Make yourself a Pro in Blender 4: chibi penguin on skateboard | Sasha Luvr | Skillshare
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Make yourself a Pro in Blender 4: chibi penguin on skateboard

teacher avatar Sasha Luvr, Work in third dimension

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      About that class

      1:55

    • 2.

      1.1 Penguin Modeling and Sculpting

      14:10

    • 3.

      1.2 Beak and eyes

      3:20

    • 4.

      1.3 Skate desk

      3:26

    • 5.

      1.4 Wheels and Trucks

      12:01

    • 6.

      1.5 Hat

      6:03

    • 7.

      2.1 Lights

      4:38

    • 8.

      3.1 Texture Painting

      9:15

    • 9.

      4.1 Fur and Particle System

      14:32

    • 10.

      5.1 Addon for texturing

      1:13

    • 11.

      5.2 Skateboard texturing

      8:32

    • 12.

      5.3 Hat texturing + fur

      7:03

    • 13.

      Render + Compositing

      6:46

    • 14.

      Congratulation

      1:05

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About This Class

Welcome to the exciting world of 3D modeling with Blender 4.0! This class is designed to take you from a beginner to an advanced level in less then two hours We'll navigate through many key blocks: modeling, sculpting, texture painting, texturing and particle system mastery. Get ready to witness the evolution of a default Blender cube into a vibrant and dynamic 3D character, all while unlocking the secrets of texture creation and particle system wizardry.

What You Will Learn

  • Essential 3D modeling skills using Blender 4.0.
  • We will delve into the details of the Particle System and explore how you can create chubby fur.
  • Application of newfound skills for personal and professional projects.
  • A fun and creative approach to expressing yourself through digital artistry.
  • Texture painting even without painting skills
  • Illuminating specific areas with diverse light sources.
  • Confidence in utilizing Blender for your creative endeavors.

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


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

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


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

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

I’ll see ya in the first lesson!

 

