Transcripts
1. Introduction video: Hey, what's up, guys? Is it an a here and welcome back to another
blender course. In this course, we
are going to be creating a famous
character named Phineas from the key TV series from Disney, Phineas and verb. We will start to
character creation using basic meshes
and modifiers. It will be a low poly modal, easy to model and
suitable for beginners. Before we start
modeling the character, we will need the reference
images that you can download in the about
section down below. After importing the
reference images, we will continue to
create the character. Firstly, we will model the heads with lips, nose, and ears. Later focusing on the eyeballs. When we've finished
modeling the head, we will be ready to model the
t-shirt of our character. Once we've finished
modeling the t-shirt, we will model the
pants and choose. After we finished
modeling the clouds, we will focus on
the arms and hands. When we finish the modeling, we'll start applying
the materials and we will be finalizing the
character creation. In the end, we will create a curved plane for the
character beneath the model. After we model out the scene
and set our character, we will import and age the arrived from the
blender kit add-on. Blender kid is a
blenders add-on and a library of different
kinds of models, materials, age, DRIs, et cetera. Once we found the right HDRI, we will add the camera and play around with the final
render settings. Then finally, we will be
ready to render the image. So guys, what are
we waiting for? A lead dumps straight
to the videos.
2. Importing The Reference Images and Modeling The Head: Hey, what's up? Hey guys, and welcome to the
first video of this course. As you can see here, we are now in Blender and we're going to create our Phineas. So the first thing
that we're going to do is going to go to general. And here we can see
our default lights, default cube and default camera. So you can see
that the interface is the same as the previous one. So now we are going to
select every object in our scene and
press X to delete it. Then we are going to press one. And the first thing that
we're going to do is we're going to import
our reference images. We are going to press Shift a go to Image section
as a background, we are going to go to desktop. And here we can see our Phineas. Here we can see the
front reference image. Now we are going to press
three and exactly the same. We're going to go here and
add the side reference. So you can see now
that we have one. Once I press one, we can see our front. And once I press three, we can see our side view. Then once we did that, we are going to go here on
your object data properties. We are going to set the
side to both sides. And also we're going to turn
on the perspective mode. So when I pan around the view like this with
my middle-class button, you can see that we
can see our image. We're going to do
the exact same thing with the front one. So I'm going to select the
front reference image, go with perspective
and also both sides. Now you can see them here. And because this can
make our lives so much easier if we disabled
selecting in the viewport. So while we want to do is
we want to go here under the filter section on
the right upper corner. And then we can click
here selectable. Once I clicked it there, you can see it here in the Scene Collection that
we have these arrows. We are going to
disable these two. And now when I click on it, we cannot select it. So we are done with
the reference images. Now we are going to start
modeling our character. So the first thing
that we're going to do is we are going
to be pressing, Shift a, go on Mesh
and add a cube. We're going to scale
that cube down. And then here under the
modifiers properties, we're going to add a
subdivision surface modifier. We're going to increase
the number of levels to, to scale it up. Now, once we did that, we are going to go
into the edit mode by pressing tab on our keyboard. Then with Control R, we're going to add a loop
cut right in the middle. Once we are done
adding the loop cut, we are going to
go to x-ray mode. You can click here on these
two windows toggle x-ray, or you can simply press Alt Z. Or if you're working
on Mac computer, you can press Option Z. Now that we can see through it, we are going to select
these the left side of our object and press X
to delete the vertices. Then once we have this
object like this, we are going to add
a one more modifier, which is mirror modifier. Then we are going to select
this mirror modifier and these dots and put it above the subdivision
surface modifier. Once we are done with that, when we now move our object, you can see that it
is dividing itself. We don't want it, we want it
to be joined in the middle. So in addition to deck, we're going to allow clipping. Now, if I move it, you can see now that it is
still merged into center. Once we are done with this, we're going to go to the
side view, zoom out, and we're going to put
this here on top here. Now, once we are done with that, we're going to scale it. Let's grab it a little
bit to the x-axis, and now we can start modeling. So the first thing
that I'm going to do is I'm going to go to the side and we are going to
position our cube like this. So you can see that here we
can see these little dots. These are the vertices from
our cube in x-ray mode. If I go out of x-ray
mode by clicking here on these two
windows, or e.g. if I go Alt Z, you can see here now
clear how it looks like. So what I'm going to use
X-Ray mode for this one, I'm going to first of all, added here and align
this with the head. Then we are going to
extrude this part. Here. We're going to move around
these vertices and align them better with the character that we have on the
reference image. Then I'm going to
extrude one more here, and I'm going to scale it down. So you can see that it follows
the head shape on top. I'm going to move
this vertices here. And then we are going to be
extruding this downwards. I'm going to position
these vertices so they follow the
reference image. And I'm going to
extrude, this one, wants smart to create his neck. Then once we are done here, I am going to select these vertices and grab
them all the way down here. So make sure that it is here on the center
where the lips are. And we are then going
to go in front or geographic view so that we can create his head shape
from the front. I'm now going to select these
vertices on the bottom. When I say vertices, I mean these two, but when we watch from the side, it looks just like one vertices. I'm going to grab it here. And I'm going to move this
vertices and I'm going to align them so it make them
parallel with each other. And I'm going to grab
them in y-axis so that we can create
this head shape. If this is not parallel, you can just use SY and enter. Now, once we are done with that, we are now going to select these vertices from here and
grab them in the x-axis. If I go out of x-ray mode, you can see better head shape. Now that we're done with that, we are now going to go at font, watch it from the front. And we're going to
select these vertices from the side and grab them in x-axis and move them up
a little bit like this. Then we're going to select
the neck piece and grab it on the x-axis so
that it goes inside. And also this one, by pressing Control R, I'm going to add one
more loop cut here. You can see how it looks like. And I'm also going to press right-click, look tools, circle. If you don't have this option, you can just go here
under Edit preferences, here in the search box, just type in a loop. And here you will have this
add-on mesh loop tool. Click this checkbox,
and once you save it, you will have it here. Also, I'm going to do
the same exact thing on the top vertices. So I'm going to press
right-click circle. So now you can see when I
go out of the edit mode, it is more rounded. So let's go back
to the X-Ray mode. Now, I'm going to move these
vertices in the x axis. Also the bottom ones. I will do the same
thing here as well. So you can see now
how it is like boxed. And if I go to the circle, preference, now, it
looks much better. I'm going to press S
zero to flatten it. And also, if I add one
more loop cut here, you can see that now it is
rounded from the sides. I'm also going to press three
on my number pad so I can go to the side view and also
do the exact same thing. So I'm going to move
around these vertices in Y axis to create a better
shape of the neck. So we are going to be following the reference images
for this one. Let's move these as well, grab them in the y-axis. And also I'm going to
do the same thing here. Let's grab this neck a
little bit more to the, to the y-axis on the left. And now we're just
managing it so that it goes good with
the reference image. So if we pan around the view, you can see how it looks like. Also, we are going to
do the exact same thing here that we did with his nose. So I'm just going to grab
these vertices in x-axis. I'm going to press
right-click Shade Smooth. Here we have the head shape. I'm going to move these
down a little bit. And also I'm going to select this vertices and grab it here. So the beginning of the his lips is going
to be this vertices. And I'm also going
to move this down. So it doesn't matter if
the part where the lips are is a little bit out of the out of the reference image. So you can see that it doesn't follow the reference
image correctly, but we are going to
make sure that it does. Once we create the mouth area, I'm going to go around and see if everything is okay with this, with this model that
we need right now, the model of the head. And we're going to bring
this one down a little bit. And also I press H
to accidentally, so I'm just going to press
Control Z to go back one step. And here we have it guys. So when I press one, you can see how our
character looks like. And also if e.g. it is wider here, we can move around the vertices and makes
sure that it is not. So you can see if I move
around this vertices, we can change the shape. Here. I'm going to press three. You can see now that this
vertices is up here. So I'm just going
to move it back and we're going to make sure that it is not looking like this from the front in the next video. So here guys, we
have the head shape.
