Transcripts
1. Course Promo: Welcome to torso modelling
in Blender volume one. In this course,
we will teach you how to model the torso with the correct edge
flow that can be able to deform properly
when animated, we use formula best
is to understand modelling principles that will help you to understand
the complicated tasks. Whether you're a
complete beginner or intermediate student. In this course, you will learn all the fundamental
techniques that you need as a modelling artists by
learning how to visualize ships and choosing the
right polygon primitives, such as spheres, cylinders, boxes to complete
a specific tax. By the end of this course, you will acquire all
the knowledge that you need in order to model
the torso from scratch, no matter what character model sheets you'll be presented with. Please take note that this
course is a continuation of modelling the head in Blender volume one right
here on Skillshare. My name is Fernando
a. Delano Williams, and I'll be your instructor
for this course. Let's get started.
2. Interface Overview: Okay guys, welcome back to the course and in this lecture, I'm going to be showing
you the blender interface. Alright, so I'm
just going to press a on the keyboard to
select all these objects. And I'm going to
press X to delete. Alright? Okay, so this is the 3D view and this is where you do
most of the modelling. So if you want to add
an object right here, you just need to come here to this menu here and
you go to Mesh, and you can add a
cube right here. And the other way you can
add objects right here is by pressing Shift
a on your keyboard. And that will give
you the Edit menu. So you can come to mesh again. And you can choose
probably a con. And you can actually
move it either in the y-axis or in the z-axis. Alright, right here we
got the tools shelf here. And we got this
Rotate tool here. So this one is actually
for the rotation of an object that you might have right here on the 3D view. And we got the scale. The scale will help
you to scale this, then the z-axis
or in the y-axis. So that's basically
what you need to know in terms of this
tool shelf here. I'm going to explain more things as we go along the
coast. Alright? The other thing, if you press N on your keyboard and
select an object, let's say like a cube, you can be able to see the
location of that object. And you can see now that this object is rotated a
little bit in the z there. Alright, so if I
can put zero here, you can see now
that it's rotated zero degrees in the
sea there. Alright? And we also got this panel here, and this panel is
called the outline. So these outliner helps us to organize our mesh here, okay? And this is where you
can rename these lake. You can call it box and you
can rename this as well too, in other name that you may like. If you can see here these things that
are in a collection. If you want to move this
to another collection, or you just need to do
is you need to press M on your keyboard and
you say new collection. And let's say we call it box. And hit Enter, Okay,
and then hit Okay. Then you can see now that we've got a box collection here. In this box items is actually
sitting inside there. Alright, so you can take some of these objects like the top view, you can drag it and put it
into this collection there. I'm just going to
undo that, right? And you can also hide
this collection, and you can also hide this
collection. Let's take e.g. that you have got a lot of
objects in this collection. Here you can see we got
three and we just want to hide just one of
these, let's say the con. So what you need to
do is you need to, you don't need to hide
the whole collection. What you need to do is
you need to come to the corner and click
on this eye here. Alright, they need that
way you'll be able to hide this con, alright, coming here, you can see now that will
go to file and this will actually help us to open
the files and to save. If you want to save, you
just come here and save. If you want to import, you just have to come here to import. And this is where you
do the export as well. Alright, and we got
this edit tab here. So if I come down
here to preferences, you can see now that we go to the interface and
will go the theme, and we go to also this
add-on section here. If you want to install an add-on that you
downloaded some way, you just click on install
into located the new heating, store it on, then you can be able to have it
on the list here. Alright? And if you come here to system, you can see now that we've got
Cycles render device here. If you've got a graphic card, your graphic has
to be listed here, then you can be able to select it from the drop-down menu. If you got a graphic card, please just come here and
select your graphic card. Then you'll be able
to use it in blend. Alright, And after
you've done that, you just need to come here and click Save Preferences, alright, then you'll be able to
have your graphic card always working right
here and blend. So I'll be explaining these ones as we move along the course. I'm going to explain
this section in the coming lectures
and coming here. This one is called
the X-ray mode. So if you are in x-ray mode, you can be able to see other things that you
have on the other side. So you can actually
be able to see the edge of this cube