Meet Your Teacher

Teacher Profile Image

Sasha Luvr

Work in third dimension

Teacher

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

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

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

See full profile

Level: All Levels

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Transcripts

1. About that class: If you have that inner desire to jump from beginner level to advanced, welcome. In 11, 2 hours, we'll navigate through many blender key blocks. Modeling texture painting, lighting and particle system. Now allow me to tell you why that class is worth your time. First of all, we're going to delve into the world of modeling and sculpting, where beginner friendly technique will help us to turn Blender Cube into such a tall penguin on skateboard. There we will establish the lighting which will elevate the quality of the scene. Block number three texture painting, if you never even touch this section, hesitating all the while, not after this class with simple examples, I'll explain the process of creating our first texture painting and applying it to our model. Next step, realistic fur. We'll dive into the particle system and step a step, cover our entire Penguin with fur, creating a completely different effect for our work and making it look more professional. After that section, particle system will not scare you anymore. Even here we don't stop. In the last section, we'll apply some realistic materials over our skateboard. All in one will make you very proud of the final result that you will achieve. And the most pleasant part is that we'll apply our knowledge and practice, be creating that cool Penguin skate. I encourage you to share your work after you're going to finish that class, to inspire others and remove their hesitations off trying three D and for whom this class require minimal knowledge and experience and blender. But if you never touch it, don't worry. Stubborn attitude a little bit more time and you'll get it definitely at the end of the day. What if not solving difficult tasks will help us to grow? That is the type of result that you can expect to have at the end. So in conclusion, let's have fun through learning and improving our skill. Get your great mood. Coffee or tea. And let's start. 2. 1.1 Penguin Modeling and Sculpting: Hello everyone and welcome in the lesson number one. First of all, everything that I press, you can see in the left corner the second one. If you are a complete beginner, it can be a little bit more difficult but stubborn attitude, pay attention to the details and you definitely will get it. The third one we need to turn on to Dons. Go to the edit preference, Dons here, search for extra mesh objects, turn on, and the second one loop to also turn on. Now we are ready to start delete these two except camera X, delete one in an M ped shift A. Here we go, Themes and How we can See. We have a few more additional objects. We are going for the round cube, then we go toward the settings here in the left corner and in the radius, press one, Create, right click, shade Smooth. Let's apply the subdivision modifier with control. But if you go in the edit mode, you can see that the shape ain't so smooth. We need to turn this function on. You have the same result as if you will apply the subdivision surface modifier. We go with A to choose everything and press and X, make it a little bit more bigger here and then Greek. Good, transparent mood, one for the vertices and choose this one below X and delete vertices out of the transparent moot. Two for the edges. Outleft click to choose this entire loop. And we go with zero. Create the same thing here, out left click zero here to make them better. Choose this one below and make it bigger. With, for a scale that now let's ex, go for a scale, is down as a little bit inside. One more time is like that. We have gap here. Don't press first of all, we have to extrude inside something like that. In the last moment we press, we're going to clean this topology. So one, then we go to the t a little bit lower like that. Choose this loop, make it a little bit more bigger. Nice, then let's delete half of him. We're going in a transparent mode, one for the vertices and choose this one. We go to the X and delete vertices out. We go to the object mode out of the transparent mode modifier, mirror modifier, Move this one above of the subdivision and turn clipping on. We have a gap at the moment right now, Don't worry. Coach the edit mode. Choose this one, press and then three for the faces. And press, move this one inside like that X and delete faces. We're going to make his legs at the moment. Right now we don't need this edge loop. What we're going to do is out left click X, dissolve edges. Great. Then choose this one here. We're going to use the second Don that we turn on. Right click loop tools to turn in the circle. The problem is that if I want to make them smaller, they're connected here in order to solve it, Check off from the clipping as for a scale now they don't have that connection a little bit on the site like that one M Pt and then we go with the down a little bit more toward each other. Do we need to extrude one more time? I think no, we can go with the ES inside in the last moment, press Create, Now we have good topology, one Pt. This shape remind me of the small characters from this popular game among us, but soon it's going to be the Penguin. We're going to choose this loop, make it a little bit more bigger, create our shape right now, probably the best one. A little bit later, we're going to move on in the scoop mode. Now it's time to create hens. Actually, not hens, but his wings choose these phases which are in the middle. And then we go inside like that. Then we go with the X, delete pace. Choose this loop, right click, loop circle. Then one in an Mp. As for a scale, this one a little bit outside, and then we go with the E. Extrude rotate as for scale. Go down one more rotation like that one more time. E strut make it smaller. From here we go with the S at center, choose this vertice. Then we go with the control plus on an empt one more time to, to choose this part. And then we go with the E and make it a little bit more thicker like that one. On an empt, I'd like to choose this loop, this one outside, small rotation or actually not. What about this one? Make it a little bit more smaller like that, probably. I would like to make this one also control plus faces one and make it smaller. And then a Good. Now let's save our file before we move forward, we go with the control choose folder. Let's call this one Penguin on Skate. Save blender file, the second one, let's give him a name. You can go here via double click or you can have your object emphasized press and give it a name. Penguin underline body look. Actually not bad, but we can make him even better. If we'll go toward the scoop mode, I want to bring them most of the knowledge that I can in order for you to make you feel more confident via using blender. Let me show you one thing we'll not use here, a lot of tools. And don't worry, you don't need a tablet, a mouse more than enough. Let me show you something. If we'll try to draw at the moment right now you can see the result is comp out. We go to the object mode and first of all, turn on clipping and then apply the mirror modifier, the same thing. Now come back to the sculp mode, try to draw how you can see. It's still not enough. We need to increase the amount of polygons in order to make our work more detailed. But the problem is that not like the problem I'll say, but when you increase the number of polygons, it starts to be more heavy. Blender can crush and many more of these things. My solution, we go to the object mode, apply the subdivision surface modifier and this is our topology at the moment right now. Then come back in the sculp mode. Let's try to draw something a little bit more better than in comparison to what we have. But still, the shape is very ugly. But this is blender, which means we have always a solution for it. Controls that being in the scoop mode, press control two. You can see that this is the same hot key that we usually use for the subdivision surface modifier. But this time we have multi take a look how clean it is right now. This thing was created specifically for the Sculpt mode. It's allow you to imitate, create this illusion of the bigger amount of polygon senior object. Which allow you to make it more detailed and more easy for your PC, for your blender. I hope it does make sense. Right now we can start to sculpt our Penguin control to safe. I know that I save the blender file to too often, but blender can surprise you in any moment. That's why I want to be prepared. Let's go with the grip Gp, then turn on X, which means we're going to have a symmetry on if you want to make your brush