3. Modeling The Mouth : Hello guys, and welcome back to the second video
of this course. So as you can see here
in the previous video, we imported the
reference images and also we have modeled
the head shape. Now we are going to
create the lips. So the first thing
that we're going to do is we're going to go
into the Edit mode. Select this vertices here
that we have in the center. So you can see it. I'm going to bring it a little bit more up so that it is following
the front shape here. And I'm going to press V. So we're going to
split it like this. And now I'm going to
move this back here. Once we are done with that, I'm going to move his lips
in the correct order. So we're going to from
the top to the bottom. Then we're going to
go to the front. Let's move this vertices inside. Now you can see the
mouth shape better. I'm going to press three, makes sure that it is aligned. And now once we are
done with that, we're going to select
width clip by clicking Alt and selecting this edge here. We're going to press E S to
extrude and scale inside. I'm going to rotate it a little bit so that it goes inside. I'm going to move
it all the way. Then from the front it will
look something like this. But we're going to change
it by pressing Control R. We're going to add
one loop cut here. And now you can see
the shape of the lips. I'm also going to press Alt
Z to go into the X-ray mode. And I'm going to select
this vertices from the top of the lips and grab it in x-axis and grab it down. Okay? Now we can see
the mouth shape. And also I'm going to
select these vertices that we have from the
inside of the mouth. I'm going to grab them inside. Let's rotate them so
they are parallel. I'm also going to go out of the X-ray mode and
adjust these vertices. Let's go in and adjust the vertices so that they
follow the reference image. Nicer. I'm going to grab them up here. Here you can see the mouth shape and they follow the
reference image. Good. We are done guys, with the lips. Let's see from the side, it looks like this
and from the front. Okay, so now you can see that the head shape
from here changed. I'm also going to
adjust the neck area, but those are the
little tweaks that we are going to do
later on the course. When we pan around the view, you can see that the head
shape is really pointy. We don't want that. And also our character doesn't have that natural shape of lips. Because you can see
that on this point is really pointy,
pointing outwards. While we want to do
is we want to go into the Edit mode and we want to
add another loop cut here. So I will press Control R
and add another loop cut. Now, I will just turn
on the screencast keys. So you guys can see
here on the left inner coronary the shortcuts that I will be using for this course, and it may help you. You can see that our head
now is all distorted. While we want to
do is we want to move these vertices to the back. And also we want to select
these dislike quad, press right-click Loop
tools circle, like this. Then we are going to move around these vertices
a little bit. So I'm going to
move them outwards. And now automatically you can
see the change in his lips. I'm going to move them down by pressing double G
on my keyboard. Let's go to the side. And you can see now that it
is really upfront the lips. I'm just going to
grab them inside. And let's move this point
a we added inside as well. Once we did that, we can see that we can move
the nose a little bit. Yeah. So on the top here, you can see that
it is really flat. So while we want to do is we want to select this top half, half of the head
that we just added, an oppressed double G to
move it a little bit down so that we give our character
more natural shape. So we don't want it to be
really like flat on the top. Also, what I will
do is I will select these two vertices and
move them a bit as well. Let's select the two on the top. Grabbed them up. Now let's see how it looks like. Okay, so for the mouth area, we want to select the
vertices that we added. And we want to grab them slightly and create
that shape of lips. You can see that it follows
the reference image nicely. Let's see how it looks like. So I'm going to grab it a
little bit in zed axis. Let's go to the side. It looks something like this. So while we want to
do is we want to move a couple of vertices from
the front, move them inside. And also, let's
move these on top. So this is the top lip. I'm going to move
these vertices up. And also, let's move these down. For the bottom lip. It looks more natural when
we pan around the view. Now it's fine For decide. We want to move these vertices, so we have two
vertices now here. I'm going to move them and
create more natural shape. And as well, it goes for the
back as well for the front. So we want to move these. Let's select these four
vertices, loopholes, circle. And when I increase
the number of levels, now you can see it better and
we don't have any problems. I will select this vertices
from here and grab it in x-axis more inside so that I don't have
that problem here, which I had before. And also let select
the inside and move it a bit around like this. So we will make slightly like U-shape inside of
the mouth area. We can also go inside
here and grab this down. So this is the bottom lip. And we don't have that
problem there anymore. And we'll look for the
inside of the mouth. I will just select
it and fill it in. So I will select the inside
and fill it in because our character doesn't have
like a thumb or anything. I will go to the side now, go and see the reference
image is everything right. I will also select
this vertices here, and I will slightly
grab it in y direction. On the left side. I will move it
more to the front. Let's select this
vertices here and grab it slightly closer
to this one and grab it in y-axis so that it goes so that it
goes on the back. Okay, guys, we are done
with the head part and you can see automatically the change that we got here. And also you will see the
change once we add the eyes. Also, you can move this around. You can move it
inside or outside. It depends on what you want. I will also move this
part a bit more at front. Like this. Let's select this vertices in gravity slightly down so that we don't have that those
lines on our character. Now, it looks much, much better. And guys, we are now going
to focus on the neck area because you can see now that it doesn't look good, that good. So what I will do is
I will move this part up as well as these
vertices from here, so that I can create
a better head shape. Let's move this inside. Let's follow, just follow
the reference image. I will move, select the bottom vertices and
grabbed them to the top. Let's go to the side. You can, you can also press right-click and create
a circle again. But I will not do that right now because I will not need it. Let's move these two to
the front a little bit. And also this one because
we don't want to have that convex Bart off the neck. Again, if you want
to have like more, more of an edge on the lips, you can simply add
another loop cut here. And you can see now
that he has an edge, but this I think
looks more natural. Also, I will select these
vertices and grab them slightly down so that he has a smile on. Okay guys. Now that we're done,
we're now going to focus on the ears.
4. Modeling The Ears: Hello guys, welcome to the
third video of this course. So as you can see here, we are done with the
mouth and with the head. Now we're going to focus
on the ears while we want to do is we want to first of
all select our character. Let me just turn on the
screencast keys for you guys. So here on the
left inner corner, you will be able to see the shortcuts that I will
be using for this course. We will press three
and we will go to the edit mode by pressing
tab on our keyboard. Now, I will move
these vertices up, as well as this one here. So I'm just going out, in and out of the X-ray mode. I'm going to grab
this vertices up. We're going to align
them like this. Then we're going to add one more loop cut by
pressing Control R. This OS key, which
you can see on the left inner corner,
is actually control. So makes sure to check that out. Now, I will go into
the X-ray mode, select these vertices
and pull them down. By pressing W G, we will slide them only. And then I'm going to select this vertices here
that we added, selected and added right here
in the center of the year. These two, we're
not going to move. And once we did this, we want to press Shift Control
B to bevel this vertices. And you can see now from one
vertices when we bevel it, we have four more vertices. I'm going to rotate
it like this, so it is going to be vertical. Then we're going to move a
couple of these vertices. So we will create a diamond. Once we've created the diamond, we want to select that
diamond and extrude it. Once we did that, we will press on our keyboard to go to the
front orthographic view. Then we will press G to move it in the
x-axis on the left. Once we did that, we will do the exactly same
thing as we did previously. We will extrude. Let's go to the side and
grab it in the x-axis. On the left. I will rotate it a little bit. And now we can start
positioning our ear. You can see here that it
is a little bit distorted. So while we want
to do is we want to rotate it in zed axis. I'm just going to
rotate these vertices, these loops that we
added in the z axis. And also while we can do is we can select everything
by going in and out of x-ray mode just to see which vertices we are selecting and grab
it and the x-axis. Then we will select
these vertices here. And from that on, we will create the ear. I'm just going to
move them around and create the shape of an ear, which you can see here
on the reference image. So I'm pulling these vertices
out as well as these two, makes sure to move
these like so, let's see how it looks. Okay, so what I will do
next is I will select this vertices from the back of the ear and grab it in x-axis. So I will move it more closer
to the back of the head. Then I will select this one
and grab it in the x-axis. So you can see now
how it looks like. Also what we can do is we can select this
vertices from here. So you can see that
on this part here, it is really concave, so we want to make it a
little bit to pop out. So it will grab
it in the x-axis. Looking from the front, it looks something like this. So now you can see that it is
far more on the left side. Then we want to, we
will go again back into the X-ray mode by pressing Alt set and grab it in the x-axis. So you can see now
that is pretty much aligned with
the reference image. Once we did that, we will
select the center vertices, press Shift Command B
and Bevel that out. Once we did that, I
will press three, grabbed a little bit the center. So we will make
it in the center. Then I will select it, press right-click
Loop tools circle. Once we did that, we'll press E x so that we can make a
little hole in the ear. Let's select now the
outside of the ear. So this solute that we just
extrude it and scale it out. You can see now that
it is better looking. Also, we want his ears to
be a little bit thinner. So I'm just going to grab a couple of vertices
from the back. Now you can see how it looks. I'm going to grab this
one from the bottom. Let's grab it on the top. And also, if this is, if this doesn't follow
the reference image, I'm just going to slightly
grab it in the x-axis. Okay? Then I will select this
vertices here from the beginning loop
and grab it in the x-axis so that we
don't have this line. I will also grab this
vertices up here. So you can see how it follows
the shape of the mouth. This vertices here. And we don't have any problem, any line here which is
causing our problems. Okay? Now, we can also arrange
these a little bit better. So I can grab this
one down or move it up so that we can
create that your shape. If you want this line to be a
little bit more noticeable. And we can just press Control R and add
another loop cut here. Or we can just leave it
as it is right here. We can add one more here. So this is on the back. Now we can see where
to, you're weird. You're goes. I'm going to grab these
vertices to make you more natural and will lie. So guys, we are done with
the ears of our character.
