Modeling Robot Character from Netflix Show with Blender 3D | Nodiken 3D | Skillshare

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Modeling Robot Character from Netflix Show with Blender 3D

teacher avatar Nodiken 3D, 3D Artist and Animator

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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.

      Introduction Class

      1:46

    • 2.

      Creating the Helmet and Ears

      11:42

    • 3.

      Modeling the Chest

      5:52

    • 4.

      Creating Arms and Fingers with Bevel Modifier

      14:07

    • 5.

      Finish Character Modeling With Creating the Legs

      8:36

    • 6.

      Cleaning Up The Scene And Applying the Materials

      5:01

    • 7.

      Applying Procedural Rust Material on the Edges

      5:56

    • 8.

      Bumps,Carves and Surface Imperfections with Texture Painting

      7:47

    • 9.

      Drawing the Face, Creating Turnaround Animation and Final Render Settings

      7:12

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About This Class

Hello everybody, Dino here, and welcome to another Blender Course. We will be creating a famous robot character from the first episode of the Netflix Series Love Death n Robots.

First, we will start the course by importing the reference images that you can get from: https://nodiken.gumroad.com/l/kekyc

After that, we will begin character modeling. We will start with the head using standard techniques like adding subdivision surface and mirror modifier.
Once we finish, the head will jump on, creating the chest. Then we move on to modeling character limbs. We used a similar principle for the arms and legs, and I will introduce you to the powerful bevel modifier, which will help us with creating hard edges.

Once we finish modeling all details, we will jump on applying materials to our model.
Then, I will show you an easy way to generate lights for the scene so you can test your materials.

Finally, we will create procedural rust material for the edges with the node system, which you can change and apply to all your models in the scene. After we use rust on the edges, I will show you how you can create bumps, carves, and surface imperfections with texture painting.

We will finish the course with texture painting for the face and final render settings, where I will show you how you can enhance your render quality and create turnaround animation to display your finished model.

All in all, this will be a fun project for blender beginners and it will give you more motivation to continue creating and learning the program and expanding your creative abilities.

What are we waiting for? Let's hop on to the video! ^_^

Meet Your Teacher

Teacher Profile Image

Nodiken 3D

3D Artist and Animator

Teacher

Hey there! I'm a 3D artist and animator with love for teaching and a passion for helping others learn and grow in this incredible field. With over 80 different courses under my belt, I've had the opportunity to work with a wide range of students and help them achieve their creative goals.

Whether you're just starting out in 3D art and animation or you're an experienced artist looking to take your skills to the next level, I'm here to help you succeed. With experience in Blender and a variety of other 3D software,

I'm well-equipped to guide you on your journey to becoming a proficient 3D artist and animator. So let's get creative and bring your wildest 3D dreams to life!

And hey, if you're feeling adventurous, maybe we can even animate a few dinosaurs together. Just ... See full profile