bigger and shift, if you want to make the influence stronger or less stronger. I'm going to keep this one in the health zero five. Let's start. What do we have to do? Seven and ped, first of all, I want to make this one more roundish, so we go the F, let's plus this one inside, like that. Inside like that. I want for him to have a belly. We're going to move this one even more like that. And here also, good. Let's go with a control seven, which means to look below. Let's move this one. Let's move his legs. A little bit more aside. From each other. Good. If you're going to hold shift and left click, you're going to smooth it. You can see right now, but you actually smooth. You can see right here on the outline. So take a look. Let's just some random movements here on the legs relatable to his wings. Let's move them like this. One more insight a little bit, so a little bit on the right. Let's go with his head, move this one like that. Great. One more thing that I would like to do is to choose the first one, draw. So take a look what we have. I want to create here a layer of thickness. Let me show you and then you'll understand shift toward 0.3 something like that. For the scale is here. Take a look, once it's some, let's say just move this one here, here. Now we call the shift left click and smooth this one a little. If you're going to hold the control and left click in that case, you're going to achieve a opposite effect in that case. Let me show you left click, control, left click outside and inside. Let me go here and bring the control left click, a little bit like that and smooth. I think honestly this is an individual work. You don't have to copy me. You can be completely creative. I encourage you to stay creative through our entire class. I believe in you. This is actually what we have to do. We need to have fun. So a little bit here, a little bit there. I'm going to grab one more time and make it bigger. And here, a little bit inside like that would I like to do something more? A little bit here, a little bit here his head. Hope probably his wings a little bit more bigger or probably not good. La, that is control to save back to the object mode. But if you're going to back, you can see that we lost everything that we work on. This is why we have in the Lael viewport, we have the value zero. Bring it to now, we have the same Penguin that we work in the sculpting mode. That is for our first lesson. I hope it was useful, especially if you are a beginner. I hope your results satisfied you. Let's go forward to create his head, the skateboard and many more. But for now, goodbye. 3. 1.2 Beak and eyes: Welcome to the lesson number two, which is going to be very short. We're going to create beak and ice. Let's start. I already practiced a little bit and first of all, let's move our Penguin right here. Let's go in the middle. Then we go in order to place the three cursor In whatever place do you want? Shift, right click, right here we go the shift A mesh cube, this is going to be our beak. We go to the solo mode, which is slashing and empt as for scale as x a Greek. Then we go in the edit mode. Choose this phase and make it a little bit more smaller. Like that. Out control Che for the subdividion surface modifier. And then edit mode, choose this phase behind and press for the X. Move a little bit back for scale out, make it a little bit more thinner, like that. Then we're going to apply our subdivision and one more time, Control. Right click, shade smooth. Then we go in the edit mode. Choose this loop in the middle. And we go with the control which usually is used for the bebbles. Go control, drag the mouse that. Then we go with the S for the scale and extrude inside and move it inside like that. Then we go with the out. This is what we have for our two, let's call this one, two point. Be easy out three empt let's make it a little more smaller. Ge move this one a little bit more further because we're going to have hair a little bit later. Why don't worry. This is through the illustration at the end of the day and not an anatomically right penguin. We go with the probably no control Shift, right click right here, shift a mesh sphere, x 90, right click, shade smooth, co control for the Sabarion surface modifier. As for a scale, I want to keep them in one line. This is what we are looking for or probably we're going to make it even like that, we're going to make x and smaller rotation like that. Then you go with the modifier surge for mirror modifier above of the subdivision. Mirror object, our penguin body, and then you go with that somewhere. Here is good. Let's call this one, two, let's go more time, two, three point. Let's go to the Penguin body and let's go with F two, and at one point at the start you're going to be more structured. That is for our second lesson I told you very easy. The third one, we're going to start to create the skateboard. See you there. 4. 1.3 Skate desk: Lesson number three where we'll start to create the desk for our skateboard. I want to keep this lesson short in order to make them more easier to comprehend. One N M Pet Shift, Sor World origin. Let's create another collection. Right click. New collection, double click. Let's call this one skate. We go with the shift, a mesh and cube. Then we go with the z, x as that. One more time, G. Then we go in the edit mode. Okay, move this one down. Then we go in the edit mode. Control error to add and loop straight in the middle. Left click, left click, then transparent mod one. Choose these vertices and delete them. Then we go in the modifier search for mirror modifier. Now we are here, I don't know for what reasons, but just for example, in case if you have here a gap, just merge which means increase the value. Good. Now we go with the control for the subdivision surface modifier and then we go down, let's start, we go in the edit mode. Choose this phase E, make it a little bit more thinner like that. Then we're going to add two more loops. Control air here. Move it up one more time. Control air, move it down like that. Then we go in the transparent mode, one for the vertices, choose the lower health. Then we go in the mirror, turn the clipping on, then we go in the X a little bit, a little bit like that, out of the transparent mode. This is our shape at the moment right now. Right click, shade smooth, still not the best one? Yes, yes. What we have to do next is firstly, let's call this 121 underlying desk from here to make it a little bit more thinner. Our next step, go in the edit mode control and add one more loop somewhere here. And press x zero to make it flat. Transparent mode. Choose the vertices in front, We go with the T and move this one a little bit more higher. Okay, without just like that, at a little bit more thinner, create probably I'd like to make here. Also we go in the edit mold E. Good. Now two more things apply. The subdivision surface modifier and one more time, control two and control S. This is our final form that is for our desk lesson again, very short. The next one going to be probably a little bit more harder because we're going to create the trucks and wheels, but for now we see you in our next lesson. 5. 1.4 Wheels and Trucks: Lesson number four, we're going to create trucks and probably wheels for our skateboard. Let's start, we go with a shift, a mesh circle, then we go in the solo mode. Then we go the x 90. Then make this one smaller. We go in the edit mode, one for divertises, choose everything and go back like that. Then we go in the modifier, search for solidify modifier and drag this one toward -20,025.25 Then we apply Create It mode. I think we can make this one just a little bit more larger on the green one. And then we go with the right click, set origin origin to geometry. Good. Then we go in the edit mode seven and choose these two phases. Then we go zero, and then we go extrude on up. Then one more time up. As for scale, let me make it to understand what we're going to do here. We're going to create this part that connect wheels and the desk. I hope now it does make sense. Then X, make this one a little bit more thinner. Then we go with one more time up that part. Make all ready, bigger, good, right click, shade smooth. Go here in the data properties, open normals and check in on the auto smooth. Then we go in the modifier and search for bevel modifier. Here in our settings we're going to have first of all, the number of segments. Amount zero, five here in the shape. Increase this one towards 60. Oops, 6.65 like that. Then what if you're going to increase the segments toward five? Here is 0.05 is more than enough angle. No, it's already good than 30. That is what we have here. We can make it a little bit better if we're going to add two more additional loops. We go with one more control, er, one here and one on the right, one in the middle grade. What I'd like