mirror. Should I say something more in case If you have some space here or wherever, you can bring check in on the clipping and you can, I mean, you don't see any difference at the moment right now. But I just say for these of you who are going to have this sum gap bring check in on the clipping and merge, then X choose X. I'm going to move this one above the subdivision surface modifier. There is one more thing that we have to do is to align our mouth G here and then we go to the edit mode control Alt for the transparent mode. In case if you don't know if you are in transparent or not, you can see this one tougle x ray transparency display. When it's blue, that means that you turn off, that means it's gray. Turn on and then choose these vertices from the right Greek here for rotation, a line around his mouth problem. I'm going to rotate this one also G Rich. And that's what we have at the moment. Right now he look very suspicious. The last thing that we have to add is solidify modifier and I'm going to make it thicker like that. Let's go forward where we're going to create this PC and then the walls, everything else is going to be way more easier. But remember that your final project going to be your own environment. I give you all the assets. I give you all the tools, and then you can make him at home, a car, wherever do you want. But that is our paper right now. One thing that I would like to do, first of all, let's call this one month to month. The second thing, I want to make his head here a little bit more thicker. I'm going to bring this one. I'm going to choose this one also. Great zero mp. That is our pet moment right now. 5. Lesson 4: Old Pc and walls: Hello again. Let's create the PC walls and everything else. Let's create another collection of this one. I hope you're doing well. First of, I hope you enjoy this class new collection via right click, double click. And then let's call this one. I always commit mistakes. Environment, Probably I didn't wrote this correct. But then let's go with shift, a mesh, make it smaller G. Let's work in the solo. I didn't, I didn't tell you about this one before. And an MP, then how you can go to the solo mode. Ped, let's call this one PC. Then as Greg, make it thinner, let's go to the edit mode. Choose that phase, a back end. We have extruded yes control that because we don't need this one at the moment right now. There is another way how you can create phase into the phase. It's a, you move this one in the center, for example. If you're going to choose more of them you can bring or like that. That's how you can play around with different shapes at the moment. Right now, let me do this one again with you. Choose the face A back and bring this one in the middle like that. Now let's extrude via a, move it back for a scale and we have this type of old PC. Then let's go here to create a screen. Let's go here and then extrude like that, that our old PC slash empt to get out. But it's a s what we have to do. There is a bevel modifier, a very dope thing that can polish a little bit our borders. If I'm going to decrease or increase the amount, you can see the differences between what it was before and what we have right now and another one which we use for a lot of times control for the subdivision. Surface modifier. If I'm going to move above the result going to be like that, keep the subdivision under the bevel, then I'm going to decrease a little bit. I think like that. Segments, segments, there is no necessity in them. I'm going to keep this one on 02. For me it's good. Our next step, if you like the bevel in the way, how it look right click, shade smooth, then we can go like that. I'm going to keep it on 001. Then we can apply our bevel. Then we can apply our subdivision surface modifier. And one more time control two to make it more smoother. Then we go to the edit mode and choose these four phases and take a look once. If I'm going to press one time, the result can be different. You have two modes in the way how you can insert phases or like that, or one phase that's going to be merged. Or if you're going to press one more time, you can insert phase in each phase. I hope it does make sense, what I explain. That's why I'm going to keep a part and I'm going to create phase in each one of them. Then extrude, I'm going to move this one in. That's how we create a different shape. You can play around with different of them, for example, like that here, for example, if you want to make some type of your shape. But I'm going to keep it like that. Then as for a scale, move myself into the camera, Greek, I'm going to move this one a little bit aback. I'm going to make it a little bit smaller like that. Another thing we've done, let's make the walls, because otherwise it's going to be very fast. Let's create the walls. Shift a mesh cube, then Greg on the green one and make it thinner. Then go above seven. Let's coach you the camera. Let's make it bigger