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Transcripts

1. Introduction Class: Hi guys Dana, and welcome to another blended boost. In this course, we will be creating a famous notebook character from the first episode on Netflix series, loved that and drop is. First we will start the course by inputting the reference images that we provided for you. After that, we will begin character modeling. We'll start with the head that using standard techniques like adding subdivision surface and mirror modifier. Once you finish the head, who will jump on creating the chest? Then we move on to the modelling character limbs. If you have similar principles for the arms and legs and Donald introduce you to the powerful bevel modifier, which will help us with creating card edges. Lastly, finished modeling all the details we will jump on applying materials for our modem. Then I will show you an easy way to generate lives for the scene so you can test your materials. Finally, we'll locate procedural rust material on the edges. We denote system which you can apply and change all your models in the scene. After we apply, you're asked on the edges, I will show you how to create bumps, curves, and surfaces per purchase with texture painting. Finally, we will finish the course with texture painting for the face and final render settings, where I will show you how you can enhance your render quality and create Turnaround Animation to this way you're finished model. Let us begin. 2. Creating the Helmet and Ears: Hello everybody and welcome to our first video. So as you can see currently I'm working with Blender version 3, which is the latest version so far. Let's go and create a new file under general. Here we have our default scene and here in this left corner you will be able to see all the shortlist that I'm going to use in this course. First I'm going to press a to select everything. And with x I'm going to delete. So now we have empty scene. So first we can move in front orthographic view, and here we can go and start importing our reference images, which you will be able to get as well. So firstly, the shifted a, I'm going to go under image. And here we are going to select reference. And the reference image that we are going to impact is going to be the front one. Now that we have our front reference image, we can move in right orthographic view, and here we can import our side, the reference image. So once again with the shifting a, we can go under image reference and cite reference image. Now that we have both images, we can go and change some settings in the image properties in this Properties menu here. First let us go and select the front farm. And here we can go and lower down opacity to 0.5. And also, I want to turn on this back and let's go entropy the same for the site. So here once again turn on the opacity, write down 0.5, and also turn on back here. Also, I'm going to enable this filter for selection because I want to disable those two from being selected. So right now we cannot select those two anymore and we can started modelling our character. So the first thing that we are going to model is going to be right butt heads. So let's add cube and move it up and place it to about here. Now immediately I want to go and add subdivision surface modifier with number of subdivisions to, let's scale it up. And here in the middle I'm going to go and add edge loops. And now we can go and remove all the vertices on the left side. Let's add mirror modifier and measure that you are having mirror modifier on top, Lester on the clipping. Now it controlling there, I'm going to go and that edge loop in the middle and pull it down to about here. Now it can move those vertices on the cytopathic G and Z, and it controls on there. I'm going to go and add one more edge loop. And let's try to match the reference image here. Also move those top vertices, it as well. Like so. Because you are working with the cube, we need to make this look more rounded. So we're going to select all the vertices on the right side and we're going to press S and y to make it more rounded to about here. Now we are going to move those vertices to match the reference image. Let's pull the whole head back. And here I'll pull this up and also those backwards as well. Now we can go and add one more edge loop in the middle. Now I will just move those vertices to match the reference image. So now we can move in front and manage the front as well. Now let's pull this up for the face, this top vertex as well. Here I'm going to go and apply mirror modifier. Now with face selection, I'm going to select those two phases in front and with instead of two phases. So let's kill it on the x-axis. And now I will apply subdivision surface modifier with number of subdivisions. And now we can remove all the vertices that we selected and we have whole for the face. Now, we just need to metric that reference image. So here I will just select this down part, move it down. Now let's select all those front vertices. Now those sides vertices as well. I'm just moving them here. Also there. You can see this is very easy to follow the reference image once you have it. Now we are going to remove the left vertices and let's add another mirror modifier with the clipping. And here I'll pull those up as well. Let's add another subdivision surface modifier with number of substitution. Now let's scale it up a little bit. This top part and back part as well. Like so. Now let's move in front of the graphic q. And here I'm going to go and scale the whole head. Let's now scale the face down. Also move those vertices a little bit on the side. Here. And now I'm going to return this slightly down. Select this edge loop. And with E I'm going to through the inside. Now I will just go and move this front part between front. And also return here in front orthographic view to adjust the front as well. Now we can go in object mode and with the right-click, change our shading to smooth. And we are done with creating. Now we are going to create face inside. So for that part I'm going to simple cylinder. Let's move it up and scale it on the x-axis. Like so. Place it in front. And we're going to scale in x-axis to fill all the gaps and shading to smooth. And we created phase. Next we are going to add cube to the scene. And here we are going to create this front part, the hard part, and the GMV. I'm going to pull it in front. Let's add subdivision surface modifier and scale it up a little bit. Now I'm going to go in edit mode and width control in there. I'm going to add edge loop in the middle and remote left side. Here I will add mirror modifier mixture that isn't top with the clipping gone. And now I will go and scale it down to about here and move this slightly down as well. And with E, I will go and start extruding on the side, like so. Let's do it one more time. The GSE, I'm going to pull it down. Now we can move in top orthographic view and move those vertices back by pressing G and Y to lock it on the y-axis. Now we can select this front part and extruded by pressing E. And also with GE can move slightly inside. You can see that we are already getting the shape done. Now let's move. Those vertices are a little bit back. Now we can go and scale down this front part that makes sure that you're working in the X-ray mode. Let's return to a little bit to match the reference image. Also those vertices we can move it, move it a little bit down, like so. You can see that we are just following the shape and now we can go and add loop in the middle to tighten up the shape. Now let's add one more four down part as well. Like so, right-click to change shading to smooth, and we are done with creating the head. The last part of the head will be year. So for that part I will use simple circle. And here I'm going to lower down to number of vertices to 16 in the Default Properties menu. And now we can go and edit mode. I'm going to move in here on the right side, and let's rotate it for 90 degrees. Now I'm going to scale this down by pressing S and let's place it where it should be. So now I'm going to measure the first string here to about here. Let's give it a little bit more, like so. And now we can go and extrude it inside by pressing E and X2 is rooted