to do is go in the edit mode, Choose this loop out, left click, and move this one a little bit inside like that. Okay, probably I'm going to choose these faces above all of them, just like that, 300 M Pt. And then we go with the Ed. Move them up one more time like that. That is for our final shape of our track two. Let's call this one two point, oops, two point truck, part one out of the solo mode. Then we go for a scale down. Let's go for a scale and move this one somewhere here. Then we're going to align the rotation a little bit later. For now, leave it like that. Three on an empt, move this one in the middle, actually, even more smaller. Something like that is going to be great. Then let's create this tube that's going to be in between where we go. Let's go with the shift cursor to select it and now shift a mesh. We go with cylinder, where you are, here you are x 90. And make this one smaller like that is a small gap in between, going to be more than enough, three empt. Then we go the SE, make this one longer. Then we go with the edit mode, transparent mode, control err. And what one loop right here. Create, then delete this one which are behind X, delete vertices. Then we go with the modifier, Mirror modifier. And instead of X Eric solo mode, out of the solo mode, right click, shade smooth normals and check in on the auto normals. Great. Then we go right here toward this phase and we go with the like, that we're going to make a small shape one more time. And then from here we're going to go with ex inside. For a scale, one more time extrude. Now this time forward. Then we go with the S F here at one loop, one, two. In order to avoid this artifact, we're going to add one loop right here, one loop right here. Now it's better control two for the subdivision surface modifier. Let's delete this phase. Please delete it. Then choose one more time. The last loop we go with the S S one more time in now it's perfectly flat. Then we go here at one more loop, even if no one will see. Let's make some quality work. One loop please. Right there. Okay, 300 and Pat, we need one loop here, one loop right there, and one loop right here, one loop right here, and probably one more right there. Great. We can add a Bevel modifier also. Let's go toward Sl, Move this one above the subdivision already. You can see something before and after. Let's go toward the two segments here. We're going to keep it on 0.3 profile shape toward one control. To save two, let's call this one two point truck part two. We're actually going to be great. Okay, we're going to go with three. Let's call this one tube. I think it's going to be more easier. This is the shape our wheel to be right here in that part. Let's make the tube a little bit more longer. Let's go with 100 ped shift a mesh. Thus here in the thrus make the major radius 0.75 This one word, 0.3 Right click, shade, smooth, control to x 90. Then make it smaller like the 300 ped. Make it thicker a little bit. And then we go with the ops GE right there. I think this part is too big, even if it look great. But let's go right in the edit mode, one for the vertices and choose all of them. And we go with the E and make it thinner like that. Then we go with the E. Now it's better, now it's more realistically one a line. Great. What we have to do as proposer for scale, what we have to do next is to align the truck and everything else. Let's start with our truck. We go with the air for the rotation, make a small rotation, then choose everything. And we go with the like that, probably a small rotation like here, great. Let's mirror everything. Go in the cylinder. Apply the mirror modifier and go toward the T. We go mirror and choose object, our desk. Then we go toward tube mirror. Move this one above of everything and choose our desk, the same thing here on the track. Move the mirror above the last one, we go toward our wheel, let's actually call him 2.4 Wheel. We go in the search for a mirror. And from here, mirror object, choose our T and choose the one X one. Apply. Oops, apply our mirror. And then one more time modifier mirror and this time object, our skateboard, we impact control safe. Probably our desk can be a little bit lower. And then choose everything and go up, voila, our skateboard on the desk side, I would like to move this one. Air for rotation is a little bit higher like that. Great. Now it's all. Probably this lesson was a little bit more difficult in comparison to what we did before. But how I say it's not for complete beginners, but there is also nothing so hard. I'm more than sure that you've done this one in a great way. I think we can make our wheels a little bit more thicker. Let's use the solidify modifier, so subdivision below. So the second one, and let's go toward minus, let me check. Great, now it's more thicker here, control is just safe. The last lesson we're going to create the head for our Penguin, and we've done with the modeling block. I hope you'll already deliver something, even in this short amount of lessons. I hope you found it interesting. And if not, or you have some sort of review, please leave me. I'm looking forward to hear your opinion. But in rest, I wish you the best and see the next lesson. 6. 1.5 Hat: Let's lesson from this block where we're going to create the T for our dope Penguin. I hope you're satisfied with the quality of this class. And let's go where we go, I don't know. We go to shift, right click right here. Actually go shift cursor word region, then we go here in the view, I suppose here we have three Crsor location. Let's increase this one toward somewhere here. It have to be now it's in the middle of the head of our penguin. Then we go the shift a mesh circle for scale, and then we go three in an Pt and we go with the air, make a rotation, set it somewhere here. No eyes make it like that. X, great. Don't worry about the big how I say a little bit later, we're going to align this one in the right position because we don't have fur that are going to cover our Penguin to the circle. Let's move this one in the collection apart, new collection three, point t, then let's call this one two, and we're going to edit. H is everything. And we go with the, move it up like that, then we go with the ES, move it a little bit lower than one more time, S, then three P, we go with the Z, up. As for scale, is at up. As for scale, one more time is at up. As for scale is A. We go with the S at center, then we go with the proportional three. Make this circle a little bit smaller, and just move this one a little bit higher like that. Great, it's already done. Okay, joking. We have a little bit more. We go toward what? We go toward the solo mode. Choose this loop, which is below. And then we go with the ES. Then we call it the proportional ting of. Then from here, E M center, great, right click, shade smooth. We go to the data properties auto smooth and then control to it. Actually look already nice, but we have to add some loops in order to make it better. We go in the edit mode. Control one loop right here, great. Choose this point and we go control plus to an empt control plus. And then we go with the move this one. A little bit more like that. Then from here one loop here and move it inside a little bit. Meanwhile, choose these two loops, which is up and down. And as for a scale, then we go with the one loop right here, one loop inside. Okay, one loop we added here also, which I think is more than enough. What I think is to add a bevel modifier. We go here at bevel for our corners, move it above at four segments, and then we go toward amount, we're going to decrease this one actually toward 0.03 but it look also very sharp which I don't really like. We can increase the angle toward 51 without. And it's control a relatable. Here we go. In the edit mode, we have two loops which are very close to each other. As for a scale now better and probably I would like here to add one more. No out of the solo mode, one ped as probably I'd like to do. What if I'm going to make this part a little bit more bigger like this and I'm going to decrease this point with proportional three in an med, that easy for smaller rotation. I don't remember a good that is my friends, I think it was for around 1 hour of this block. The next one going to be a little bit more easier, but in rest, I hope you're satisfied. We've done Penguin, we've done Head. It's usually look very hard just because you look at the final result. But remember that everything which is complex is build step small attempts that we easily created three objects. In the next block, we're going to texture at four and we'll make it even better. Thank you so much and I'm going to see you in our next lesson. 7. 