and just set them like the office walls. And then shift D X and move this one right here like he's in his say zone. And then choose both of them. Let's call this one wall left and wall right. Good. In the next lesson, I'm going to show you how we can create this photo. But at the moment, right now we've done with another lesson. Thank you so much and I'm going to see you in the next one. 6. Lesson 5: Background and photo border: That lesson, we're going to create the photo with border, then a wall. And we are very close to join the most interesting parts, materials and modifiers. But at the moment, right now, shift A pops, shift a mesh plane x 90 for scale, that's going to be our background and seven pet turn, this one like that for scale create, let's call this one BG, which means background. Then let's create our photo border shift, a mesh cube. Let's go to the solo mode, and let's go with Erik, make it smaller. And then the same technique with PC. We choose the face in front and move it like that, then extrude, that is then out of the solo mode. Let's go 300 P, make it smaller. All our walls are very close to our face. Let's bring them a little bit back. The same thing with our picture. That gri somewhere here. Then G is here under mp. And then make it set it somewhere here. Or if you want, you can move this one there. Why not? Let me keep this one here. When we're going to create the materials, we're going to bring the photo, because at the moment right now we don't need that. One more lesson where we're going to create the body of our Pepe and let's call this one photo border. Yes, let me move this one a little bit here. Great, thank you so much. How you can see is very easy. Very quick. Let's go to the next lesson. 7. Lesson 6: Body and Tie: Lesson number six, the body of our shift cursor to world region. Then we go with the mesh cube control two, go down, right click, shade smooth. Let's go with 300 MP. Let's go with the Greek and set it somewhere here. Back to the camera review problem, going to go above that. Okay, it's great. Then Erik. Just create your own shape. Remember, apply one more time control. Two, probably more bigger and that what we have at the moment right now problem. I'm going to set the PC a little bit lower or I'm okay with that one. Then let's create the tie. I suppose that thing again, very easy. Shift, right click and then we go with the mesh. Guess what? Of course, cube qutrol two, make it smaller. Then we go to the solo mode. And let's play around. I'll set for the transparent mode as right here. Let's add an additional loop which I didn't show you before because we don't have the necessity. But if you're going to press control er, you can add additional loop into your mesh. One time left click. Set it somewhere here, for example, I'm going to move that one above and when you like it second left click to confirm the shape, then I'm going to keep it here. Okay. Right click, shade, smooth, control. Let's get out from the solo mode. Good, let's Greek make it smaller, then rotate it and bring it right here. Let me hide this PC for a few seconds. Oops, let's move our body, which is called the body, to the pep collection. And the same thing with the tie above to the pep collection. Now let me hide the environment X and shift D, left click to confirm x 180, then let me go and make it bigger. Or what if enough, then three. Let's change the shape. First of all, G, this is also a life hug. Sometimes when you change the rotation, let me show, you can press, for example, Greek, and you'll make smaller like that. But if you're going to press for the second time, it's going to be aligned independent. What is the rotation of your shape problem? I explained this one very messy, but let me show you, for example, I rotate one more Greek igrek and how you can see the Xs right now is on a different level. Just remember, you always can keep double time x six igrek. I hope it is clear. Greek, Greek make it ther then we go right there. And then I'm going to choose transparent mood. I'm this one here. This one. I'm going to move it here a little bit above that what we have. Good out, let me align, let me go a little bit lower to the camera. Open the environment collection. Probably I'm going to make both of them smaller. A little bit forward a now, finally we've done, thank you so much. In the next lesson, we're going to apply the lighting, then the materials, and then you're going to see the transformation. But even right now, you can see how in a few clicks, knowing only a few basic things around blender, you can create a lot of things. I believe in you. And let's move forward to the next lesson. I hope you have. 8. Lesson 7: Lighting: Well, in that lesson, finally, we're going to add some lighting. Let's start with one of my favorite technique, Shift a plane, then first scale and move it above. Then we go to the render engine. And here instead of EV choose cycles. Then we go to