on the x-axis. Now I'm going to select this edge loop. And here we can go and press it to extrude. Click to cancel any moment. And now here we can go and scale this down. E to extrude on the X to about here. Now E2 throat right-click to get some extrusion. And here I'm going to scale down U2 through it one more time. I'm going just to repeat this the last time. And here I'm going to press F to fill the gap here. Now here we can go and immediately add mirror modifier because we need to also for the left side as well. And also here I'm going to add Bevel modifier. And also I'm going to change shading from flat to smoke. So now we have this, this smooth edges for this hard edges for this connecting parts, we can go and add also subdivision surface modifier to about here. Now we can go and increase number of segments. Here, for example, I'm going to increase to three. Now we can go and continue with this part here. So here I'm going to duplicate this last edge tube by pressing shift in the MVP. I'm going to separate it. Now. I'm going to move here to the side and select that circle. And now we can go and scale this by pressing S and extrude it on the x-axis. Now I'm going to scale it down and E2 through it one more time to Kansas. Moment there. And one more time, I'm going to stretch it there. And here we have a debt part as well. So now we need to create this year parts. So for that I'm going to simple syrup cube to the scene. Let's go and add subdivision surface modifier, lettering, shading to smooth. And also let's go and immediately add mirror modifier. Now we can go and move in the edit mode. And here I'm going to scale this down to about here. Let's place it like so. And here I'm going to sculpt on the x-axis. Now I will turn on x-ray mode. Here we can go and pull this all the way up. And now we can go and add edge loop by personal control in there. I'm going to add one more inside here. Now here we can go and move it on the side and you can see that we can go and scale it up. I'm going to add outlook in the middle. And here we can go and move those down by pressing G and C to make it a little bit rounded. And here I'm going to select all of these by pressing Z and 0. I'm going to align it. And we can go and increase it a little bit on the y, like so. And to make it more on it, I'm going to move this slightly down here. I'm going to go and also add edge loop there and make it a little bit longer. Now we can select everything and rotate it. So here I'm going to place it where it should be. So here I can go and select all of this and pull it inside, like so. And here we are done with modelling here. So that's all for this video. We are done with modelling head, and now we can go and focus on the rest of the body. So see you there. 3. Modeling the Chest: Hello everybody and welcome to our second video in this course. So as you can see, we are done with modeling kit and now we should focus on the rest of the body. First, we are going to start with the neck. For that part, I'm going to bring another circle to the scene. And here I'm going to lower down the number of vertices to 16. Now let us go immediately in edit mode, and here I'm going to scale it down by pressing S. And let's go in x-ray mode as well. Now with Gen Z, I'm going to pull it up to about here. And now with E and Z, I'm going to extrude it down. Now. I will extrude it one more time. Right-click to cancel moment of extrusion. And now I'm going to peel down and let's repeat the process a few times. So it to extrude S to scale. The last time it's here. Now I'm going to press F to fill the hole here and also here as well. And now we can go out of XA mode and here we can go and immediately add subdivision surface modifier. And now let's go and change shading from flat to smoke. Also, we will need to bevel modifier. So here I'm going to bring bevel modifier and let's pull it up. And also here we can go and add more segments to it. So tree is going to be just fine as you can see. And now we can go and continue with the rest of the body. So next is going to be this a middle part. And for that part, I'm going to bring another cube to the scene. And let's go and scale down. And also I'm going to add subdivision surface modifier with number of subdivisions. Now, I'm going to change shading from flat to smooth and let go in edit mode immediately. So here I'm going to turn on x-ray mode. Let's scale it up a little bit. And here let's go into move this part up to about here and two, E and Z, I'm going to shoot this new part here. I'm going to go and scale this a little bit done. Entity E and Z. I'm going to extrude it one more time. Let's do it one more time last time here. Now we need to add support loops. So I'm going to add to support loops. Let's scale it up on the z. And also let's go and do it the same here. Press SC. Here. We can go and select this part here, and also this part here. And you can see that he can go and scale it up a little bit. And now we can go and add edge loop here. In this part we can go and extrude it down. Now, I'm going to pull this down here, I'm going to scale it up. And now here I will just need to move this slightly up and add one more edge loop in the middle. Now, I will need to scale this down and also scale this top part as well. So here we can go and move this slightly up to inflate the ball a little bit to make it more spherical, like so. And here we can go and scale it up a little bit. And now I'm going to go and also check if everything is correct. Here I'm going to add one more subdivision surface may differ. Now we can go and move in right orthographic view with x-ray mode, you can see that you need to return this a little bit on the back. So I'm going to select those two and more it on the y, this top part as well. Now I'm going to select all these backwards. This is Andrew gene Y. I'm going to pull it slightly back. And now we are done with modelling debt part. So now we can go and focus on this Down button for that perfect new simple cube, I'm going to add a subdivision surface modifier, likely to change shading from smooth. And now I'm going to scale it down and place it where it should be. Next, we can go in x-ray mode, and here we can go and select those done vertices, scale it down. Now I'm going to add an edge loop here and pull it up. Let's move. This part is slightly down, and now by pressing K, we can select everything. And with ES index, I'm going to scale it on the x-axis. Also this part here. Let's return it a little bit and most likely down. Now let us go and also scale it on the Y. So this part needs to be wider. Like so I'm going to select this and I'm going just to move it manually purposing G and Y. And here we are done with modelling that part as well. So here maybe we can go and add one more edge loop. Now we can go and focus on creating this backpack. So for that part, Let's go and add simple tube subdivision surface modifier, likely to change shading from smooth. Now I'm going to steal it down g and y to pull it back. Now, I'm going to scale it on the y. Here. We need to turn on x-ray mode. And with Gen Z, I'm going to pull it up and also down as well. Now I'm going to add edge loop here. And also now we can go and add edge loops on top and bottom part. Now we can go in front and here I'm going to scale up. And let's go and add one more edge loops. Here you can see that we are done with modelling the backpack. G and C also here. I'm going to go and move it to stretch the back here. With the shift in D. I'm going to duplicate this, scale it down and placed for this part here. Also, you can go and scale it up a little bit on the x. And here we are done with creating the backpack. So that's it about the studio. Stay tuned because in the next video we are going to add legs and arms as well. 4. Creating Arms and Fingers with Bevel Modifier: Hello everybody and welcome to our third within this course. So as you can see, we are done with modeling, but the end now we should focus on arms and heads. First, we are going to create those connecting parts. And for that I'm going to simple circle here. I'm going to lower down number of vertices to 16. Now I'm going to go in edit mode and move it on the side. Let's rotate for 90 degrees on the