5. Modeling The Eyes : Hey, what's up? Hey guys, and welcome back to the fourth video of discourse. As you can see here, we are done with the head
shape, mouth, and ears. But I will do one more little
tweak on the ears parts. I will select it, go
into the edit mode, and now I will press T on my keyboard to allow
this knife tool. Then I will select
these vertices to make two more quads and press Enter. Now here I have a
different shape of years, and now it's looks much better. Also, you can move
these vertices here. Also, if you want to see the
topology of this character, we can just go here
and press on cage. And you can see the topology
of our character also, if I wanted to add
one more loop, good here, I could add. And you can see
this line which is separating the ear
from the head. But we want everything
to be the way it is. Now I will turn it
off and also I will change the number of levels
in the viewport to two. If I go into the Edit mode, you can see how it looks like. Now, the one thing
that we are going to focus on are the eyes. So while we want to
do is press Shift a, we want to add a UV sphere. You can see now that our UV
sphere has a lot of vertices, a lot of polygons here. So what I will do is I
will add another one. Go add a UV sphere here
on the left inner corner. And we can change the segments and the rings of our UV sphere. So while we want to do is we
want to divide this by two. So the number of
segments will be 16 and the number of
rings will be eight. Now, we will rotate our UV sphere in x
axis by 90 degrees. So this top is going
to be our center. So this is going to be
very useful for the pupil. Later on. We're going to scale it down, grab it here where the I is. Then we're going to
scale it in z axis. Just move it down and see the ending of the,
of the eye here. And we're also going
to scale it in x-axis. I'm going to position it right
here where the eye is led. Go into the Edit mode. Let's go into the X-ray mode
to see where the pupil is. Let's kill it a
little bit more up. Let's give it a little bit more. And you can see now that our eye is out of
the reference image. While we want to do
is we want to add a subdivision surface
modifier on it, increases the number
of levels to two. So we will smooth it out. Press right-click, Shade Smooth. And now we will scale
it even more like this. We will then go to
the side and you can see that this eye
is really small. So while we want to do is
we want to scale it in y-axis to make it
like an egg shape. I will move it here. Let's scale it a
little bit more. Let's scale it in
y-axis, grab it up. Let's kill with
Elizabeth more in x-axis just so that we follow
the reference image. Awesome. Now you can see that the
ending of the head here, which is joining with
the eye is here. So while we want to do is
we want to select the head, select this vertices that
we previously added, and grab it in the x-axis. So we will move slightly
these vertices. And now everything is fine. While we want to do now is we
want to apply the location, rotation and scale to
the eye because e.g. if I wanted to add a
mirror modifier to it, it will not be mirrored
on the other side because the transformation of
this object is distorted. E.g. if I press N to
open my end panel, and if I go here on
transform on the item ID, location, rotation and scale are totally different numbers
and they are non-default. So while we want to do is
we will press control a. Here we have applied
location, rotation and scale, but it is easier for us
to apply all transforms. Okay? Now, the mirror modifier is going to work pretty nice. And it is exactly the same
as our reference image. You can see that also the
head is a little bit larger. So while we want to
do is we want to select these vertices from here, except this one, and
grab it in the x-axis. We will grab it on the x-axis to widen the head a little bit. And you can see that we don't have any problems whatsoever. Everything is fine. Now we will make the pupils. How we'll do that is we will go into the Edit mode
of our sphere, select this egg shaped loop. Press Shift D to duplicate it. Press P on our keyboard to
separate it by selection. Go out of the edit
mode by pressing Tab. Then we want to
select anywhere and select this pupil
will go to the side. Let's go and see, yeah, it is the same. So what I will do as well is I will scale this
part a little bit. So let's kill it a little bit. Only. Then onto this pupil, we will add solidify modifier, but we will need to adjust
these, these modifiers. So a mirror modifier
and needs to be on top of this subdivision and solidify modifier
in order to work with the subdivision
needs to be on top. Now you can see that this object is smoother than it was before. So let me just show you quickly. You can see that
when subdivision is on top of solidify modifier, it is not going to work. But if we put solidify
your modifier on top of the subdivision is
going to work nicely. We will go to the Edit mode, select this pointy
part of the eyeball. Go and move it on the y-axis. And here we have it. We will also adjust the
thickness so we will make it thicker and grab it in y-axis. If I go out of the edit mode, you can see how it looks like. Also what we want to do is we can just scroll
down and increase the number of levels
in the viewport for our solid subdivision
surface modifier, right-click Shade Smooth. Let's see how it looks like. Okay, so I will need to grab this vertices even more inside. And we add, when we
add the material, these lines aren't,
aren't going to be here. Also, what you can
do is you can apply the solidify modifier and add one more loop cut
here in the center. I will need to
select the whole eye and the pupil and
scale it even more. But we will do
that in edit mode, so I will select it and
only scale it like this. Let's create this little
drop here on the eye. So what I will do is basically just Shift D
to duplicate this one, go into the Edit
mode, scale it down, rotate it, scale it in x-axis to make it a
little bit thinner. Move it so that it follows the reference and
reference image nicely. Let's kill it a little
bit more and grab it in the y-axis and rotate it. You can see that now it
follows the reference image. And also the same
goes to this one. I will need to
change this point. I will need to bring
it a little bit down. Once we are done, it will look
something like this. So let's adjust this
head real quick. So I will move a couple of vertices so that the
reference image, so that it follows the
reference image better. I will grab this in z
axis to pull it down. And we'll let guys, we are done with the
head, our character.