2.1 Lights: Block number two, lesson number one, where we're going to establish the lighting for our scene. Let's start first of let's choose everything and move this swan a little bit more higher like that. Then we go to the shift S, Scr sor world region. Then we're going to create new collection. Let's call this one studio. Oops, studio. Let's start with our first one. We go with the shift, a light area, then we go three ped, G, E, move this one behind A rotated, move it a little bit above. Let's switch our render gene toward cycles. Let's go here in the last one. Also, I like to decrease the world go in this icon for the color, make this one more darker then let's hide the overlay. Now let's work with our lighting. First able, instead of square, choose a rectangle. And let's open the second window here. Right click Vertical split here. Great. Here we can turn on the overlay. Our setting is going to be 5.5 and seven. Let's increase the strength, the word 250. Let's go toward the color. I need some blue, blue like that. I want to move this one a little bit more above smaller rotation. Not really a more toward the head. Let's increase the E one on 7.5 grade controls to save, probably a little bit lower, to also emphasize the wheels. Good, Then we go seven where the pivot point. Let's choose the three D cursor. Now choose the area, and let's go with the shift D and make a rotation on the left side like that. Here our color is going to be more toward something white and green, very low, green like that. Choose your own colors, you don't need to repeat me. Completely relatable to our E. It's going to be 765, the power 220 control to save. Then we go with the shift D and one on the right side here. We're going to choose something toward red, pink, red, something like that. Great power 230 probably here. I'm going to move it more toward blue. Let me check if I like this one more. I think, yeah, I think the color palette of blue and red are looking more better with each other. And then we go with the shift, a mesh plane. As for a scale, this is going to be a general lighting one in an Pt is that move this one above. Let's have to recall this one, general light. Let's go in the material properties create new. Let's call this one light above here. Instead of principal BSDF, choose emission. And now we have one more additional source of light. We go with three Empt, GE, a little bit in front air for a small rotation, G up here. The strength 1.3 the let thing go in the render properties, go down in the color management, in the look, choose medium, high contrast, voila, coontralS safe. I think this one behind, we can move this one more closer. And also I want to make it to word 218. Coral safe. Very easy, very quick. Like always. I hope you enjoy it. And let's jump in our next lesson. Guess what? We're going to create the fur for our Penguin. See you there. 8. 3.1 Texture Painting: Hello everyone, and welcome in that block we're going to paint over our Penguin. I remember in the previous lesson I told you about fur, but I forgot a little bit. In the next one, we're going to add the particle system, but for now, let's quickly paint him. Open your second window and go in the shader. Editor, choose our Penguin. Go in the Material Properties and press let's call the Swan Penguin underline paint right here. Shift a and search for image texture, create, connect color first. First of, let's go over the new, let's call the name Penguin paint. Then hold the left click and drag it down, then multiply on. And for the color we're going to choose gray. Like that. I think going to be great. So this is the hex. You can copy. Then you press okay. Then you go toward the color base color. That's what we have at the moment right now. Let's turn off our head. We don't need it actually, Our skateboard to next step. Let's go in the viewer shading. Good. Our next step we go in the texture paint. Yes one, let's go right there in the viewer shading in order to see what we paint. Here we have image, which means we have to save our texture map. We go to save, choose your folder, and save as image. But right now if I'd like to try to draw something I can't because we have to create an UV unwrapping back toward the layout. Go to the edit mode, two for the edges, 300 ped. Let's choose, for example, this one in the middle. Hold out left click here, okay? And then from here, shift out, left click. Let's check it. And here we choose this one in the middle here. Let's play a little bit. Hold shift, left click, left click, left click, left click, in order to connect them. Well, we have one more here. Okay, let's do this one. The same thing. Shift left click, left click, left click, left click. Control three for the other side. Seven. Let's great we go. Right click marks, then we press a wrap. Now back to the texture paint, Now we have our texture map here. If I'll try to draw, I can draw very easy. Our next step under this class, we can found the folder with references which we're going to use in order to paint it. Go in the layout one ped, we go with a Shift A here for image reference, then bring it here, here we're going to choose this penguin and make it a little smaller. And move this one somewhere on the side like that. And then choose your Penguin. And back to the texture paint create. Now we can start to draw. Firstly, what I'd like to do is to make his head black. Right here, we can turn this one, swept the colors. Now we're going to draw with black. The second thing that you can do is to turn x symmetry. Which will save you a little bit of time to make the brush bigger or smaller shift. To make the influence stronger or not, I'm going to keep the strength on one, I'm going to decrease the radius. And now let's start. Just draw over his head. Here going to be the line or who know probably. No, it's okay like that. Then we go three, create. This is the process where you can put a music on the background or something pleasant to listen and control. One, just have fun drawing, but I'm going to do this one in the real time in order for you to not miss important. Now let's swap the colors. Let's create this white part. Here is our. Let's go from here. Oh, good, like that. Mm hmm. I'm going to add a little bit here. At. Despite this isn't as a reference, I'd like to add black on his wings, swap the colors. And I'm going to go here making this one control onsttroly careful. Okay, wings are done. No draw like that one. Good. Let's go to the Alex. The same thing right here. Control one. Control seven. Me a little bit, not really what I like. I'm going to try to make it more cleaner. Three on the side. Okay, control one. Here we have to. Good. I'd like to create a belly for him and for this one, swap the colors and let's make this part white like that. From here the thing is going to be the blushes. So we are going towards some pink color. Choose a random one which you personally would like. I think this one is O. Yes. Let me do one, two, and three. Very nice. Or actually move this one a little bit more higher. Okay, let me try. What if I'm going to make this one here under the ice? One, two, and three. Good. Then how we can see above of near our image, we have a star, which means we have to save our changes. We go toward image sad. Now come back toward the layout. Go in the render mood that what we have at the moment right now, still look boring. Don't worry. In our next lesson, when we're going to bring the fur, they're going to be and before and after. Let's quickly create the material for our ice. Also emphasize your ice. Go in the materials, press new ice. Let's make the base color black and roughness to 0305. The same thing with A. We can go to the beak shift, left click on ice control L, and link materials. Now they both share the same material control to save, but actually I would like to increase to the roughness to 0405. Great head skate, our guy is already done for something. I hope you're satisfied with that lesson. How we can see texture painting in the hard part. You just create texture wrap, draw and safe. Easy. Yes. In our next block, this time for real, we're going to create fear for our Penguin. See you there. 9. 