x-axis. And I'm going to press S to scale down and place it where it should be. Now I'm going to press E and S to scale it down. Now I'm going to extrude this inside by pressing E. And now we can go and press E and S one more time. Now we need to pull this out by pressing E and y on the y-axis. Now one more time, E and S to scale it inside. And let's go and place it inside. And here I'm going to press F to fill the gap here. Now we can move in right orthographic view. And here I can go in x-ray mode. And I'm going to select all these vertices and I will best SY is 0 to align it on the y-axis. And also I'm going to do the same with the front part. Now we need to go and add mirror modifier. But at this time we will go and mirror it also on the y axis because we want this shape to have on the other side as well. So I'm going to mirror it on the y. Now we can go and press G and Y to move it in here I can go and select this edge loop. And by pesky and y, we can go and book bullet back. And don't forget to turn on looping. So now I'm going to connect those two. And here we can go now and apply mirror modifier by pressing control and day. And now we can go back in edit mode. And here I'm going to just go and scale it on the y-axis here. And here we are done with modelling debt connecting part. Now we can go and add subdivision surface modifier with number of subdivisions torque. I'm going to change shading from flat to smooth. And also I'm going to add Bevel modifier. I'm going to pull it up to about here. And here we can go and increase segments three. And here we are done with the depth, but now I'm going to press a to select it and it's shifting D. I'm going to duplicate it down, but I'm going to go and get rid of this half here. Both of these by pressing X and selecting them. And now we can go and add mirror modifier, it mirroring only on the x. This time. Here I'm going to go and press L to select linked objects and scale it down like so. We are done with this first part. Next we have this huge arm, but, and for that part we are going to use one more time circle with the shift in a. I'm going to create simple circle to the scene. Now we can go in edit mode, and here I'm going to rotate it and scale it down. First, I'm going to match this top part. So I will press air to rotate and scale it down like so, and place it here on top. So now I can go and start extruding down. So I will press ear to extrude it to about there. Now that E and S, I'm going to extrude this part out. And with a, I will extrude along this huge part solving. I will press U S to scale it. So I'm just following the reference image. One more time here. Let's scale it down a little bit. To about here. I'm going to rotate it slightly. Now, I'm going to press E and F scale inside. Now I will start extruding for this down part. I'm going to return a little bit. Now. I will extrude it far more time, scale it down a little bit more time for this last part. Now I'm going to extrude this, the inset as well to about here and also eat through that insight, scaled down a little bit and I'll press F to filter. Hold here. Now, I'm going to do the same here for this top part. So I'm going to scale down a little bit, E and S, and extrude it inside. Scale down a little bit and press F to fill the gap there. Now we have this part here so you can see it's moved slightly down. So I'm going to go and back here. And here I'm going to select those three vertices. And also make sure that you select on the both sides. Also here and here. But you don't need to select those insights vertices, so you need to do select them. So we need to just out so you can check it if you go out of x-ray mode. So we need three on the backend, three on the front. And now I can go and move it slightly down to about here. And now I can go and select those two and move them slightly down at substitution Surface Modifier with number of subdivisions, tooth. And let's change shading from flat to smooth in object mode. And you can see that we are almost done, so we need only supporting groups here. So first I'm going to go and add support loops here on top by pressing Control and S. And also here as well as well here. One more, one more here inside to about there. Now for this bottom part, I'm going to go and add support work there and also here out and instead one more time. And also on this ending part as well. So on here and here, and also on inside as well to about there. And here you can see that we are done with modelling this huge part. So now we can go and add mirror modifier to add on the other side. And also here we can go and add Baltimore support loop here to make it tightened. And also here, we are done with those two parts. Now we have this small joint here. And for that part I'm going to use circle once again with number of 16 for the vertices. Next week can go and edit mode, and here I'm going to scale it down. Let's enter in x-ray mode. And here let's place it inside as well. This circle to about here. So now we can go and start extruding down. So I'm going to press E to extrude. Let's kill it up a little bit so we can go and start follow the reference image as much as possible. I'm going to rotate this a little bit and place it here on top. Now I will go and rotate this second one as well. And also this one here. I'm going to go and align it a little bit better. Now I'm going to press E and S For this out part. Let us go and press E and S for this small part inside. And now I'm going to do this one more time down. This time I'm going to scale it down E and S. Now for the last part, needs to go out. And here I'm going to just go through the inside. And let's go and scale it down a little bit. So now we can go and add subdivision surface modifier with number of subdivisions. And also we can go and add Boolean modifier. Actually NOT Boolean but beveled. And I'm going to just pull it up and change shading from flat to smooth. And here you can go and add more segments to it. And now we can go and add four arms for the forearm. I'm going to use circle once again. Let's go and scale it down. Rotate it on the side. First, I'm going to merge this radius here of the reference image, like so. Next you can go and move right orthographic fuel and move index mode as well. And here you can see that we need to rotate it a little bit. Let's back as well to about here. I'm going to scale it up a little bit. Like so. And now we can go and extrude it down to about here. Now I'm going to press E and S to extrude it out for this outer part. And let's go and extrude it all the way down to about here. And now I'm going to press Z and 0 to make it perfectly state on the z-axis. Now I'm going to press R to rotate. And now I'm just going to pull it to about here. Let's move in right, orthographic q. Here you can see that we need to rotate it a little bit. Now we need to create holes for fingers. So I'm going to press E and S to extrude it inside. And now with E, I'm going to pull it inside and F to fill the gap there. Now I'm going to press F Once again on this top part. Let's go and add sub Digital Surface Modifier with number of subdivision two. Now I'm going to change shading from flat to smooth. Also, you can see that we need to add supporting loops. So here I'm going to press Control and air and pull it all the way down. Now I'm going to go and add second one here for this top part. Let's go and add one more here and one outside, one down, and also on, on top to about here. Now we can go and add an edge loop here as well. And also out. One more insight just for the fingers. Here you can see that we are done with this forearm as well. So maybe we can go and just kill it up a little bit. And maybe a little bit rotation is going to be just fine. And you can see that on the writer at orthographic view, everything is just fine. The last part of the arms, arm is going to be fingers. And we can do it by getting one. And later on we are going to duplicate that one and arrange them around. So first I'm going to add simple cube to the scene. So now I can go and edit mode scale down. Let's move it here on the sides. Here I'm going to use subdivision surface modifier. Now I'm going to change shading to smooth. And let's enter in x-ray mode. Here I'm going