from that other side. Alright, perfect. And if I click this icon here, it gets me into wireframe
mode and I can be able to see the wires that actually mix-ups these objects
that we have right here. Alright? And if I click this one and
deactivate this x-ray mode, you can see now that we
are big way we started. So this is called the
viewport shading. And if I come here, let me just come in here and create a colorful this, right? And I'm gonna
change this to red. You can see now that
we can be able to see this color of
this object, alright? But if I am in object mode, you cannot be able to see that. Okay, So this is
good for things like texturing and then
basic materials. So I'm going to show you how
this works in the future. And we got this random mod here. So if you've got a camera, you can be able to render whatever project
that you have here, right in Blender, and you can be able to export it out. Alright? And we also got this
other section here. We can add things like
materials to an object, just like we just did here. And we have course things
like verdict groups. And we got things
like modifiers. If we want to smooth
this object right here, let me come back to
viewport shading. If you want a smooth it, you'll come to this
panel and you can just choose probably
subdivision surface, then you can be able
to smooth this object. Alright? So this is basically it in
terms of the interface. And coming here, we've got
different kinds of mod z. So we got what we
call object mode. And this is the object
mode for this object, and we'll go to Edit mode. So if we're in edit mode, then we will be able to
manipulate the points on this object here so I can tweak the ship
right here, okay? And if I'm in scout mode, I can be able to carved on
these objects here, alright? And if I am in vertex paint, I'll be able to paint
some vertex is here. And if I am in weight paint, I'll be able to paint as well, the weights and
texture pane to be able to add some colors to
this object right here. Okay? So this is all you
just need to know for now in terms
of the interface, then most of it, we're
gonna go through it as we go along the cost. So that's basically it in terms of the interface overview. I will see you in the next
lecture where we're going to go through some
Viewport navigation. And I'm going to
teach you how to navigate through this interface. Alright, I'll see you
in the next lecture.
3. Viewport navigation Master: Okay guys, welcome back to the course and in this
lecture I'm going to teach you how to navigate
through this Blender interface. Alright? So if you ever wanted to
rotate this viewport, all you just need to
do is you need to press and hold your
middle mouse button. Alright, so you press and hold
your middle mouse button, you'll be able to rotate
through this viewport. Alright? And the other way
you can do it is you can come here to this
navigation gizmo, and you could just click and
hold and ten things around. So this way you can be able to rotate through the
viewport, alright? And if you wanted to pan things, all we just need to do is
you need to press Shift on your keyboard and press and hold your middle mouse button. Alright, this way you can
be able to pan things. And the other way you can
do it is you can come here to ever go this
hand here and you can just click and move it around to where
you might want to go. Alright, if you want
to zoom this viewport, all we just need to
do is you need to scroll your middle mouse button. Alright, so you'll cry it. Then you can be able to zoom. Alright? You zoom in. You can zoom out. Alright. The other way you can do it
is you can come here to this plus or magnifying icon here, then you can actually, you know, do the
very same thing. Alright? If you want to rotate, press and hold your
middle mouse button and just start moving. Alright? If you want to pan, press Shift on your keyboard and press and hold your
middle mouse button, then you can pan. You want to zoom, scroll
your middle mouse button, alright, like this, then
you can zoom in and out. Alright, so that's
it in terms of rotating, panning and zooming. Okay, So for us to be able to design things properly,
right hand blender, we need to know where we
can get our front view, side view and our top few. Alright, if you wanna get your front view right
here and blend at all, we just need to do is you need to place one on a
numeric keyboard. You can be able to
get your front view. Alright, the other way you
can get it right here in Blender is you can come
here to view a right? And you can go to viewpoint, and you can go friend. Alright, Perfect. Then if you wanna
get your side view, you can press three
on your keyboard. Then you can actually
get your side view. Alright? You're right. Orthographic view. The other way also is just
coming here and you can get you on your right
orthographic view right here. Okay, Perfect. And if you wanna
get your top view, you can press seven on
a numeric keyboard, then you can get your top view. Alright, the same way. You can just come in here viewpoint and you
can get your top. Okay, So this is all
you need in terms of navigating through the view
port right here in Blender. And I encourage you to
know these shortcuts. Alright, so I'll just make sure that for your front
view, you'll press one. For your side view, your press