the render display, Viewport shading, which is the last one at the moment. Right now you don't see nothing. But let me show you what we're going to do next. We go here, which is the Materials properties. Press, Let's call this one light underline plane instead of principle is D choose emission. That's how you can, you can bring light into your sin. Then let me go here. Let me move this one a little bit there. I think now I'm better because before it was a shade there, which I didn't like. Let's make the strength a little bit bigger. For example, 1.2 What about 22? I think it is too much, but 1.45 is actually great. What if you want to make it bigger on the x axis? Let me just check how it was before. Too dark, How it is right now. Yeah, I think I'm going to make it a little bit more bigger and I'm going to move it a little bit more higher. What if I'm going to move this one forward a little bit? Air, That is o our final shape. Our final form. Great. One light, it's done. Let's move this light into new collection. Let's call this one lighting. There going to be one source of light here, one behind, and one under. In summary, we're going to have for round four, or probably five, we're going to see. Let's go with the next one, shift a light, let's go with the point x somewhere here. What we actually can do, let's create another view. Go here on that border, and when we have two arrows, right click, vertical split, and move this one in the middle. Then we're going to keep this one for the viewpoint shading for the camera here. We're going to play with everything else also you want to get rid from all of this cursor and everything else. Just turn off this show. Overlays. Great. Now back to our lighting, which have to be in the collection lighting. Good Greek. I'm going to move this one summer here. What if I'm going to move this one, G, X? Let's make the power there is another technique that I usually use. Use the color red and then make it very strong like that. That will help you to understand the area of influence of, of your lighting. Now let me move this one Greek a little bit. In front, it's too much, but if I'm going to keep it here, okay, Now it's better. Now, let me keep this one on 25 for example. I need, you see I need a small line of shading right here, right there. Let's keep this one on. Something toward blue, white, somewhere here. Okay, great. Then we go shift a light sun. Sun is very strong, you can clearly see that. I suppose the sun going to have a color in the office, we don't have sun usually. That's why I need to pretend like this is some overall overall lighting. I'm going to keep this one in between of green, yellow, and white. Now it's time to play with the rotation. Let me check what we can have. Oops, like that If I'm going to move this one above. Not really. Not really. I liked in the way how it was before when it was somewhere rich like that. Great. Let me move this one. What if I'm going to make a little bit higher? Somewhere here? A little bit lower. Yes, it's better. I want one more lighting in front. I'm going to use the point. I'm going to ship. I'm going to move forward and I'm going to move. Somewhere in front of our PC. I need to fulfill this area X with simple I think 15 and I think something toward white. Or probably now just it's time to align that light. Okay. It's better even when I have one more above three. Okay. The fifth one. We're going to turn this one into area, then we're going to move this one behind that. And then we can turn this one on. The X, X, let me move this one above. We're going to create a small shading right there. If I'm going to move more toward our Pre in front, I'm going to bring the red just to see the area of influence. What if a little bit more forward like that? Now It's better then we're going to keep this one toward blue. I want more toward blue. Good, we have here of the source of light. We need to move our tie a little bit more toward our body because it creates this type of shading artifacts, which I don't like really. And the same thing, right? Oops. The same thing with our tie a little bit higher. Now it's better. Probably one more thing, that I'm going to move our sun a little bit in front set, I'm not very satisfied with our sun. I found a perfect one because before it was some straight shading right here, but now we have a small gradient of color right there. I think it's better. I think we can move this point light more under our body. Great job. Now, I'm more satisfied with our color. We can also bring some light under our PC because it's too dark there. Let's copy this one. Greek. Move it, move it here. Move it more farther. If we going to keep this one again more toward blue, just for a small difference. What if I'm going to make this PC a little bit bigger because I think it's too small and I'm going to keep it more in the corner. Greek. Okay, Our sun. I'm going to make it more towards 0.7 and I think the color