4.1 Fur and Particle System: Hello everyone. I hope you're excited about this lesson because now we're going to create the big before and after in comparison to what we have before. Because it's block number four, we're going to create the Let's start, I cannot wait, shift a mesh plane X go this one on the right. Why we do this one is because I want forest leak to explain some things in case if you are very scared of the all these particle system settings. And then we're going to apply our new created particle system on our Penguin. Go here, press plus hair and let's call this one Penguin underline. Third grade, decrease the number of parents, which you can see right now, two or three at the moment. Right now we don't need more. Hair length going to be 0.15 Go down and go in the render, Open it and press Spline. When you have a check in here, your shape going to be more smooth. But in order to make it even more better viewpoint display strength steps, we go toward five. At the end before our render, we're going to increase this one towards seven. But why I don't need to do this one right now is because it's a little bit too heavy for the PC. Then we go toward the children and bring the interpolated one, increase the display amount toward 50 and render also children are the amount of hairs that going to be a round of each parent hair. In that case one is always for the parent 49 our children's just remember if we have 100 for example of display amount, it's going to be one of parent and 99 of children's grade then go lower. Clamping. Clamping is something that can group our hair. If I'm going to direct this one toward one, take a look. I can group from the endpoint of our hairs. And if I'm going to go to the negative one, I can group from the roots, keep it on zero. But a little bit later, we're going to come back here. Roughness, this is where the main magic can be. Uniform is something that brings the distortion over your general hair shape. So take a look, if I'm going to drag this one on the right, if I'm going to decrease the size, which is going to bring more distortion. Definitely not the hair that you want to have in the morning. That's why let's go toward the uniform. We're going to have point where it is, We go toward 0.0 45. Meanwhile, size going to be 0.9 small distortion. Good. Then we go toward the end point which just shows the direction of each hair, in particular, on the right, on the left, actually only on the site like that. If clump is something that group the hairs, endpoint is something that work with each one individual, we're going to have the endpoint on where it is, end point 0.0 88. Then we go toward the random. The difference between random and uniform is because uniform bring the distortion over your common shape. Random bring the distortion over each one hair in particular, we go here toward 0.140 Meanwhile size is the same but we didn't finish, we go lower toward the king. King is something that can get the hairstyle. You have different hairstyle like in the real life, we all have different hairs. In our case, we're going to choose curl. Here are a few settings. Amplitude, show how I just take a look. Amplitude, you can make it very big or you can make it very small. In our case, we're going to keep it on 0.0 14. Like that clump, the same thing as we emphasized before. And it's going to be 0.9 Then go over the flatness. Just take a look. You can make it flat from the roots or not. We're going to keep this one on 0.1 frequency. This one is interesting, let me just show you. You can increase the amount of spirals of each hair, in particular, for example, 44. Now I have actually an image. The more value you have on your frequency setting, the more car it's going to be like. In the real life, this is like zero. This is like 44, 33 and many, many more. I hope it does make sense at the moment. Right now, we're going to keep our frequency toward 3.2 the shape going to be 0.9 because I want shape shape. Actually let me show you with shape, you can show on each part of your hair. You want all of the settings to be applicable or of the end of your hair or on the roots. For example, if I'm going to drag on the right, take a look, the roots, the steam of our hair is straight. Meanwhile, all of these frequencies, all of the settings are more applicable to the end part of our hair, vice versa, if I'm going to go down, you can see that the end points of our hair are straight. Meanwhile, all of the settings are applicable here. Our shape going to be point. Nine. I want to have a straight steam with this beautiful spirals at the end of our hair. That is actually not is we go toward the clumping. I want to group them from the roots. I'll go with -0.5 like that. We have a few more settings that we're going to add, but before let's apply all of that on our Penguin before let's hide our reference to go toward the Penguin and press control A and apply scale. Another thing because for some reasons, let's say our result may be different. Let's check the face orientation. It have to be blue. But in case if it is red, for example is our head. Let me show you what you can do. Let's do this one together, because our head probably all we have red. So we go to Red Edit mode A. You choose everything and you press Alt N and recalculate outside. Now the face orientation, the direction of your polygons are right. The same thing if your Penguin is red, do the same thing. Now, come back. Check off, go on your Penguin. Go here plus and choose our Penguin for increase the number of parents toward 3,000 Let's adjust our head. We go, oops, we go here in the pivot point and change in individual region, then we go on our head and make it bigger like that. Good three S, E one more time as good ice. Probably only let's go only with our ice three and move them. Ge like that. What about our big small rotation? It's good. We go with our skate. Emphasize it, oops, on our Kate. Is it go down and let's go toward our render. Let's see what we have. It's nice, you probably think so. But I can prove that we can make it even more better on the question, how I'm going to show you the golden rule. My friends, always, when you create hair particle system, you have to create a material part. That's why we go into material properties here and bring new Penguin underline in the surface. We have principle SDF, but we have also principled hair BDF, which was created for reasons. Now go here, relatable. Go in the penguin paint, choose emphasize our image texture control. Go here, control, bring the color right here, then we go toward the roughness. Let's make some settings and then you're going to understand what mean. We go toward 0.40 0.4 coat, we go toward 0.7 Iowa, we go toward 1.2 and random roughness toward one. Come back to our render and take a look. There is no difference, You think so because we have to go in the particle system here in the material. Choose Penguin for if the previous one principal Penguin paint, the colors are flat. There is no outline of our lighting, it's not realistic. Meanwhile, when you go toward the penguin fur, you can see the outlines. You can see the colors is completely different and it's more relatable to what we see in our real life. Remember, always create a material apart. Let's go here and let me quickly explain roughness and radio roughness is something that show how reflectible you want to have your hair like, to not react on your light or to react a lot on your light. I'm going to keep this one on zero. Four code is something that can make it again. Another way of making it shiny more as a diamond. One, if you're going to increase, it's going to be more like a diamond less, less a diamond IO. The intensity is more like the saturation of your color. So let me show you for example, if I'm going to keep this one on five, five. I say, you see everything is how this pale. Yeah, this is the right word. I think if I'm going to keep this one, for example, 1.1 the result also not the best one, keep it in the middle. 1.2 is something that's going to make it saturated or even more like 1.3 I think it's more than enough. Random roughness also is very useful. We probably will not see a big difference. But it's something that randomize the way how the lighting interact with your hair. I usually keep this one on the big value because I think the result is more deep. In that case, take a look at your Penguin. Isn't he cute? I think more than enough. Let's turn off the head. Let's delete this one. We don't need it anymore. Or if you want to play around, actually if you like to play around with the settings of your particle system, you can keep it watch there and then apply on our Penguin. But I personally want to delete it. What if I'll tell you that we didn't finish. There are a few more settings that we can use in order to make our Penguin even more cooler than the way how it is. Our hair right now is pretty thick. We go in our particle system settings and there is a thing like hair shape. If you're going to change the value right now, you'll not see the difference because the difference can be viewed only in the render part. But the diameter root, the less value you have, the more thin going to be the roots of your hair. And the bigger value, the more thick it going to be. The same thing with tip, tip influence over the end, over the end of your hair. Right now it is thick, we can make it more thinner. We go here with 0.2 meanwhile diameter going to be 0.4 And now we're going the render and let's check what we have. Great, let me show you the difference here. If I'm going to keep on one. I'm sorry, I told you I missed with the words. The more bigger we're going to have the value on tip, the more thicker it's going