to select this top part and the G and Z. I'm going to pull it up to about here. Now I will press E and S took through that insight. E and Z to extrude it up to about there. Now I'm going to extrude it out by pressing E and S. And one more time here on the z by pressing E, I'm going to suit new face loop. Now we need to go and add supporting globe, so with control and there I'm going to pull it up here, down here. Now I will need also for this inside part as well. Now for this out down part, we will need to do the same here and also here. And we can go and add also loop cards here and also one more insight there. So now I'm going to move in right orthographic view. And here I'm going to just move this slightly up, like so. And now I'm going to extrude new face on the Z, test E and Z to extrude it down. Now I will go and pull this up. So now I can go and duplicate this one. So first let's place this one by rotating around here. Let's kill it down a little bit. Now we can go out of x-ray mode. Now we don't need to follow the reference image that March, so we will need just to arrange those fingers as it should be with the shift in D. I'm going to duplicate this one here, j and y. I'm going to move it in front. And now I'm going to go and press L to select this linked object. And with the shift in D, I'm going to create the third finger. But this time I'm going to move it slightly back by pressing G and Y. And also I'm going to look like I'm looking right now and I will just rotate it slightly on the side, like so. Now I'm going to duplicate this one and place it here. And now with G and I'm going to place it inside. Also, I will, I will look down, so I will be able to rotate it around. Press just air to rotate it slightly. Here are considered. We can go and rotate it a little bit more. I'm going to place it there. Let's move on the side here, slightly up. Now I'm going to select this one here. Make it a little bit straighter. Let's go and select this one here and move it here as well. Now the last one is going to be tamp. So I will duplicate this one here and place it by pressing G and back. And with j index, I'm going to move it slightly there. And now we will need to rotate this one. I will read more and you can see that we are done with fingers. Now we can go and only this, we can place it a little bit more insight than the rest. And here we are done with creating fingers. So now I'm going to add also mirror modifier on joint, forearm and fingers because we are missing those on the left side. First for the Giant, I'm going to add mirror modifier. Now for the forearm, I will do the same and the last one are going to be fingers. And here you can see that we are done with modelling arm. So that's it about the city-state you on the customer. The next video we are going to finish our modelling with creating collects. 5. Finish Character Modeling With Creating the Legs: Hello everybody and welcome to our fourth video in this course. So as you can see, we are almost done with modelling color, but now we can go and focus on modelling legs. So for that part, I'm going to use another circle to the scene. And here I will go and lower down number of vertices to 16. Now let us go in edit mode and scale it down. So first we are going to create those who joins here. So I will go ahead and rotate this and I'm going to scale it inside and make sure that you're working next famous so you can see better. Now I can go and start extruding this down. So I will press E to about here. Let's kill it down. Now I will press E and S extruded out. Now, eat one more time. And now I will need to rotate it a little bit. Now let's go and press E and S scaled out to move it down one more time. But this time I will need to rotate it as well. Now let's go and press E and S. Let's kill it up a little bit and place it here. Now I'm going to extrude it one more time here. Let's rotate this one as well. Eat and S to extrude it out. Let's move this one a little bit here on the side. And now we can go into extrude it down as you can see here, and rotate it as well for this bottom part, next weekend go and add subdivision surface modifier. Also, we can add Bevel modifier. I'm going to pull it up. And here we can add more segments to it. And as you can see, we're almost done here. Consider that we are having COBIT issue here. So I'm just going to go and scale this down. And everything seems to be just fine. So everything is correct and we can continue with this part here. So for that part one more time, I'm going to circle. Let's go and scale it down and place it where it should be. I'm going to rotate it on the site. Let's scale it up a little bit. And now I will just press it to extrude. Let's rotate it as well. Now, I will press E and S. Now we can go and extrude it down one more time. I'm going to select this edge loop and scale it up as well. Let's go through this part one more time by pressing E and S. Now, I will press E and Z to exclude the doubt Z and 0 to make it perfectly straight onto the z-axis. Move it two down. And now I will press E and S to extrude inside and E and Z to extrude it down one more time. And now I will create whole insights on press E and S and E and Z to through the inside. And now we can fill this gap here by pressing F. Now you can see that you can go and add subdivision surface modifier with number of subdivisions to change shading from flat to smooth. And here we can go and start adding supporting loops. So I'm going to go and start with this bottom part. Also here for the insight control. And there I'm just adding supporting globes too, but here is going to be just fine. Now for this part, I'm going to pull it all the way down, like so, and here as well. Now let's go and make this top part. Like so. Also here and down as well. Also on the sides. Here I'm going to press E and S to suit the insight. And I'm going to press F to fill the gap here. We are done with this part as well. Now we have this small joint here which we can go and duplicate from this top part. So press L, select this object shift in D. And with P, I'm going to separate it as a separate object. Now we can go and grab it here. And with error z and 90, I'm going to rotate it for 90 degrees on the z-axis. So let's scale it down a little bit. And here we can move it on the side to see if everything is correct. Now we can go and add this last part of the legs. So for that part we can use one more time circle. Let's move it here on the sides. In edit mode, I'm going to scale it down. Let's place it where it should be. I'm going to measure this first radius on top. And now I'm going to move here on the side. Let's move it there. I'm going to scale it up a bit, E and Z, Z and 0. I'm going to make it perfectly straight this and align it on the z-axis, E and S to extrude it out. Now I'm going to scroll all the way down. I will start extruding kiss Insights. I will press E and S and S 21 more time. Let's go and create this small one here. E and Z to pull it inside and F to fill the gap here. Now we can add subdivision surface modifier with number of subdivision to change shading from flat to smooth. And here we can add support loops as well. So I will go and add them by pressing control and they're on each of this. Also we will need here as well. Now we can focus on this bottom part. Here. Let's move it down as well. I'm going to add lung inside as well. Also here. And let's move now on top. Now I'm going to go and press F to fill the gap there. And I will press I for insisting phase. Now I'm going to go and add support loops here. Now we have this small insight as well. So I'm going to add simple cylinder to place it inside. Here. You are going to be just fine. I will go and add a subdivision surface modifier. Now I will need to add supporting loops. Also here and insight. I will select this edge loop and press I to insert phase their pledge chain shading from flat to smart. I'm going to move it slightly down. Let's add one more support loop on top, like so here we are done with that part. The last part is going to be this leg, but I will go and duplicate this joint here with the shift in D. I'm going to place it down and I'm going to just scale it on the ZX. Let's move it here in front to see if everything is correct. I'm going to scale it a little bit on the x. And here we can go and scale it a little bit on the y. Now the last part is going to be adding mirror modifier on those huge part. As you can see, we're missing those. I will just add them now and we are done with modelling our robot. 