is going to be more toward white ladies and gentlemen, this is our lighting lesson. I hope you did enjoy it. Let's move forward toward colors and then the materials or not, because I don't like that part. Yes, lighting is always a lot of time. It's not about 5 minutes, but I don't want to keep this one very long. So that's why usually I say choose to have fun. But probably I'm going to move this one a little bit higher, a little bit behind, a little bit lower. And I'm going to keep this one on 11. Just small, lighting good. Now I'm better and I'm going to see you in our next lesson. Thank you so much. 9. Lesson 8: Dope Modifier: Let me quickly, let's close this one. Go to, the two arrows join a go here. Now, I'm going to show you one dope modifier that's going to make your illustration not so sharp, but it doesn't mean that worster take a look. Let me choose, for example, the paper head. Then we go to the modifiers, take a look one time, and then you're going to repeat ad modifier and search for displace modifier. Do you like it? I suppose no. Let me move this one above the subdivision and then we have to decrease the strength toward 01 at the moment. Right now you don't see any specific difference. Let me keep this one on 02 just as an example, The display modifier work and do it with texture. Here we're going to create new, let's call this one texture for underlying Pepe. Then you see this icon and this icon are similar because they share texture properties. We bring ourselves here instead of image and moves. You have a lot of options. Let me show you a few of them. Magic marble, there is no difference because we can increase the strength. Now you're going to see the difference clearly. Noise stucci and many more. What we're going to use is clouds. Then I'm going to decrease this one toward 0.1 and two and probably even 0.15 Then back to the Clouds. Let's play, for example, with soft or hard. No, we can also here a lot of options. I'm going to choose the improved Perlin because it's good. Then let's increase the size of our texture. You can decrease and you can increase. Actually I'm going to keep this one on 0.3 then back to the displaced modifier and let's add some distortion like 2.8 control. Say another thing that I did, this one with purpose, there is no pug difference because it's very important which modifier is above. If I'm going to move the display modifier under subdivision surface modifier, you can see that the difference is completely different. A good option that we can do right now is if you like the shape of your head. If you trust your PC, then apply the subdivision surface modifier. Now let's back to 0.12 and for example, let's increase, decrease. I think I'm going to keep this one on 0.4 If we're going to add one more subdivision, surface modifier, we can make this one even more smooth than it was before. Again, I tell you about that because I think it can open a new door for your creativity. But be always careful because sometimes if your PC is weak, then you probably will pay for that one. Now let's apply this displace modifier for everything else in order to practice, it's going to be very fast. Let's choose our PC and then we go to the displace modifier. Then move this one above here, Choose texture for pepe and decrease towards zero. For example, 1.2 Then we go with our eyes. We can do the same thing, for example, above and 01, or even a little bit more like. Let's go with 02. Then we can choose this shift left click on that, the border of the right one have to be more darker than that. We press control L and copy modifiers because they share the same modifiers, it's easier you can apply on everything else because let me show you, for example, we're going to choose our wall and then our head control L copy modifier. You see it didn't work properly, just in case if you have two same objects it will work. But in the rest, let's move forward and let's modifiers modifier texture and 01. I actually don't think that we really need to apply our displays on walls because they are straightforward. There is no necessity to work with them. Let's go to our mouth and to do the same thing di texture above but under the mirror. Let's go with 12.2. I think is good. Control two safe. Let's go toward our body. Displace modifier texture for above 01 or 02. I think we can achieve much better shape if we're going to apply our subdivision surface modifier. Yes, the same thing here. Apply, apply, and then we go with display texture for Pepe 0.1 and two. Then shift left click control L and copy modifiers. Great job. What about people? I don't really think that we need that one. That was another quick lesson where I showed you how a simple tricks you can turn your shape into something way more interesting. Now you can play around if you are interesting, to choose another type, for example, of marble or magic, or wherever. Well you can, there is no problems. But I'm going to keep this