6. Creating The T-Shirt: Hey, what's up? Hey guys, welcome back to the
fifth video of this course. Now we are going to create
the body of our character. The first thing that
we're going to do, as we are going to add a cube, scaled that cubed down, grab it in the zed axis. And now we want to add the same modifiers as
we did for the head. So we will add a subdivision
surface modifier, increase the number of
subdivisions to two, go into the Edit mode, add a loop cut in the middle, go into the X-ray mode by
pressing Alt Z on our keyboard. Select the left side, the left vertices,
delete them with x. Now we want to go and
add a modifier at a mirror modifier to it so that it will be mirrored
on the left side. Let's pull the mirror
modifier on top of the subdivision and also Allow clipping so that it is going to be merged
here in the center. The next step is, I will scale this cube
down out of the edit mode, scale it down, grab it on top where the third
role neck is. Then I will select the top
right-click Loop tools circle. Also I will do the same
thing here. Circle. I will grab it on top. And now what I will
do is I will move slightly these vertices so that they follow the
reference image nicely. Then I will select the inside. So only the top part and
press go to the side as well. Let's kill it in y-axis. Then we will be able
to select the top and press I to insert a face. You can see now that it
doesn't work because we have boundary on which you can see here on the
left inner corner. If I turn it off, now, it is going to look better. I'm going to move these vertices down on the top as
well as on the bottom. Now, we will be able
to scale it even more down and extruded in the z axis. You can see how it looks here. I will select everything
and grab it slightly to the y-axis so that we
don't see the inside. And also, let's go into the, back, into the edit mode. Go and press Control R and add one more loop cut here
so that it goes down. Okay, we are done with the top. Let's kill this character
turtleneck in x-axis. Now, what I will do is I will, I will select the bottom, press. S is zero to flatten
the vertices. Now I will press I to
insert a face like this. And you can see how the characters turtleneck
looks like from the front. Now we will do the thing. So we will move the
vertices on the side. The day followed the
reference image. Let's select the turtleneck,
right-click, Shade Smooth. Well, I will also
select the neck. You can see that these
vertices a little bit far from each other. So I will grab them and
move them slightly so Dave, follow the reference image. Let's move it. And we want to clean topology
for this one as well. So we will move a couple
of vertices from here. Let's grab this one in
x-axis to make it rounder. Or we can simply select the bottom right-click
Loop tools circle. Like so. Let's rotate it in zed axis so that we will allow
clipping on the center. Let's do the same thing here, so I will circle it. You can see that this is the
part where it is opened. So while we want to do is press R and rotate it
till it claps together. Now it's rounded. Let's move
these vertices in y-axis. And if it, if it's too wide, we can simply add another loop, cut and scale it inside. While for the shirt part, we will select the
third bottleneck. Select the inside
of the turtleneck, which we inserted and
extruded outside. So the ending point which
we want to extrude, it is going to be the armpits. Here. Now on the side, it
looks like this. And we want to add one more loop cut so that we
don't have any problem here, or we can simply
add a look at here. Now, once we did that, we want to grab this outside. Select these death
squad here from the side and move
it in the x-axis. But we will have a
problem because of these. So while we want to do is we
want to dissolve this edge. So I'm going to
show you right now, we're going to press
X dissolve edges. Now we don't have
any problem there. I'm going to move this on top. Like so. So this is going to be the part which where we
will create the sleeves. And for this part, I'm just simply
going to grab it, move it up and add one more loop right here in
the center and scale it down. Now you can see that
the turtleneck shape is exactly the same
as it was before. Now, we will select
these vertices, which will, from which we
will create the sleeve. Let's go in the
X-ray mode to see all the vertices also
from this, from the side. And now we will
press E to extrude. I will grab it till
this part here. So dislike Bart,
extruded one more time. Let's go here, rotated. And now we will play. I will add another
loop cut here, and another loop cut here. I will scale this loop gut. So this is the point
you can see of the of our characters
connecting point. I will also scale this one as well and grab
it a little bit down. Also, we can create an illusion. So let's go into the X-ray
mode and move all of the, all of these parts up. So they just don't need to
collide with each other. So I will need to move this
one as well on the top, as well as these vertices. They are not colliding together. Now, for this part, I will simply grab
them like this. But the first step is we will select it right-click
Loop tool circle. Now I'm going to
rotate this circle and scale it in z axis. Let's grab this, these down so that they follow
the reference image nicely. I will do the same thing here. So right-click Loop tool circle. Let's go to the side, rotate it as well. Scale it in zed axis. Now the problem is, the arm is here. So what we want to do is we want to select all the vertices. I'm selecting these loops
by pressing Alt Shift. And I will click on the edge. Then I will grab it in y-axis till I see the
position of the arms. So I will grab it like this. I will rotate it a little bit. Let's select the this part of
the sleeve, grab it inside. And also we can go and
scale it in y axis. Let's kill it a
little bit. And why? Gravity and y all the way. Like so. Also what I will do is I will select the body, the body part, and delete the faces so that I will be able
to create the face here. If you don't need this line, we can just dissolve the edge. You can see where the
arm is going to begin. Now, I will select these
vertices extruded one more time. Insert the face all the way
here and extruded inside. Let's grab it. And we created this leaves guys. What I will do is I will select these vertices from here and
grabbed them a little bit so that he has a little bit
puffier, puff your sleeves. Let's select these
loops from here, not from the bottom,
only from the sleeve. Scale them outwards,
as well as this one. So they follow the
reference image. I'm going to scale these
a little bit more down and grab the vertices so they
follow the reference image. Everything is still
the same guys. So we created the
sleeves and you can see that this part is
a little bit off. So what I will do is I will grab this point and
grab it in y-axis. Let's grab it in
x so that we have this backside off our character. And we kick wreck the weekend. Recognize the front
from the back. Let's grab this
vertices and grab it a little bit
slightly to the x-axis. While I guys, now
for the bottom, let's select this, this quad here that we
created, extruded down. Grab it because it is joined, joined in the center. We can grab it and we will
not have any problem with it. Let's grab this one. So it will start from the top. We will extrude it one more
time and just grab it. So I'm just pressing
G on my keyboard. Let's grab it all the way here. Now, this is the, this is the part
where we want to extrude and scale inside. So E S extrude in zed axis to create
this part of the shirt. And when we watch
it from the side, it looks really funny
because we haven't, we haven't scale it in y-axis. So I will go manually from, from the top to the bottom
and scale it in y-axis. Let's make this character belly and make it a little bit wider. So I'm only scaling in y-axis, so S, Y, k. Let's move these vertices. So you can see that I'm aligning them with the reference image. So I'm going to select all of these vertices and
move them to the side, as well as here. And the front area
of the turtleneck. Once I'm done with that, you can see how it looks like. Also what we need to do is I'm going to just press G and
move this to the bottom. Now guys, when we go
to the upside down, you can see here that it
is a little bit squarish. So what we want to do is
we want to press Alt, Shift and let and right-click, select the first
of all the inside and the next one that
is right next to it. So the loop, right-click
Loop tools circle. Once we did that, we want to go and do the rest. So I'm going to go
two-by-two and circle them. You can see that here
we have some problem. I'm going to go and you can see that it was
selected previously, so that's why we
had that problem. But There's nothing you
can't change in the blender. So what we want to do again is de-select everything just by clicking here on the viewport. Select the inside and
the second one in the row and Luke tools circle. Once we are done with that, we want to go and do the rest. So I'm going to select
two-by-two Loop tool circle here as well, loopholes circle. And you can see now how it looks like we don't have any problems, any like little things
that are wrong. So also you can go here and do the same
thing for the sleeves. Right-click circles,
right-click Loop tools, circle, and do the rest. Okay? And here what I don't like
is when I go to the side, you can see now that it
is oldest stored it. So I'm just simply
going to rotate this and just flatten it out. Now on the inside here, I'm going to scale it inside. So you can see now
how it looks like. Awesome guys. So now in the next video, I am going to show you
how to create the pens and the legs are
character. See you there.
7. Modeling The Legs and The Shoes: Hey, what's up,
guys, Welcome back to the sixth video
of this course. As we did in the previous video, we made a t-shirt. Now we're going to
create his pens. So the first thing that we are going to do is we're going to press Shift a and we're
going to add a circle. Here we have the circle, and here we have the
circle settings. We want to change these
circles settings. So we have 16 vertices. We are going to just
divide it by two. Now we're going to scale this down and let me just turn
on the screencast keys. So here on the left in your
corner you will be able to see the shortcut that I
will be using for this course. Now, I'm going to grab
this in z axis and move it right here
where the pants are. And we're going to go in
and out of the X-ray mode for this form because
it's going to be easier for you
when you use it. And we're going to
go in and out of the X-ray mode by pressing
Alt Z on our keyboard. So Alt Z, now I'm going
to scale it up like this. Go into the Edit mode.