three or numeric keyboard, and for your top view,
your press seven. Alright, and this
will actually make our life a little bit easier
and faster right-hand blend. Okay, That's it from me and I'll see you in
the next lecture. And I'm going to teach
her how to manipulate this objects that you have
right here in Blender allright
4. Moving, Rotation and Scaling Objects: Okay guys, welcome
back to the cost. And in this lecture, I'm going to be
teaching you how to manipulate these objects that you have right here and blend. Alright? So for
you to be able to select an object right
here in blender, you just need to
left-click on the objects. So you left-click on the object, then you can select
this object, alright? And you want to select this one, you left-click, you want to select this one, you left-click. Alright? So it's as simple as that. And if you want to select
all this object at once, you just press a
on your keyboard. If you want to delete
all these objects, you just press X
on your keyboard. Then you'll get this menu here, and you just press Enter, then you'll be able to
delete all those objects. Alright? Okay, so
I'm just going to undo what I just did right now. And I'm going to bring back all those three
objects, alright? For you to be able to move these objects
that we have here. First, you have to
select it, all right? And you can come here to this, move to here, alright? Alright, in Blender,
we got three axes. Here. We go the z-axis
which is going up, and we got the x-axis which
is going in this direction. And we also go the y-axis, which is going in
this direction. So you can move this object
in three directions, alright? So you can choose to move
it in the x direction, or you can move it
in the y, alright? Or you can also manipulate
the set axis for this object. Okay, Perfect. So that's basically it in
terms of moving an object. You just need to select the object and you can move
it to a that on the x, on the y and z. Alright? The other way of
moving objects right here and blend up is by
using keyboard shortcuts. If you select this
object and you can press G on your keyboard, you'll be able to
grab this object and you have to tell it in which direction you
want to grab it. So if you press X
on your keyboard, then you can be able to
grab it through the x-axis. Alright, Let's say e.g. you want to move this object
is five units in the x. So all you just
need to do is you hit G for grape, alright, in your press X to
specify the axis, then you'll press F5 on
your, on your Medicare. But then you can see now
that we managed to move this object five
units in the x-axis. And if you can press N to
bring the Properties menu, you can see we moved to this
object by 5 m or right. You can move it in the
negative direction as well, but just by doing
the very same thing, Alright, let me just
zero this one out. Okay? So that's it in terms of moving objects,
right in Blender. And if you want to
rotate this objects, you just need to
do is you need to come here to this rotation
gizmo right here. So you can see now that
this rotation gives more, have got the x axis
and the y-axis, which is green here,
the x is rate, and the z axis, which is actually blue. Okay? So if you want to rotate
through the x-axis, you just click here and you continue holding and you
turn things around, alright? And if you want to
use increments, you could actually get press
Control on your keyboard, then you can snip it to a five degree angle so that way you can be precise, right? And if you want
to rotate slowly, you press Shift
on your keyboard. These can rotate very slowly. Alright, perfect. The same applies to
the Xerox is click on the z axis and you can just
rotate in the zed axis. Press Control to snap it to the degree angle that
you might want. Alright? And the same applies
to the y-axis. You can rotate in
the y-axis as well. Alright, so I'm just
going to undo all that I've just done there. Alright, so that's one way of rotating objects,
right hand blender. Most of the time when you are rotating things
right hand blender, you just need to
be fast and quick. You might not need to come
here to this rotation gizmo, if you want to rotate in
the z axis by 30 degrees, you just hit R for rotation. Is it for the axis and fit? Alright? Then you can be able
to see now that we've rotated this 30 degrees, okay? So that's it in terms of rotating objects
right here and blend. Let's talk a little
bit about scaling now. So if I select this object, I can come here to
the Scale Gizmo here, and I can scale it
in the y, e.g. I. Can scale it this way, alright? And I can also scale
it in the X-like that. Alright? And I can scale it
in this z like that. Alright? So this way you can be able to manipulate the scale of
this object, alright, the other way you could do
that without coming here to the Scale Gizmo is you could actually stay right
here on your Move Tool. And if you want to
scale this object in the x-axis is the
very same thing. You're just press S for scale and X4 axis and you
can save three, then you can be able to
see that we can scale this object three
times in the x-axis. Alright, so these are the hand keyboard shortcuts that you need to know
right-hand blender. And most of the time I might be using the
keyboard shortcuts. Alright, that's it for me. I'll see you in
the next lecture.