6. Cleaning Up The Scene And Applying the Materials: As you can see, we are done with modeling car model. And before we continue on shading, we are going to clean up our module a little bit. So first we are going to arrange mirror modifier is always on top on each of the segments of our model. So here I'm going just to pull it up. Let's go ECMO On the next part, like this. So just make sure that you are having mirror modifier always on top. Now I'm going to move on arms as well. Also here. Here as well. For the ears and all other segments should be just fine. We are having this small back part and here we are going to add also mirror modifier because we forgot to add. Here, I'm going to pull it up and weed control and a, I'm going to apply location and now I'm having mirroring effect also here for this face because it's just simple cylinder. We are missing a little bit more vertices and information. So here I'm going to go in edit mode and with control and error, I'm going to create a loop and pull it to about here. Now, I will add one more and move it down. And now we are done with that part. Now if you switch to render it, you cannot see anything because we didn't have any last of the scene. And also right now, we don't need anymore reference images, so I'm going to hide it from the scene and also disabled from being rendered. Next I'm going to go under Edit preferences. And here I'm going to search for Node Wrangler add-on and make sure that you are having this box checked in and this Node Wrangler add-on is amazing because it allows you to use different shortcuts when you're using nodes in Blender. For example, let's go under shading. Here. I'm going to switch render entering from being able to cycle because we weren't higher-quality of the Render. And also here I'm going to turn on transparency under fill like this. And as you can see, everything is dark. So here I'm going to switch from object to world trading with the shifting a, I'm going to find sky texture. And now if you go and connect those two together, we will have sky texture and meeting to our model. And here you have different settings that you can play with. So for example, with the dust and also Sun's size and rotation as well. For now I'm going to keep everything as it is. Let's go back to Object shading. And here, let's go and create our first material. So first, I'm going to select this part as great new material. And here we are going just to touch it the same material to all those parts. So here I'm going to hold shift and on all orange parts I'm going to select it by holding Shift, also backpack, helmet as well, and ears and this part as well. The last part that I'm going to select is going to be this material that I have. And by pressing control and L, I'm going to link those together as you can see now they're all sharing the same materials. For example, if you select this one here, you can see that we are having ten different elements on our sin, detaching the same material. Now let's go and create another one here for this black material, I'm going to switch the color and now I can hold Shift, select all the other parts like those. And the last one that I'm going to select is going to be this one here. This is going to be active. We can see this light orange and I will once again press Control L, link those together. So now they're saying the same material. And also here I'm going just to go and find this other material. Now let's go ahead and work a little bit here on this art materials. So we need to make it metallics. Here. I'm going to paste metallic to one. And also with the shifting, am going to search for water on my texture. Right now because we are having Node Wrangler Adam, we can preview this by holding Control and Shift and left-click here, we can see our Voronoi texture and I'm going to increase this one to 10000 like this. So here you can see those small dots. And just I'm going to plug in these two roughness here. And now I'm going to go and select this principle, BRDF to connect this one to material outputs. So here you can see those small reflection which materials should have. And also here we can go and change our color a little bit like this. And now also I'm going to do the same here. So once again, Voronoi texture scale, I'm going to increase it to 1 thousand. And here I'm going to plug in this color, roughness like this and also make sure that you are having this metallic. Don't worry about the phase we are going to later on, the texture painting on the face. So here you can just go and create new material with black color like this. That's it about the studio. Stay tuned because in the next video we are going to add some grass on the edges. And also I will show you how to create bumps and also later on we will paint on the face as well. So see you there. 7. Applying Procedural Rust Material on the Edges: Hello everybody and welcome to another video. So here you can see that we are having this basic metal material that we created previously. And now you're going to add rust on the edges of this metal. Here. I'm going to go and move this here. And the basic concept that we are going to do here is we are going to create two materials and we are going to combine that material into one material. And we're going to later on to tell blender that we want to the other material only to be visible on the edges here with a shift in D. I'm going to duplicate this first one here, and let's change the color here to white. If now with the shift and a, I'm going to search for mixed shader node. So now I can go and join those two together. And now you can see that we are having these gray material, which is a combination of this black and white. And here you can see that if you pull this all the way till one is going to be pure white and on the other side is going to be black, as you can see. Now, this is going to be the node that we will need to import another node which will tell blender to use only one material on the edges. And for that we are going to use some geometry node. So let's bring it here. And now I will go and bring color ramp as well. Now I'm going to use this point illness and connected here. And this one is going to control which material is going to be on the edges. So now with control and shift, we can go and preview this year. And now as you go and bring those two together closer, consider is starting to detect the edges. Here you can see it. Now we have those edges and now if you go and press Control Shift and left-click here. Now you will have this material, as you can see, we have this white material only on the edges. So to add a little bit no shear because this is pure, we are going to add another texture which is going to be mass great texture. And we can go and connect it here. So now we will need to go and pest control and shift and video this year. And now you can go and play here with the scale. So for example, you can go and set it as you like. So also you can go and increase details as well like this and knowledge you connect this. You can see that we are having those white edges here. And also, for example, you can go and also add this noise texture as well. So with the shift in a, you can search for no section and also add noise here as well and play also here with the scale as well. So now let's go and set other parts as well. So you can see this. You will need each time to make changes on each part. So here for example, you cannot, you cannot see anything. So I'm going to make this one unique by selecting this number here. And now I'm going to press Control Shift and left-click. And now I'm going to play here with this volume here, like this. And now everything is going to be fine. So we are seeing those lines. And here I'm going to leave everything as it is now we can go and plugging this back. So we are having those edges white. Let's go and focus on this one here. Make it unique. Precedent that number here, Control Shift and left-click. And