You can see it now. And I'm going to
select the left half of the pens and I'm going
to delete the vertices. So the left part of the circle. And I can see some changes here. So I'm going to go back to the t-shirt once I'm
done with the pens. Now guys, what we want
to do is we want to go and add a mirror
modifier to this circle. You can see that it is
mirrored perfectly, but just in case it is not, go out of the edit mode
by pressing Tab on your keyboard and
then press Control a. So this OS key, which you can see on the
left inner corner of your screen as control
one more time. So we want to go here and
press old transports. Well, now, once we
are done with that, I am simply going to select
these vertices from here and extrude them down all the
way to the crotch area. Here. You can see, and I'm going to fill them in. Now, once I'm done with that, I'm going to select the rest of the vertices and I'm simply
going to extrude them down. You can see that now we
have a problem here, but we're going to
change that in a second. I'm going to pull this up. And now I'm going to
select this vertices, this vertices from the side
and scale them in y axis. Awesome. Now you can see here, if I scale it down, we're just going to follow the reference image
for this one and also makes sure that you turn on clipping on your
mirror modifier. So it stays connected here. Once we are done, we are going to add a couple of vertices here, a
couple of loops. So I'm just pressing Control R. And by scrolling with
my middle mouse up, I'm going to add three
loop cuts, like so. Now I will select the bottom of the pants and
press right-click, circle, Loop tool circle. But for this one makes sure that clipping is off so you can scale it without making any
problems to the center. Then just turn on
clipping, and that's it. I'm going to scale
this up a little bit more and adjust the pads. Now I'm going to extrude
this top part and scale it inside so that we
get that like shape. And also, I'm going to use the subdivision surface
modifier for this one. Now you can see here
that we have a problem. So what that problem is, I'm going to go here in overlays and turn on the
face orientation. You can see here that the red, red is basically what is on
the inside of the object, and blue is what is what
goes on the outside. So what we want to do here is we want to go into
the Edit mode, select everything
and press Shift. And to just rotate the normals. Then I'm going to
turn off the or face orientation because we
will not need it anymore. And now everything seems
to be fine and you can see the right shape of
the characters pins. I'm going to select the inside here and I'm going to
scale it outwards, as well as this one. I'm going to pull it
up so that it goes inside the shape of the pants. We want to play
around with it also. So I'm simply going
to scale it up, move it down, and press S
zero to flatten the vertices. Then I'm going to press E S, E S to extrude and scale. You can see what we did
here and extrude in z axis to make it
go to the inside. Now, we will go in extreme mode, select the bottom vertices, select them and
scale them a bit. Here we have the pants. And now what we need to
do is we need to scale it and y-axis like this. And also we're going to change
the shape one more time. I'm simply going to
move the paint more up. And let's add one more loop cut here and scale the bottom. Move it up so that we
are going to align it perfectly with the reference
image that we have here. Okay? I'm going to press S
and zero for this one. And simply move
them a little bit. Let's move the right side to the x-axis so you can see that it follows
the shape nicely. And also this one here, we want to move it in y-axis. So to get that shape better. Okay, so now you can
see here that we have a problem once we did
the whole circle thing. So while we want
to do is basically just move the vertices back. So I'm just going to
move them in Y-axis, rotate them a little
bit just to see the, the right way that we want. So we want to follow
the reference image. Nothing special. And now I'm going to move this hump a little bit so we
don't want that hump. Let's select these vertices, grab them in y-axis. Make sure that it follows the
reference image correctly. And also on the front, we want to scale it in X axis. Let's move it a little
bit here, here and there. So we're just trying to
make it nicer looking. So you can see here
now, it's perfect. Once we did that guys, you can see that here. You also can tweak it
a little bit more. So it depends on your liking. If you want him to be slimmer, if you want him to
be a little bit a little bit thinner or thicker. Now guys, that we are
done with the shorts, we're going to
focus on the legs. The legs. We're going to basically
make it like the head. So the first part is
we want to add a cube scaled at cubed down and place it right here
on the leg part. Now, I'm going to add a
subdivision surface modifier and I'm going to increase the number of
subdivisions to two. So it's basically
because we want it to be a little bit smoother
once we model it. Right-click, Shade
Smooth, go into the Edit mode and
to the X-Ray mode, scale it down a
little bit more and now just extrude it down. Go to the side. We want to move it right here where the beginning
of the foot is. I'm going to grab it and
y-axis as well as the top, the top loop that
we added like this. And let's add one more
loop here just to create that nicely curved shape. Once I'm done here, I'm going to extrude
it on the bottom. Let's select the right
side of the leg. Grab it in X axis. So we want to slimmer
it down a little bit, make the top thicker. So we will give him a thigh. Here also. I'm
going to make it a little bit slimmer
than it is now. But we are going to
be adding the boots. So it doesn't matter if the
bottom part is not correct. Once we're done with this, I'm going to grab
these vertices to the just at the beginning
of the leg. You can see it here. And I'm going to
select the whole loop, press S zero to flatten it. So it's going to be easier
for me to create the boots. Once I'm done, I'm going
to press double G. So Delta G and move it
in the, in this area. I'm going to rotate
it a little bit more. And now the fun part begins. So what we want to do is press
Shift D to duplicate it. Right-click press P and
separated by selection. Once we separated this
object from the selection, we want to press Tab to
go out of the edit mode, click anywhere in
the viewport and select the part that
we just duplicate it. You will see the difference. So once I select the leg, you can see this orange
line all over the object. And once I click this, you
can see only the half. I'm going to go
into the edit mode. And now, once I'm
done with this, I'm going to slightly move
it and we want to adjust it. I'm going to scale
it up like so. And now I'm going to select
these vertices from here, so the front vertices
and extrude them slowly to three times. Now I'm going to select the top, move it all the
way to the bottom. And also I will do the same
exact thing to the rest. Let's add another loop cut here. So once we are done
with the front part, I'm just going to
press Control R, add a loop, cut and move
it all the way down. Grab it in y-axis. So yeah, we don't have
any overlapping here. I'm also going to add one
more loop cut to the bottom. Like this, you can add a
loop cut or simply select the bottom vertices in the X-ray mode and
insert the face. You can see now that we have
a flat, flat, flat shoe. I'm going to move it
up a little bit more. And now I'm going
to first of all, make sure that it is
correct on the y-axis. So I'm just going to
grab it and align it. Here. I will move this to the
top to create that shape. This one we will need later on. And I will show you why. Now, I'm going to move
this down as well and create this
slightly change here. You can see that it
is a little bit off. So what I'm going to do
is I'm going to select the leg part and
delete these vertices. So we are going to be left
with something like this, but we're going to make sure that it is not
looking like that. I'm going to select
the He'll grab it on the y-axis so we want
to move it outwards. Let's move this inside and
let's add one more loop cut. Once I added a loop cut, I will need to bring
these inside as well. Okay? Now, once we are done
for the side view, we're going to focus on
the or to graphic view. The front orthographic view. What I'm going to
do is I'm going to select the front
area of the shoe, scale it in x-axis
all the way down. So you can see that we
have like a funny here. Now I'm going to select these two loops and
scale them in y-axis. You can see how it
looks like right now. I'm going to re-scale this
part a little bit more. We can add another
loop cut here. It will change the
geometry a little bit, but we can just go back
and do it one more time. It is not the painful process. So yeah, why not? So now I'm going to
press S and zero for the loop that I've just selected and flatten it out a little bit. Press double G just to
move it a little bit down. Wallah. Now here, what you can do
is you can always scale this part and make it a
little bit nicer if you want. But yeah, for me, it is quite good. Now. For the bottom, you can see that it is a little bit wonky. So while we want
to do is press S zero to flatten the vertices. And also let's select the whole thing and
scale it in y-axis. We're going to grab
it in y-axis as well. In x-axis. Let's select the top
vertices and scale them in x-axis as well. So guys, here we have the
shoe of our character. And if it's too pointy, you can just scale this up
and make it look nicer. Okay, I will bring
this up as well. Just a little bit. Just so that we don't have
that pointy thing here. Gay guys. So once we're done with this, we want to focus on the top. So I'm going to
select the loop here. Let's select the first of all, these vertices and move them
to the y-axis a little bit so that we are going to
be able to connected. So I'm going to select
the top and press E S to extrude in
scale to the inside. And then I am going to simply, you can see that I've
selected the top. Let's see if we have
any vertices there. Now, I'm going to
extrude in z axis. So exactly the same procedure goes to this one
as for the hands, for the shorts, for
the everything. Okay. I'm going to move it down. And also I'm going to
add another loop cut. So this is going to be flat. Now for the legs, I'm going to select the legs, move them inside,
scale them a little bit and do the extrusion? Only on the inside. Yeah, and scale them. Scale them a little bit more. Let's grab these vertices
and move them to the front. You can see that this leg
is a little bit too thick, so I'm just going to grab these vertices and align them