one on clause. Thank you. Next lesson we're going to create the materials, Then I'm going to show you how we can create very simple, these black borders like outlines. And we are very close to finish our lesson. I'm going to see you in the next one. 10. Lesson 9: Outlines: Lesson, we're going to create outlines, which again, going to be very fast because there is nothing so hard. New collection. Let's call this one double click Outlines. My technique is very simple. Choose for example the head shift A and choose grey pencil object line art. Voila. Then we go here to the data of our line properties. And then you go to the strokes and you can make it thicker or thinner. I'm going to keep this one on 0.4 which is enough. Then with the same way you go to the object line art, go lower thickness 0.4 Let me copy. Let's go toward each one object line art. What if I'm going to keep this one on 06? I think I like more on our I to have 06, great. Then go to our PC Green Spencil object line art. And then we go to 05 for example. Or 04. Let's go to our body where we're going to do the same thing. Some of them love the technique of freestyle. I think Gripencil offer more opportunities in order to see the result from the start. Because with Freestyle, you have first able to render only after you've done with your render, you can see the results which is not uncomfortable in comparison to when you work with grey pencil, and can see the result straight through the process. Then let's go here, object line art. I'm going to keep this one on 05. Same thing here. Spencil object line art 05 and not the last object line art 04 to our. Is it hard? Tell me? Of course, no. That's what I like, blender because usually people have delusional idea that in order to create something dope, in order to create something cool, you need like years and years of practice and some secret knowledge. Well, yes, it is from one hand, but also sometimes is more than enough, the basics what we have at the moment right now. Another thing that I would like to show you, we can go here to the render engine, go lower, and in the color management we can play around with exposure. For example, I'm going to make extra medium contrast or very high contrast. But usually I keep this one on medium high contrast. In the next lesson, we're going to create the materials. I tell you about that from the lesson number one. And I promise you in the next one, for real, we're going to create our materials. Thank you. Let's go forward. 11. Lesson 10: Clay Texture : Final lesson that we're going to do before our final render we're going to create. Finally, our materials vertical split another window and then here choose the shader editor. My recommendation is take a look one time in order to understand the steps and it will be way more easier for you in future to apply this knowledge. Let me drag myself a little bit some out and then you're going to have materials with textures under this class. But before, let's choose our Pepe and let's bring it, just drag and drop, why it doesn't work very interesting. Get out from the camera one more time, you have to get out from the camera. Then all of this one in the center, all x 90, make it smaller x on the left. And we're going to use this one just for our colors. Let's go to our head and let's call this one, I'll already call this one skin then the color color. Pick and choose that green. I personally will make this one a little bit more brighter and a little bit more toward that. I don't think that there is something wrong with my desire to switch a little bit of colors. Then we have roughness, which means you can make it very shiny. Or if you're going to drag this one on the right, the object will not reflect the light at all. I'm going to keep this one on 06 because I think frogs don't reflect the light control to safe. Then we're going to add a few more nodes. Shift a image texture color, oops, Shift a search for color, ramp the converter, and then we go with the bump modifier right there. Our next step, we're going to connect the normal with normal color, with roughness and that color of our image texture with the factors. First, the color M, because we bring this one to the roughness means that we can now work also with the way how our frog going reflect the light. How we can see right now is very shiny. Let's direct this one more toward each other and more toward the right side. Something like that. Great. But the main magic is going to be with image texture. Open search for our course materials, folders, and let's choose, for example, the first texture at the moment. Right now, you don't see anything special because we have to connect the color of our fingerprints texture with height. One more time. Yes, now you can see the difference, but of course it looked very bad. Why? Because we have to make wrapping UV, unwrapping, edit mode. My PC get slowly A to choose everything, then we go with the oop, Smart V