here you can go and play with the scale. So starting, this is going to be just fine. So we are having those white, white material on the edges. And here everything should be just fine. And also here, for example, make this one unique. Select the number and play with the scale here on this mass graves if you want to see those white edges. And here everything is, should be just fine. Now we can go and apply the same principle on the orange material as well. So here I'm going to go and zoom it out. And now we can go and copy this by pressing Control and C. And now we can go and select this orange material and hit Control and V, we can paste it here. Now I'm going to use this orange color here, this dicot. I'm going to copy this hex code and try it. Now we can go and remove this one here, connect this mix shader. And instead of having the black here, I'm going to use this hex code previously. Did I hit paste it here. And now we will need to set up each of these pieces individually. So for example, you can see that we are having issue and on the Hamlet. And here I'm going to make this one unique. And let's go and play with the scale here. Actually, we can go and preview it here because we want a little bit the edges. So something like this is going to be just fine. I'm going to plug-in it back here. Now for this hats front, I'm going to go and make this one unique as well. So let's go and this time I'm going to use preview. Once again. Something like this is going to be just fine. Now, I'm going to plug in back. Also hear everything should be just fine. Now, for this front part, I'm going to make this one unique. Let's play with the scale. I'm going to use this period mode. And this one is going to be just fine as it is. Here. Everything is okay. Let's see, on the back and back, backpack needs to be unique here as well. I'm going to go and play with this volume. Let's go in preview mode. So we can see here we can go and add just a little bit, something like this is going to be just fine. Here. We are done with applying the crust on the edges. So that's it about this video. Stay tuned because the next video I'm going to show you how you can add bumps. And also later on I will show you how to create phase for our small rabbit. So see you there. 8. Bumps,Carves and Surface Imperfections with Texture Painting: Hello everybody and welcome to another video. So as you can see in previous video, we create a trust material on the edges. And now in this video I will show you how to create bumps and also surface imperfections and curves symptoms your module. So first I'm going to select Jess and the, the shift and age. I'm going to hide everything except stressed ethanol. I will switch in material preview. So now we can go in and smooth. And here I want to go and paint this edge here to another material which is going to be black material that we had previously. With the Face Selection, I'm going to select those three edge loops like so. Let's create a new material slot. And here I'm going to apply a black material that I had previously, also here on this top part and with control and air, I'm going to add one more edge loop and I will pinch the material close to the edge. Now we can go and move in UV Editing. Here we are here because we will need to unwrap this model first in order to apply bump texture. So as you can see, this shape remind us of job which is subdivided and we are going to unwrap it like the simple cube. First I will move in Edge Selection and it Alt, I will select this edge loop. And basically I will go and hold Shift and select all those four sides like so. Now with the shift, I will select also those three top adjust to connect this left and right side. Now, by pressing right-click, I will mark those as a seems. So right now you can see those red lines which is telling wonder that those are the areas where the cutting is going to happen. So here you can go and burst a to select everything. By pressing you unwrap, you will be able to unwrap your model. So here you can see the production of your 3D model on this left side. Now we can go and move in textured paintings. So right now we are in texture painting workspace. And on the left side we can see our UV map. And on the right side you can see our model. As you can see, we don't have any texture yet created. And when there is asking us on which material we want to create and add texture, I'm going to select this orange texture and create a new bump texture and increase the resolution to for k. So we can multiply this number by four. You can press Okay, and we have created our first material zeros 09 bump texture. Let's switch here as well. So you can see that we are having this white color. For example, if you start drawing on your model, you can see that this white line appears and we are creating bump this way. And if you scroll down, you can see that currently by default is set to be white. And if you switch to black now you will be able to carve into your model and the black line appears on the texture map. Here. I'm going to undo it. Let's go and switch our brush settings here for our stroke, we are going to use this table I stroke for creating smoother lines. And for the follow-up, I'm going to switch from customer to constant. And I will scroll all the way down to turn on the x mirroring. Now we can switch in object mode and without the date, I'm going to unhide everything. Let's tree height our reference images. And now we can select our stress back. And let's return in texture painting. And now we can start to draw in our cars into our model. So first we can start from neck and I'm going to move it slowly down. Now we can move on to site a little bit. And we can go now down once again. We can finish it inside just slowly. Now I'm going to draw a line on the site as well. Here we can switch in right orthographic view and finish it all the way back. Like so. And as you can see, we created our carves into our chest and now we are going to do the same effect also on the legs and arms as well. So here I'm going to search in object mode. And let's select this part here. As you know already, we will need to unwrap this first. So I'm going to use different methods this time. And this one is going to be project from you. As you practice, you will be able to find this option which is called Project from you. And here you can see your UV map. Now we can go and switch to texture painting here instead of edit mode, return it to the actual painting. And here if you go in row properties, you can see that we will need to create another texture, which is going to be the same bump texture. Right now here we can switch here to material bump texture. And instead of having space stroke brush, we are going to use this timeline. And here I will just draw simple square. So I'm going to hold out to be more precise. And also here as well. Last one is going to be here. I'm going to repeat it one more time. You can see that we are having several, several issues on our model. And the reason for that is because they are sharing all the same material. And also we have squared on the other side. And that one is because we are used to protect from you. So I'm going to switch now to UV Editing. And here I'm going to switch the material bump texture. Here we can see our black square. And the easy fix for these back faces is going to be we can go and just simply select those back faces by holding shift and select them. And we can just move this to the side on our UV map. Now I'm going to unwrap this one as well. So I will go in edit mode. And once again, I'm going to use projects from you. Now with g, I'm going to place this one here. I will scale it up and place it there. Now let's go and do the same here for the arms and forearms. I will rotate this time, scale it up and place it inside as well to about here. And the last part is going to be this part here. You project from U and V, G and I'm going to rotate it and grab it. Like so. Let's scale it up. And now we will need to remove back faces as well. So here we can just simply select those back faces. And just in UV map with GMO is to decide, I'm going to do the same here on this one as well. The last one is going to be this one. And g to the side. Here we are done with adding curves into our model. So if you go under shading, you can see the blender created this bump, bump node. And here you can go and control the strength of it. So here I'm going to lower this down to 0.4 and tools. So I'm going to use the same number for our chest. And as you can see, we created nice curves into our model. There is also one more thing that you need to know about this technique is that you need to save all your textures before you quit blender. Because if you don't save them and once you reopen your blender, all textures are going to disappear. You can go under UV Editing here and here we have this material bump. I'm going to go under Image. I'm going to rename this one, bump, one texture. We can go and save as the image. And now I'm going to save the other image, which is going to be just bump. I'm going to go at once again under Image Save As and this one is going to be bumped, just texture. And we can save this as the image. That's it about this video. Stay tuned because in the next video we are going to do texture painting on the face. So see you there. 