with the reference image. You can see now that our shoe, as practically done, only one thing we
need, this part here. And this part we're
going to later on do it with the materials
for this part. Up here, we want to go
to the top, select. This quad press
shift D duplicate, and click anywhere
in the viewport, press P separated by selection, the same way we did the shoes. Select it. And then
onto this here, we want to add a
solidify modifier. And we want to put solidify modifier on top of
the subdivision. Let's increase the thickness. So we increase the
thickness by moving this, this part here, this arrow. You can see now that
I'm increasing, decreasing and yeah, I'm going to increase
it a little bit. Go into the Edit mode
and I'm going to press Control R and add a
couple of loop cuts. Those are your best friend. I'm going to move it in y-axis
and bring it all the way here where it is practically
on the, on our model. Now I'm going to
select this part here, scale it in y-axis, make it a little bit thicker. Now we want to select only the sides and
scale them in y-axis, so to make it a
little bit rounder, now once we are done, I'm likely going
to move it inside. As well as these two. Select everything, scale
everything down and move it up. Here it is. You can also increase
the number of subdivisions to your shoe. And this part here
that we just added, just to see how it's
going to look like. I'm going to grab this up, modify it a little bit. Let's bring it up here, as well as this one. And wallah. Now, I'm going to
select both of them. But first of all, I
will need to apply the solidify modifier
to this part here. Or you can simply press Control a in the without
the edit mode on. So turn off the edit mode, go to the object mode, hover above the modifier
and press Control a. That is the shortcut for
applying them modifier. Now, once I've done, I'm going to select
the two objects, press Control a old transforms. So we're going to apply
the location, rotation, and scale of our object just
for us to be able to add the mirror modifier
to it and for it to not have any problems. So what I will do, I will
go manually and do it for the leg and for
this little thing here. Basically what I said before, we don't want to change anything just to apply
the location, rotation, and scale in order for our meter mirror modifier
to work properly. Here, it doesn't work properly. Because here on the, if I go to the item, you can see the location and
the scale are distorted. And if I go out of
the edit mode into the object mode and press Control a, apply all transforms. You can see that the
location scale are back to normal and now the
mirror modifier works. So guys, that should be it for the hands,
afford the legs, and for these shoes, the next step are
the hands and arms. So I will see you
in the next video.
8. Modeling The Arms and The Head: Hey, what's up? Hey guys, and welcome back to the seventh video
of this course. And now we're going to create arms and hands
of our character. So the first thing
that we want to do is we want to add a cube. So we shift a, I'm going to add a cube, scale that cubed down with S and grab it here on the right side. So if I pan around the view, I can see only the cube here. I'm going to zoom in
and press seven to go to the top or
too graphic view. Now, I will select this cube, go into the Edit mode. And also we are going
to add with Alt Z, we're going to go
to the X-ray mode. I'm going to select
the top vertices that you can see here, and I'm going to
extrude them a bit. So this is going to
be our second finger. And once I did that, I'm going to press Shift R to repeat the action that
we did previously. So you can see here. Now, what I'm going
to do is I'm going to select these
vertices from here. We are already in x-ray mode. So once I select the top here, I'm going to select
the bottom as well. I'm going to extrude it two
times to create a finger. I will select the two of them by pressing Shift and
buy box selecting. And I'm going to
grab it slightly to the y-axis and I'm
going to rotate it. The first one is done. Now let's go to the second one. I'm going to repeat
the action like this. Now. To the point finger. I'm going to move it all
the way here and I'm going to shrink the
pinky a little bit. I'm also going to select these four vertices and move
them to the side as well. So now you can see here we
have the blocking of the hand. I'm going to now select this part of the hand
extruded onetime. So this is going
to be our thumb. And now I'm going to, I'm going to extrude it all the way here and
press right-click circle. This is going to be our hand. Now, I'm going to select this, this part that we
extruded previously. And I'm going to extrude
it outwards two times. I'm going to also rotate it
and grab it to the side. To create some awesome going to move this inside and just
create the shape of a hand. Once I did that, I'm going to go and
add a modifier. We're going to add a
subdivision surface modifier, which will save your life. Here you can see this is, this is looking good. Our hand, I'm going
to move a little bit these vertices like
so also does here. And now you can see here on
the reference image that our character has
thicker, thicker fingers. While we want to do is we want
to select these loops that we previously added and
grab them all the way here. Also, I'm going to select all the fingers and
scale them in y-axis. So this is going to
be only for these. Now let's go and do the same
exact thing for the thumb. And also, I'm doing
this in the X-ray mode. I'm going to add
another loop cut here. You can see how it looks like. And I'm going to select the tip of the finger and shrink
it down a little bit. So I will just see
how it looks like. It's too much. So we're going to
make it look nicer. Also, one thing that I
want to do is I want to add a loop cut
for each finger, select them, but only the
bottom and grab them up. So you can now see that we
have the shape of the hand. What I did here is
right-click Shade Smooth. I'm going to select these
vertices from the bottom, grab them inside to create a
better anatomy of the hand, as well as these here. So we want to create the
shape to look nicer. Also the top here, I'm going to move it up and
rotate it a little bit. You can see now
how it looks like. I'm also going to
shrink it down and place it right here where
the hand needs to be. You can see that the fingers
are a little bit thicker. So what I will do is I
will select the bottom of the fingers and grab
them slightly down. Once we did that guys, I'm going to select
this part from here and scale it
all the way down. Now, the placement, we are going to select the first
of all, the pinky. I'm going to select only
the top here so you can see how many I just selected
three loop cuts. And then I'm going
to rotate them and grab them all the way down here. Once I did that, you can see that it looks a
little bit weird, but there's nothing that
we can do in Blender. So now it looks
much, much better. And also I will, I will give it a curve here. So this is going
to be our pinky. The one thing that
I want to do is I'm going to scale this
a little bit in size, so it looks more natural. I'm now going to do the exact same thing with
the rest of the fingers. But before that, I'm
slightly just going to scale this up and
also move this down. These vertices as well. So now you can see the shape. Let's go to the next fingers. The middle finger. The exactly same thing
goes to this one. I'm going to align it perfectly
with the reference image. Move this a little bit up, scale the tip a little
bit. Not that much. So we're trying to
focus on the position. I'm going to select
these two vertices, grab them inside a little bit. And now we can modify
this wherever we like. I'm going to move it a little bit so you can see that
it follows the reference, reference image
and nicely Walla. So the second finger is done. Now the third one, I'm going
to select three vertices, three loop cuts, and grab
it all the way here. Let's create that curve that we have on the reference image. Like so. And also here to make
it more natural. So this is the first part. And now let's go to the thumb. I'm going to move this down to make it a little bit wider. Because if you look your hand, if you watch your hand and you can see
that the thumb is a little bit thicker than
the rest of the fingers, and it's also smaller. So I'm going to select
all of the vertices, all the vertices that
we added previously. So the three loops, grab it down, rotate it, scale it, grab it. Here. You can see
how it looks like. I'm going to grab this outside. So this is going to be our hand. But it needs, I need to
rotate this part as well. Just to make it more natural. Let's move this to the
bottom as well as this. So pan around the view and
see what suits you better. This one is too wide. Let's grab it in zed axis. And also this part, we need to bring it down more. Also this part here, we want to make it a little bit anatomically more correct. So while we want to do, is we want to create this
bridge here for the fingers. Now you can see it looks much, much better and it
looks more natural. Now, once we did that guys, we want to go ahead
and create the shapes. So we want to follow
the reference image. I'm going to move these
vertices a little bit on top. And now the next part is, we want to select
the whole thing. Press seven, scale it
a little bit down, see how it looks like. You can see. Now, I will select the beginning of the arm or the wrist
and extrude it once. And all the way to the back. Scale the back, grab it down, scale it a little bit more. So we want to give him an arm. Select the okay. So this is the shoulder, the beginning of the shoulder
and this is the elbow. I'm just going to
grab it a little bit more to the x-axis and grab it. And why? Let's grab this and why as well. So we want to align
perfectly with the t-shirt. And we'll up now, we can modify it as well
as the rest of the body. So I'm simply going to
move a little bit of these vertices so that they follow the
reference image nicely. And to give it a correct shape, you can see how it looks like. Also, you can add another
loop cut here just to create that risk part of the
character's head. We can scale it up
a little bit more. So you can see now it goes perfectly with the
reference image. And now once we are
done with that, we want to select the hand, the whole hand, the whole arm, press Control a old transforms. You do all of this
in the object mode, not in the edit mode, in the object mode. Once I did that, I'm going to add a
mirror modifier, put the mirror modifier on
top of the subdivisions. And while our guys, we are done with the
character's body, now, the next step is his hair
and also his eyebrows. So I will see you there. Bye.