project. Here, keep it 66 and press okay. Now the texture have much coherent outlook. The next thing that we can do is to play with our texture scale, which means choose the node. And first of all, in the color space, choose a non color. And the second one, press control, which will allow you to play around with a scale location rotation. If you press control and nothing appear, go to the edit preferences Ds and here for Node Wrangler. Then bring the check in and one more time control and you're going to have it. I'm going to keep this one on 22.2 Another thing that we can do is to play with the strength right now is very strong. But first of all, press the invert and then let's go with, for example, 03. Now how you can see the texture so emphasized in comparison to when it was toward the value one, that why 03 I think is more than enough, or actually we can play with 35 like that. Great. Also, what if we're going to make it like 2.22 point ops to much to 2.2 That is, if you'd like to make it even more emphasized, probably. Great. Now we have this type of let me hide our Pepe. Now we have this type of clay material that you're going to see on the skin of our. That is one thing that you have to do alone right now is just to play around and to have fun. We can drag this one more toward each other, we can make it more stronger. But I don't want it, honestly, I'm going to keep it on 47, 47, which is more than enough for me. Before you're going to leave me, I'm going to show you how you can save a lot of time. Let me close the lighting, the outlines back here to the simple render and also the camera which is in the Assets. Choose everything A, then shift left click on our head, how you can see the border of everything else is more darker than the border of our head. Then we go with the combination of control L and link materials. Now when you're going to come back, press the lighting outline assets, everything share the same material. You can think that, well, it's not what I'm supposed to do. Let's go with our eyes, Go to the materials. And here we have this icon which means to duplicate. You duplicate, and now it's Pepe skin 001. Let's call this one Pepe I. And bring this one to the base color saturation toward zero. This one up, now it's white. You don't need to to repeat this process of add new node search for the image. You just can copy and then just switch the color. Let me do this one together with you. Shift left, click control L link materials. Then let's go toward our pupil duplicate. Let's call this one Pepe pupil. Let's make this one dark Like that, same thing here, control L link materials but I don't like and you probably also that type of shape. We go to the edit mode then. Smart V projection 66. Okay, now is better. The second thing, I want to make the texture more bigger. I'm going to keep this one on 0,404.04 Great. Now I think it's more emphasized. Let's go to our mouth, Edit mode A, to choose everything. Then we go with the My PC get very slow, I don't know why I'm going to bring myself here. I'm going to go to the solo mode. A good SmartV projection. 66. Okay. Out of the solo mode, I'm going to the render now. Duplicate. Let's call this one pep mouth. Where is our reference is a very good question. It is in the outline collection empty, and let's color picker and choose for that color. What is next? Let's go to our body. Let's duplicate. Let's call this one Pepe body. Let's copy the color of blue. Great, let's go to our tie and let's copy. Is it hard? No, but is it look cool? Yes. Much better than the donut. I'm sorry, but I'm not big fan of this donut tutorial. I want to be sincere with you. It is what it is. I'm going to make it more toward red and I'm going to share shift left click control L link materials. Let's go to our PC. But first of all, let me get out from here. Edit mode, a smart V projection, Okay. Now now the texture is much better appliable than in comparison to what it was before. I'm sure you can see the difference clearly. Then we go to the duplicate. Let's call this one PC. I want to keep it for bash just something because old PC, they usually call this type of color a little bit more brighter. And that's what we have, probably 1.31 point 3.1 0.3 I'm going to make it more shiny, more reflexible. Great our walls, Let me hide the pepe, our walls. Probably I'm going to share the same SPC control L link materials. Then come back to our walls. Duplicate. Let me call this one wall. Let me make it completely white. Saturation toward zero, it's good. Duplicate control L link materials, our wall behind. I'm going to keep this one duplicate more toward gray, because the environment in the office is usually BG, the environment is dark. So saturation towards zero. And let me keep it like that. Okay. The last one is our border. Let me show you. Take a look one time please, and then we're going to do this one together. It is in the wall Greek. Let me move this one. Let