to be, The less, the less is the value, the more thinner it is. We're going to keep this one on 0.120 Meanwhile, the diameter root, it's how you can see we have here this small spirals that I personally like it. You can increase, for example, the amount if you like so, but at the moment right now, he's very chubby, fluffy, and really very cute. Let's check it. Let's increase a little bit. The world lighting, a little bit more like that. Here it is, our Penguin. He's already ready for the render, even without skate, even without hat. We actually finished with him and I hope you're very satisfied with the value that I try to provide, even if you're a beginner. And it probably is too much for you. How I say before? A little bit more time. Coffee or tea and you'll get it. My friend remember to have fun. But our Penguin is dope is very top. I really like him. Let's check it. Remember how I say in the first lessons, it can look difficult when you look at the entire image, but step by step, step by step, you build your character. You make one thing, second thing, and then you multiply them, compose more correctly to say have a very pleasant result. Let's go in our next chapter where we're going to bring the texture for our skateboard, for our head, and then we're going to render. And then I'm going to tell you goodbye, but for now, see you soon. 10. 5.1 Addon for texturing: Welcome back my friends in the last block where we're going to texture the head and our skate. For this one you'll need Blender kit add on, which you can download for free. You're going to download a zip file, then your next step is to register very simple email password. That is after your zip file is downloaded, done unpack it, go in the Blender. Edit Preferences, dons install here, Sarge, for your zip file and press installed on. Then you go again toward the preference add ons and search here for blender kit and make sure that you have a check in right here. Then you press and for the site menu. And your blender kit going to be appeared right there. You'll have here login, bring your e mail password. And after that one you'll have, you'll have access for a lot of materials like 10,000 models and many more, which we're going to use in order to create our next textures. Do this one, and after you've done, let's go in our next lesson where we're going to create our skateboard. 11. 5.2 Skateboard texturing: Let's start with our skateboard. Texturing here, let's hide our Penguin. We don't need him at the moment, right now. We need our skateboard. Let's start with our wheels. Bring materials here. Search for plastic and press Enter. There's the thing, which one I like it. Plastic shader, sweet plastic, cheap plastic. This one. Then you just press double click. Then we go toward Did this one. Also going the materials. Let's play around here with a reflection. What if I'm going to decrease this one toward 380? There was the thing like roughness I suppose, or displacement. The displacement is something that we can keep it on 0.45 in order to have more of the small dots right here. You can see which is more realistic. Which is more realistic then we go toward the roughness. I'm going to decrease this one also toward 380 to have more of the shiny part. I think about the base color, I'm going to increase it more toward this type of cherry one. Then we go toward our tracks here. Search for metal. I already have it, but let me press with you one more time. Let's check something that we personally would like. I want some thing with small scratches too much. What about this one? Let's copy this one right here, which is metal zero one in my case because already played before. It's so I'm going to decrease toward two. Let me check right here, but I'm still not sure if I like the color. What if you're going to delete it, which was shift right click. Let's make our base color more toward this type of grey but not very dark like that one. I also like to apply the bevel on our first, let's apply the mirror then apply the bevel, it's okay. That is for our truck metals. Yes, it looks very nice. Probably not really, as in the real life. We can go toward the scale right here and decrease this one toward 1.21 0.2 and 1.2 In that case we're, we're going to scale our texture. Great. Then let's go toward our desk here. We're going to divide it. Go to the edit mode seven to take a look above. Let's hide our general light in order to see this one emphasize this one above. Great. Let's go with one more control. Plus, in order to emphasize one more layer. Then we go to, let's call this one, desk under line, above sine. Then here we press control in order to reverse. We go with plus. Let's call this one tinow. We have here two materials. Let's start with the first one which is above. Let's go in our render moot out of the edit mode. Let's create it, first of all, let's make it black, like that roughness, let's increase toward 0.6 From here we go with bump, connect normal toward the normal and then we go with a noise texture color toward the height. From here we press control in order to have our mapic and texture coordinate. In case if it didn't work, you go toward the edit preference ads here for Wrangler and have a check in right here. But before let's apply our mirror a modifier and then we go to the control A and apply scale. Great, now it's better than it was what I would like to do next. Firstly scale, I'm going to increase toward 35 or even probably more. I want to have small dots right here. Probably 55. Let's go, I don't know how to pronounce this one. Go toward this and increase toward 3.5 Distortion. We're going to keep it on 0.01 probably the scale once again, 85. Here in the mapping. Let's increase the scale. Or three. Three and three. Now we have small dots around of our desk. If you don't like that one, you can go here, you can play. We can invert it also, but there is no necessity to pick again. It's a three illustration. We don't see all of these details relatable to that part. Below we go to Word Materials. Again, blender, open. Let's turn on our general light right here. Let's search for wood. Choose the second material of our wood. Which one? We'll like to apply something again with scratches. Search for it. I found what I personally wanted. I think this is the page number eight or something and unfortunately they all have the similar names. So this one is called wood double click. It appear right here, relatable toward our metallic. I don't think that I need to keep it on that one. I think 0.25 going to be enough. Let's hide it, let's go toward our texture. Okay, let's increase the strength. Let me just try 0.2 in order to make this one more emphasized, but it's too much. We're going to keep this one on one hungry 20. What I'd like to do more is on the rotation 90 degrees on the z axis. In order to make it like that here, we're going to press 25 on the x one. What about strength right here? What if just one? I'm going to press it, not really something. I'm going to keep it right here. Great, let's turn. That is our result. I really like it, and I hope you're satisfied. Your result also how we can see, it didn't took too much of the time, of our time like always, let's turn on our Penguin where it is. Here you are. In the next lesson, we will have to create the texture for our head and we finish it. But for now, thank you so much and I'm going to see you in our next lesson. 12. 5.3 Hat texturing + fur: We're very close because one thing that we have to do is our head. Let's start here. Let's hide our Penguin skateboard and turn on our head. Emphasize it one in an M Pt. Let's go on the render mode. Let me one, okay, blender kit materials open here, search for fabric, then we go toward our second page. Third one. Actually, we have here the fabric. Zero two, double click. Wait a second. That is what we have in the shader mood. Let's play around right here. Go in the mapping. I'll like to decrease this one toward three, two and two to make it more emphasized. Or probably even more. I'll like to one and one create. Then we can have a smaller rotation on the 1405 or actually -45 feet will be more right. They are, in that case, more straight. Then let's apply our bevel, apply and then let's go with the control and scale Gretjap. One more thing that we can do is apply our subdivision one more time. Press control two in order to make it more smooth but decrease the level of viewpoint and render viewpoart toward one because we don't need it really so much. Then we go toward the normal map displacement and increases one toward 1.1 0.5 That is what we can also play a little bit with the roughness. If we're going to drag this one down, it's going to be very effective. We don't need it. I would like, personally, to drag this one more in that square toward the border of that square then. About the base color, I personally like