9. Modeling The Hair and The Eyebrows: Hey, what's up,
guys, and welcome back to the eighth
video of this course. As you can see here, we are done with the
body of our character. And now we're going to focus on his eyebrows and his hair. So the first thing that
we're going to model it are his eyebrows. We're going to press
Shift a to add a cube, scaled up, cubed down, and move it on top. Now here on the
left inner corner, you will be able to see
the shortcuts that I'm, that I'm going to be
using for this course. I'm going to select this cube, grab it in x-axis, grab it up and scale it down
in the size of the eyebrow. You can see it here. I'm going to be adding a subdivision surface
modifier for this one. And now let's start modeling. I'm going to scale
it up and out. Once I scale it up, I'm going to be adding one
more loop cut in the center. So Control R, add a loop cut. Now that I did that, I'm going to select these to scale them down a little
bit and move them down, scale them in x-axis. And now I'm going to be able
to extrude them further. So what I'm going to do is I'm going to change
the pivot point to individual origins and
extrude them like so, and grabbed them down. Once I did that, I'm going
to scale them as well. I'm going to move
them a little bit, so I'm just pressing G. Now, I will select all
of the vertices that I see that are not correct. Let's grab this down. Grab this down a little bit to give it a little
bit of shape. Like so. So you can see that it is a
little bit more curved out on the on the beginning and
the end of the eyebrow. And also this part here. So we're just going
to model it manually. Once we are done,
right-click, Shade Smooth, gravid on the side, and align it perfectly with the reference image
that we have here. I'm going to also scale it a
little bit down in y-axis. Here we have an eyebrow. Also, you can go one
more time and see if it's if it follows the
reference image image nicely. Well, now that we did
that in the object mode, we're going to press Control a and apply
old transformations. Now that we did that, we're going to go and add
the mirror modifier to it. Once we're done, it will
look something like this. So guys, we are done with
the eyebrows, our character. Now we're going to
focus on the hair, the same way we modeled
out the eyebrows. We are going to
model all the hair. So I'm going to add a cube, scaled at cubed down. All the way. Pull it up right
here in the center. Scale it a little bit more down. Just so as we wanted to follow, follow this part here. I'm going to bring it
up more and grab it in y axis all the way. So GY. And it's right here
in the center. That's what we want it. So here, move it
a little bit up, and now I'm going to rotate it. Now guys, once we're
done with this, I'm going to go
into the edit mode by pressing Tab on my keyboard. Add a loop cut right
here in the middle and delete the left
part of the cube. Then I'm going to add a mirror modifier to
it, Allow clipping. And now we need also all
transforms to be on. Now I'm going to
select the top here, the top of the cube. We need a little bit down and extruded to this point here. Now I'm going to
extrude this up, up, up and scale it down. Let's grab it here. Now, once we did that, we are just going to align
it perfectly in the y-axis. I'm going to move all
of these vertices that we previously added to the side. And I'm going to rotate
them so that they follow the reference image
nicely. Like so. Let's move this here, move this up and move this down. Once I'm done with that, I'm going to I'm going to add a subdivision
surface modifier to it just to see the flow. Let's select this one. And we wanted to
point this part. I will make it a little bit thicker and adjusted
on the site. So what I'm doing is basically
selecting and moving with g. Like so you can see that
it follows the reference, the reference image,
nice, solely. We're just going to make sure
it goes the way we want it. Now, I'm going to select
these vertices from here. So these four vertices
from the side. And now I'm going to
extrude them all the way to here to this point. Now we're going to make
this part of the hair. I'm going to select
these four vertices and extrude them up. Grabbed them, extrude
them one more time, grabbed them and
scale them down. Once I did Dad,
I'm going to grab this part a bit more higher. Now you can see
how it looks like. I'm going to align it
with the reference image. Like so. Let's move this also. Now go to the side and do the same thing as we
did with the top. So I'm just basically
going to move all of these vertices and
y-axis and rotate them. Let's go to the
side, select these, grabbed them in y-axis
and align them. Also, you can add a couple of loop goods,
additional Luca, just so they can help you achieve the look
that you want to achieve with your model. I'm going to add one here just to create that
rounded shape. Like so. Let's move
this one as well. And so this is the second one. I'm going to move these
also in x-axis, g, x. So this is the beginning. Right-click, Shade Smooth. Ok. Now we have here three more. 123. We're going to do the exact same thing as
we did with the previous. But now I'm just going
to move this here. So here we have 123. I'm going to select
these vertices. I'm going to grab them, rotate them, and extrude
them all the way to here. Scale this down, grab
this in y-axis rabbit. So as if we want to just create the shape of the hair like so. Let's kill it in x-axis. This is the second one. The third one, actually. Now let's go with
the fourth one. So basically what
I'm going to do here is I'm going to
extrude it two times, scale it all the way to the end. Go to the three. Now to the side and move them and align them with
the reference image. By selecting and moving them. I'm going to rotate, scale it in y-axis to make it a
little bit thicker. And also here like so. And let's go with the last one. I'm going to extrude it, rotate it, extruded
one more time and scale it, scale it inside. Gravid in y-axis on the side. So right orthographic view. Select this part
that we additionally added because we
want it to make it thicker a little bit to the side and grab
it on the y-axis. And likely going to
move it back inside. And this point here as well. So we're just going to look
how it looks like. Okay? I will move these vertices
a little bit more insight. These as well in y-axis. So I'm going to make it thicker. But on the front, I'm going to make you
thin. Okay, guys. Here is his here. It looks a little bit weird, but yeah, it's the
way it is. Okay guys. So we are done with the
modeling of our character. In the next video, I am going to show you how
to apply the materials. Materials for our
character. See you there. Bye.
