Learn How To Create A Simple Low-Poly Character In Blender! | Zerina 3D | Skillshare
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Learn How To Create A Simple Low-Poly Character In Blender!

teacher avatar Zerina 3D, 3D Artist And Animator

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.

      Introduction video

      1:36

    • 2.

      Importing The Reference Images and Modeling The Head

      10:29

    • 3.

      Modeling The Mouth

      9:44

    • 4.

      Modeling The Ears

      6:20

    • 5.

      Modeling The Eyes

      8:21

    • 6.

      Creating The T-Shirt

      14:10

    • 7.

      Modeling The Legs and The Shoes

      20:43

    • 8.

      Modeling The Arms and The Head

      11:09

    • 9.

      Modeling The Hair and The Eyebrows

      10:06

    • 10.

      Applying The Materials

      8:06

    • 11.

      Importing The HDRI Creating The Final Render Settings

      6:48

    • 12.

      Outro

      0:10

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About This Class

Hello everybody, Zerina here, and welcome to another Blender Course. In this course, we will be creating a famous character Phineas from the famous Disney series Phineas and Ferb.

We will start the character creation using basic mashes and modifiers. It will be a low-poly model, easy to model, and suitable for beginners.
Before we start modeling the character, we will need the reference images that you can download: HERE


After importing the reference images, we will continue to create the character.

Firstly we will model the head with lips, nose, and ears, later focusing on the eyeballs.
When we finish modeling the head, we will be ready to model the t-shirt of our character.

Once we finish modeling the T-shirt, we will model the pants and shoes.
After we finish modeling the clothes, 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 modeled our scene and set our character we will import an HDRI from the blender kit addon.
Blender kit is Blender's addon, and a library of different kinds of models, materials, HDRI, etc, Once we found the write HDRI we will add the camera, and play around with the final render settings.

Then, finally, we will be ready to render the image!

Meet Your Teacher

Teacher Profile Image

Zerina 3D

3D Artist And Animator

Teacher

Hello there, my name is Zerina. I am a graphic designer and a 3D artist. 

Creativity has been a part of my life since I can remember; even as a child, I was interested in art and computers, so I followed my passion and now do what I love. ^_^

Also, I have a lot of teachers in my family, including my mother, so I've always tried to emulate their teaching methods. 

I joined Awesome Tuts to begin my teaching career. And I have more than 5 years of experience teaching computer software for design and computer graphics. 

I preferably work in Blender, and the type of work that I do is; animation, sculpting, and modeling low and high poly models. 

In my courses, you can expect a practical approach to teaching, which means that I will expla... See full profile

Level: Beginner

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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.