the red one. But if you don't like it, you can shift. Right click Deleted Control, right click deleted. Then choose wherever color do you personally want, Red, blue, green, Wherever? I personally, I'm going to keep it with the same cherry color that it was before. To make it even more better, we can create the particle system for our head quickly. Let's go new hair. Let's decrease this one toward 350 hair length, going to be 0.0 222. Let's increase this one to 0.08 or actually 0.05 Control save, go down. We go toward Spline. Check in View steps five and Interpolated. Then from here we're going to press 25 and 25. Let's go again and decrease this one toward 003. I think that is more than enough. Then we go down clump, going to be a 0.2 in order to group them. And then go toward the uniform. And here it's going to be 0.0 22 to bring a small distortion. Then the end point going to be 0015. Then toward the random going to be 33, correct. Then where is the size going to be? 0.95 relatable toward the clump. I'd like to decrease this one towards zero five because I don't need the big groups of them. Then we go down toward the hair shape and let's decrease this one toward zero three and zero one did. Got something to do? Yes, to create a material apart. Here. Let's first of all see what we have. That is our result. I still think that we can decrease it decrease toward 23. I want to keep it on 23. But they are comma, I can say that this is bet, but let's make it better. We go toward the particle, toward the material plus new. Let's call this one head underline F. Let's switch principal SDF toward the principal hair BsDF here in the color. Let's try to adjust. And you found something similar to this cherry. One more brighter like that. In my case, this is the X. If you like it, copy and then we go toward our particle system. And here in the material, whereas in the rendered tap, switch on the head, fur, should I say something about the difference? The difference is day, night, then we go here and toward the roughness. Let's keep this one on 0.55 and here also going to be 0.6 are going to be 1.25 and random toward one. Let me make the color a little bit more toward tlalet's decrease the amount of hairs to 210. Very nice. And now let's go and turn our Penguin. Let's turn our skateboard. Let's check once, if you want a full screen, you press control space. Control space bar, and that is your result. That is my friends for our class. I hope you really enjoy it. Don't worry, we're going to render in the next one. But we've done everything, modeling, even sculpting, even texturing, even texture painting, everything. I really hope that you found it useful and I really hope that I was capable to explain things in a very simple and clear way. If it is, please read me a review. But now let's go for our less part, where we going to render it. See you there. 13. Render + Compositing: Final, render a look at him. Remember how we started and take a look right now. I really enjoy your final result and I hope that you're enjoying also control Spacebar to come back layout. Let's start with our camera. Firstly, do we have it? Yes, we have it. In order to place your camera angle. In order to place your camera from wherever angle do you want you press Control out and zero on an M ped. Then we go in the end camera here, make it red. Let's adjust this one. I want to have this type of angle from the site like that grad. Let me check. Yes, then we are going toward our properties right here and medium high contrast is on. Then what I want to do, in order to have a really quality render, you have to have a big amount of samples. But my recommendation, this is how I usually do bring it. We're going to make a test render. We'll check if everything is on point, then we're going to increase it for our final render. Let's check if we don't have anything to hide which mean like for example our reference which you don't see in the Viewpoort, but the camera is on which means it going to be in the render turn off also. They all are turned off gray, then go toward our Penguin in the particle system properties here. Remember I told you viewport display increased towards seven to make it the best control to say one more thing, I'd like to increase the lighting of our general light toward 1.4 probably. I'm going to increase with the value of five for each one right here. Five right here, also five grade. Then what about the world color? It is enough actually. We will hide our world, which means we go toward the render. Go down. Probably probably performance. No film. Yes, and here, check in. And the transparent in that case, we're going to have a transparent background. Why? Because it will save you time. It's going to be a PNG render only of our Penguin. And then in the compositing, I'll show you how we will easily adjust wherever color, black background, white background, red background. It will save us a lot of time in comparison if we'll render each time with different color of our background. I hope it does make sense. Control S, Let's make a test render with three samples. Render image wait for a second. Okay. The quality is of course terrible but that wasn't my point. I just want to check if everything is here, here, we don't have nothing else. Close it. Then we go toward our. Wait a second, I want to make sure that our okay. It's a good good Don't worry. Let me go here. Relatable to the samples. If your PC is weak or average, I'll recommend to have something in between of 600800. But if you can, for example, to increase toward 2000, 403,000 it will take more time. But the final quality will worth it personally because I did a few renders. In order to prepare myself for this class, I'm going to keep this one on Six. Okay, let me go with the 700 control to save choose the samples independence of how strong your PC is. Then we go toward the render and render image. I'll see my friend after my render going to be done, my render is done and how you can see the result could be a little bit more better, but 7,700 samples, what do they expect? Actually, I think I can render with this one with the better quality. But again, I didn't already have myrenders. There is no necessity for me, but not for you. First thing, first we go toward the image, save and choose the folder. Let's call this one Penguin Penguin Done. Or let's call this one Dope Penguin. Save as image. Then don't close this one. We go in the blender. We go in the compositing tab and let's turn on use nodes. Bring this one on the side shift a series for viewer, bring it here and connect image toward that image. Then V if you want to make it smaller or Alt V to make it bigger. Then hold Alt and mouse wheel to direct this one somewhere. Then we press shift A and for alpha, alpha over and bring it here. Connect this one with the image below. That's how you can easily establish wherever color of the background you want. I told you very easy, there are many options. Like for example, bash is pretty nice, pink is pretty nice. But I'm going to keep this one on the classic one, I'm going to get it on something like more toward black. That is then even without pressing at anything, you just have to connect image from this to the compositing one. You go toward your blender render and your background is already applicable, was applied and then you go toward the image Saves Don Penguin with black BG. Let's go for example and make one more with white background. Good, Come back, image, save do Penguin with white BG. Save image my friends, if you want to hear some words from me, like to congratulate you, you can go toward the next lesson. But if not, it is what it is. Thank you so much. I hope you found this class very useful. I hope I hope I'm looking forward to see your results and your reviews. Thank you so much that you spend your time with me. 14. Congratulation: Say before. I just want to say a few kind words for you. First of all, thank you so much that you make the decision to spend your time with me. With that class, I really hope that I was capable to explain everything clear and simple. But remember, the golden rule is always to have fun. Don't compete with someone or wherever. Just enjoy the process. I'd like to ask you for two things. First of all, if you like it, I have other useful classes in my profile that can also boost your knowledge, That can also enhance your skills in three D. The second one, if you like it, a few good words like from you in the review will be very pleasant for me. Or if you don't like it, okay, you can say this one also. I'm open for constructive critique and rest. I wish you the best. It's not the last time when we see each other. Or at least I hope goodbye and take a look at this penguin. He's amazing. I really like all these penguins. Ducks, bears, chibi, chubby, they're so nice. I hope you really enjoy your final result also.