10. Applying The Materials: Hey, what's up? Hey guys, and welcome back to the ninth video of this course. As you can see here, we are all done with the
modeling of our character. And the one thing that we need
are the materials for it. So the first thing that
I'm going to do is I'm going to unable
selecting for the MTS, for the images, the
reference images that we added in the first video. So I'm just going
to unable them by selecting these
little air arrows. Then I'm going to
select this one, grab it to the x-axis
and the sidewalk. We're going to delete it
by pressing X and deleted. The first thing now we're
going to do is we're going to go here under the
material preview or the viewport shading. Then I am going to
go part by part, select the, select the objects, and I'm going to attach
the material to them. So let's go with the hair. I'm going to go
here to materials, add a new material, select the base color, and using this eyedropper tool, I'm just going to
select the hair. And here we have it
onto the eyebrows. So we're going to attach the same material that
we did to the hair. So I'm just going to select
this material and apply it. You can see how it looks here. Then I'm going to
select the eyeballs. Press plus here, a new material, which is going to be the
white part of the eye. You can see now
it's a little bit, it's a little bit pinkish. So what are we going to
do is we're just going to grab this little dot
up to make it lighter. Let's make it a bit more. Because we have attached a
HDRI to the reference image. So the reference
image that I made for you guys is with the HDRI. And that's why the
white part of the eyes. When I use eyedropper
tool is pink. I'm just going to lighten
it up a little bit more and move it here. Now to the pupils. I'm just going to add a new material using
this eyedropper tool. And let's just add it here. Okay, For this part
here we're going to use the same material that
we did for the eyeballs. So I'm just going to attach
that one for the skin part. I'm going to also
use the same method with the eyedropper tool and
we're going to adjust it. You can see that I'm just
moving this this dot here, don't I have and
I'm just trying to find a good shade off the skin. I'm also going to use the
same material for the hands. So we just applied
it to the hands. And also the same skin
material is going to be used for the legs part. Now, hop on to the trousers. So I'm just going
to select them, select New and with
this eyedropper tool, I'm going to select this, this part of the pen. So we're going to
select the pants. I'm going to add the same
material to the sneakers. So I'm just going
to add them here. And for the sneakers part, we just made this part here. I'm just going to select it. I'm going to press 32. Go to the side view, select these dots in x-ray mode. Select the bottom
and press plus, assign new base color, and I'm going to add
the white material. You can see that we
don't see anything. So while we need to do is
we need to apply, apply, or assign certain material to the vertices
that we selected. So that's it. Here we applied it. Here we have the sneakers, okay? The one thing that you
can do as well as add one more loop cut
just to make sure that you have that
super straight line here and that everything
is looking good. Okay, we are done
with the shoes part. And now we're going to
hop on to the shirt. The one thing that is
left is the shirt. So I'm just going to select the shirt and the first
color that we are going to attach to the shirt is
this like lighter color? So I'm just going to add in your material using
this eyedropper tool. I'm just going to
select it here. On the base color. I'm going to select it and
make it a little bit lighter. With using only this method. I'm going to also change
it a little bit to make it lighter, lighter, orange. Let's make it a little
bit more lighter. And it is going to be
on the yellowish side. So we're going to
find the right, the right material for it. Let's make it a
little bit later. So on the top, and
this is going to be our material for the shirt. You can always go to
the hex number and see which I used this. I will make sure that in
the description you have the older hex numbers that
I used for the character. So this is going to be the base. And now we're going to
create these little lines. The first thing that
I'm going to do is I'm going to select
the turtleneck. I'm going to select this
loop inside and press Control plus Control plus
all the way to here. I will zoom in just for you
guys to see where it is. And I'm going to
assign a new material. I'm going to press plus then add new material using
this eyedropper tool. I'm just going to select
this orange and assign it. You can see that it's
a little bit dark, so I'm going to make it lighter. And also we're going to find the same way as we did
with the previous. Now we are going to
hop onto this tribe. So you can see here
that I have one stripe, but I need to add one
loop cut here and select the bottom using
the Shift and Alt option. Then I'm going to assign it. You can see it here. We have one stripe. Now for the, for the sleeves, I'm just going to select this one and I'm
going to bevel it. So Control B, bevel it makes sure to move it a
little bit to the x-axis. You can see that
nothing's changed. And I'm just going to assign
this material in here. We have the stripes. I'm also going to do
the same thing here. So I'm going to bevel this
part and assign this material. For the bottom, I will simply
add a new loop cut here, select the bottom in x-ray
mode and assign this material. You can see here we have this is the full body of our
character guys here. If you want for him to have
a smile a little bit more, we can simply move the top, the tuplet, the bottom lip down. And now for the inside
part of the mouth, we're just going to select
the inside, the inside loop, press Control plus, and then add a new material with the plus button at a
new and make it black. Or you can make it brown. It depends on your liking. Here we have it. But I'm going to move the top lip a little
bit down. Yeah. This is our character guy.
11. Importing The HDRI Creating The Final Render Settings: Well, we are going to add an HDRI and prepare
for the final scene. I'm just going to delete
this empty that I added. I'm going to add a plane, rotate the plane in X
axis by 90 degrees, scale it up all the
way like this. Scale. It didn't x-axis. Press three. Let's select it. In the left inner
corner you can see the shortcut that I will
be using for this course. I'm going to move it in y-axis, pull it up here, select the character
and move it up. Like so. Now I'm going to move
this all the way here. Go to the edit
mode on our plane. Extrude this point, these vertices and y-axis
all the way in front. Select now this edge
and press Control B. We want to bevel it by
scrolling up the wheel mouse. We are going to make a curve. So it looks like a
studio, like so. And let's press three
and make sure it is right here where the feet are. So make sure that our
character is standing on the, on the plane, like so. Let's add the color
to the plane. So we're just going to
add a random color, just what you like the most. Yep. I think that it
should be this one. I will select the plane, press right-click Shade Smooth. So you cannot see the little, the little cracks here. And now what we are going
to do is I'm going to open this panel here and I'm going to use Blender kit for this one, but makes sure to
save your files. So we're going to
first of all go to external data, automatically
pack resources. We don't want to get lost. Our materials or
HDRI or anything. So make sure to always use this external data
automatically Pack Resources. Now we're going to hop
on to Blender kid, blend your kid is an
online library of assets, materials, models,
scenes, brushes, and it's just amazing. And it can make your life a
lot easier when you use it, especially for a beginner. So we are going to be
going here under the DRIs. Now we're going to choose
the HDRI to our liking. So we have an
indoor and outdoor. I will try to find
an indoor one. We'll just click here. And let's see on these
arrows we change. We can go next and see the
HDRI that we have here. So I'm going to try to find
the one that suits me. Nice. I will use this one. Let's go to media
to render view. Yeah, so this is
the lighter one. And I like how it looks
like on my character. To hide all of this, you can just click X
here and press N to hide this panel on the
right side, Walla. And now I will go to
my render settings, change it to cycles. Here you can see it. I'm also going to change the maximum samples
in render to 1024. Because this is just one image. I'm just going to use one image. Then I'm going to change. I'm going to play around
with the color management and I will add it to
the high contrast. Let's add first of
all the cameras. So I just pressed one, press Shift a and add a camera. I'm going to press
zero on the camera, press shift and the period
key right above the Tab key. I'm going to move around
using the keyboard. And you will see here the
pressing E on my keyboard. Now as to zoom out D to go to
the right side, to go down. And let just point the art character and
center to zoom in. You press WE. I'm also going to go up
here and use the D noise. The noise is already here. I, let's see. We can play with this color management so I
can make it really high. But the high contrast
is nice looking. I'm just going to move around to see has a beautiful nose. Let's bring him right here. Are going to go to
the camera here. And here under the
viewport display we have this composition guides. We are going to use
these composition guide guides just to center
our character. So I'm going to use the center. Press Shift Enter key
right above the Tab key. I'm going to move it a
little bit down the camera. Let's zoom in. Like we're
looking from the top, like so. Let's zoom out a
little bit more. You can also use goto,
the material preview. Just because we are
using cycles like this. Let's make sure it is right here in the center
of our character. And now I'm going to select
the plane rotated in zed axis so that we don't
have any gaps here. Then I am going to go to
see if everything is good. It's in cycles. We changed the maximum samples. Also we played around
with high contrast. Now to the output layout. Here is the output. So the direct, you can see
when you hover above it, it is basically going
to remember your files. The file format that I'm
going to save it as a PNG. And guys, that's it. We are ready for rendering.
12. Outro: That will be all for
this course guys. I hope that you enjoyed it. And if you did, you can
leave a review right in the review section down
below until the next time. Bye.