me go here. Okay, Erik? Yes. Because of the materials, the modifiers, my PC start to be annoyed. Okay. Great. So, what we have to do right here, first of all, let's duplicate. Let's call this one border border. Let me make it word dark, something more like brown. Let me check the color. Do I like the color? Yes. Now let's go to the solo mode, Edit mode, and choose this phase that is in front. Great. Okay, then we go here to the Materials, press Plus, Then we go with a new material. Let's call this one photo and then a sign. Now when we're going to come back, you can clearly see that we have border and the color apart. Let me out from here. Let me shift left, quick on our light, and let's back to the solo mode. Good. Now let me drag this one here. Choose the photo material and let me go to the border. Let me shift D, sorry, control S to copy. Go to the photo and control V, then choose color with a base, with a base color. Then open, get out, choose that one. The last thing we go to the UV editor here, back to the edit mode. That phase how you can see if, for example, if we're going to press H to choose everything, we're going to see all of our shapes. But we do need all of them. We need only this one in front. Yep. Then for scale, and just make it bigger is too big. K. My PC gets low, slow. Then we go to the T lower for a scale, make it a little more smaller then I suppose Grech 90. No, Rich 180. Yes, and then we go a little bit here, then we can make X a little bit thicker vola out, out from the solo mode back to the camera joins. Ladies and gentlemen, I hope you enjoyed our tutorial in a matter of, I don't know, probably going to be less than 1 hour, or a little bit more than 1 hour. We created this one. Do you remember the first lesson? How everything starts? And that's what we have at the moment. Right now, I want to make our BG a little bit more toward good one also, let me check. What if I'm going to make the medium low contrast or base contrast? I think base contrast is a little bit more pleasant for me. So thank you so much. I hope you enjoy it. I hope you learn a lot we're going to render in the next lesson, which is going to be very quick. And then I'll wait for your final project where you have to create your own environment for our Pepe. But at the moment right now, thank you. One more empty, let's delete our reference because we don't need it. Control S safe. And I'm going to see you in the next lesson. 12. Lesson 11: Final Render: Welcome my friend. Should the final lesson where we're going to render our image, you'll be very surprised, but it's very simple. Usually you go to the sampling and here in the render sample, if your PC is strong, you can keep it on high value. If your PC ain't, you can keep it on lower value. For example, I'm going to keep this one on 44. Trust me, it doesn't mean that the difference is going to be very high, like the quality will be poor. No, it isn't just a little bit lower than, for example, with more samples, that number is more than enough for that type of illustration. Then bring check in on the noise and rest, I keep it on the default settings. Then important thing, very important, make sure that you didn't hide anything in your Viewport. For example, just as an example, let me hide with a hash or PC. You set your image on render. When you're going to render, your PC will be in your final result because how you can see, we have an eye and we have a camera. When the eye is off, that means that it's off only from the viewport, but not from the render. Why? If you don't want something to be in your final result, make sure that you turn off both of them. Now I'm going to keep both of them on. Let's check if we don't have anything hide everything is on point control safe. And then we go to the render and the render image, that's all. Yes, nothing special. Don't worry thinking that where is your outlines, they will appear at the end, but for now, I'm going to see you after the render going to be done, my final render is done. I also thank you so much. I hope you enjoy this course and I hope you found a lot of useful information. Now you can save it very easy, image, save, choose a folder and call this one Pepe after Skillshare class. Great LGB, Color depth 16. And then you can bring somewhere like in Photoshop or wherever other photo editor to make some small color adjustments. But for now it's all. Thank you. 13. Message for you: Congratulations, you deserve the words. If you took this class till the end, I hope you found it useful and interesting. And if you have any questions, feel free to ask me here. Also, I want you to say that in our friendly community, you can found other classes about blender and after effects that can improve your skills. And if you don't want to miss them, you can follow me back on my Skillshare page. I'm waiting for your final project to be uploaded in project gallery section. And I'll see you very soon. Thank you.