9. Drawing the Face, Creating Turnaround Animation and Final Render Settings: Hello everybody and welcome to another video. So in this video I will show you how to create face with texture painting on the face for our small robots. So first I'm going to select Trace. And as you already know for texture painting, we will need to have UV map created first. But if you select our face and go to Edit mode, you consider it, it's already made. And the reason for that is because we used cylinder as a primitive. And by default, all primitives comes with the already made you remap so we can go and jump immediately in texture painting. First, let's go and create a new texture. And this time it's going to be a base color. So I will multiply this number by four to make it for K to add more resolution to our texture. And if you press Okay, you can see that we created material base color. And let's switch also here on this left side. Now we can move in front orthographic view, and I'm going to change color to white. And for stroke I will use line first. And let's call all the way and turn on X mirroring. So for the eyes, I will create a simple two dots. So with F, I'm going to increase the brush size to about here. Or you can press right-click and do the same here. And I will just press once to create two dots for the eyes. And now I will switch my stroke, stroke method from line to space. And this time I'm going to use stabilized stroke and let's draw a smiling face. So first I will decrease the size of my brush. As you can see, I could smile face and now I can go under shading and tweak it a little bit. Here. I'm going to decrease roughness to make it a little bit less and also decrease a little bit specular to about here. And now we can go and start getting out Turnaround Animation first with the shift in a, I'm going to create simple plane. Let's scale it up. Now by pressing a, I'm going to select everything and make sure that your active object is going to be this empty, which is, which will be represented as a light orange. And we can press Control MP and set parent object and keep this form. So right now we can move this empty plane and the whole object is going to move into, Let's place our robot on top of our grid to about here. And with the shift in a, I'm going to create simple plane. And let's kill it up. Now we can go and edit mode, and here I want to create backdrops. So I'm going to extrude this back edge to about here. And let's bevel this edge here by pressing control and b and vice calling up, I'm going to add more segments to it by pressing right-click, I'm going to change shading to smooth. I will create simple, basic white material. And also for the Hamlet, I'm going to apply my mirror modifier and I will apply subdivision surface modifier because I want to go in edit mode and here on top I want to add two stripes. So here I will switch to face selection. And by holding Alt, I'm going to go and select those two edge loops like so. And here I will create a new material and let's apply orange material here. Press Assign. Now we can go and make this unique in object mode by pressing here and here we can go and change the color of it from being orange to pure white. So let's change it. So now we have those two stripes, but we are having all supplied here so we can move in edit mode here, turn on the extra X mirroring and to about here, we can just assign the same, the same first material that we had here. So something like this is going to be just fine and now we can continue. So first let's go and create a Turnaround Animation. So I'm going to move in layout, workspace. And here I'm going to decrease number of frames for our mission to 120. And we can move on our first frame. Here I'm going to select my empty. And now if you press air and Z, you can see that it's rotating or out in self. So I'm going to press N and under item, I'm going to press right-click here and insert first keyframe. Now we can move on our last keyframe, which is going to be 121st frame because we wanted to create the loop animation. And here on the z rotation I'm going to write down 360 and I will press I once again or you can right-click and insert keyframe there. And if you play this animation, you can see that our model is rotating, but we want to create this model to rotate around itself with concepts bit so we can change it by pressing a to select both of our keyframes here. By pressing T, we are going to change our interpolation keyframe from being Bezier to linear. Now if you play this animation, you can see that our model is rotating itself, the constant speed. Now we can go and add simple camera to the scene. So with the shifting day, I'm going to create camera. I'm moving the writer to graph Q. Move on our first keyframe and the G and I will pull it back and Lindsey, I will place it on top like so. Now we can press 0 to entering camera view or we can toggle it here. Let's move our camera slightly down to about there. And now I will go under shading and switch my light to the scene. First, I'm going to turn on the sky texture that we created before. And this time for the lights, I'm going to use simple plane which will go and pull it up to about here. And now let's add a mission to it. With the Shift. And I'm going to search emission. I'm going to remove my principal BSD F, and now I will plug in it here, surface. So now if you go and render it, you, for example, if you increase the scale of it by pressing S, you will be able to add more light to the scene. And also here you will be able to control the strength of it. So now I'm going to move my plane to the site and rotate it, doubled our model to about here. Let's press 0 to enter in camera view. I'm going to go and scale it up like so. And let's increase strength a little bit to about there. Now we can go under under Settings, make sure that you're entering our render engine set to cycle and don't forget to turn on denoising. And also, for example, under column management, you can play with the look to add more contrast. I'm going to keep everything as it is for now. And under output, you can change your resolution of your final render. Here for frame rates, you can keep 24 frames per seconds. Here you will be able to see your frame wrench. And under output here you will be able to select where your files are going to be stored. And if you want to render the animation, you can go and change from being PNG. Also, you can render it as a PNG sequence, but you can switch any of those movie pharmas. So for example, every JPEG or for example, if we want to render it as an MP4, you will need to switch this file format to FM fact video. Here under recoding, instead of this, you will need to switch to MPEG-4. And everything here is already just set to be just fine. Now if you want to render your animation, you can just go Render, Render Animation and your animation is going to be started rendering. So that's it about this course. I hope you had fun creating this small cute orange robots. And if you have any questions, let me know in the comments below and I will try to answer them as soon as possible. So I will see you in the next course. But