5. Extruding, Inserting and Aligning objects: Well, you to be
able to manipulate the points on this object, you just need to come here and
change these to edit mode. Alright? So you can actually manipulate these
individual points. So these individual
points that you have here is called vertices. Alright? So this is a vertex, vertex, a vertex and
the vertex, alright? So this is the
vertex select mode. Alright? And do we have this
thing like a line? So every time you
can click here, you can see we've got
something like an H. So this is the edge
mode, alright? And you can select the edge like this and
you can move it as well in any direction that
you might want to move it. Alright? And we also got this
thing like a polygon. So this is actually called
polygon model face mode. So you select this face here
and you can see this face. I've got four sides. Alright? You can see it go to 1234
and this is called acquired. Alright? So this is what we are looking for every time we'll be
modeling right here, blend or we need to make sure
that we maintain clients. In a matter of fact,
we need these quads to be almost of the same size. We might not get them
exactly the same size, but we need to make sure that
they almost look the same. Alright? If you want, I'm unemployed,
you're vertices just clicky on the vertice mode
and you can just manipulate. Alright, you've
won your age mode. Click here, and you can get from a GCM if you want to face mode, you can just come
in here and you can select your face mode. Alright? So let me teach you a little bit about what we call extruding. Alright, so if you
select this face here, you can extrude it. Alright? So the way you do that right
hand blender is you can come here to this thing here. So you click on this,
it gives you this plus. So it's let you know that
you are about to expand that by extruding so
you can push this. You can see now that
we've got a new face that is just created
out of this array. So that's basically extruding
right here and blend. Alright, the other
way you can extrude things right-hand blend
is by pressing E. So you press E on your keyboard, alright, and press Enter. Then that polygon
that you extruded, it's just sitting
on top of that. So you just need to move it in the axis that I want to move it. So you can see now I can
move it in the wider. If I select this one and I hit E for Extrude
and press Enter, I can now move it
in the x direction. Alright, so this is
how you can actually start manipulating this
object's, alright. And if you want to rotate the orientation of this face,
you can do that as well. You can come in here. You can just rotate that
in this Z, okay, perfect. And you can just come here and click this extrude region
and you can extrude it. Alright? And you
can see now that is conforming to the direction of the rotation that
we have right here. Okay, Perfect. So that's it in terms of extruding objects
right here in Blender. And we go to another one
that we call inserting. For you to be able to insert a face right
here and blender, you can come right here and
you can click right here. And it's the region inset faces. Okay, So you can
click here, alright? And you can just insert
a fist like that. Alright, perfect. And after inserting a face, probably Let's say you
want to extrude this. You might hit E on your
keyboard to extrude that. Or you can still come
to face and you can say extrude faces and you can
see what you come up with. Alright, then you can put this thing inside there,
something like that. Then you can insert again. You can come in here
and press I and you can set, alright, Perfect. Then if you want
to extrude again, you can either hit E, alright? And you can specify
the axis by hitting Y, then you can just move it
out to something like that. Alright, so that's
basically it in terms of extruding and
inserting faces. Alright, now, the other
thing that I need to teach you right now is what we call aligning objects
are learning whatever face, vertex or whatever I tease. Alright, so if you
come right here, you can see we've got this thing that
looks like a magnet, and this is called snap tools. And let's say e.g.
we want these to be exactly aligned
to this edge here. And if you want to try
to manually is going to be a little bit
complicated for you, no matter how much you can try your manner, getting
100%, alright? The best way you can do to outline things perfectly
right in Blender, especially if you are
doing design work, you need to be very precise. So you can come here to snap
to and you can click on it. Alright, and you can
come here to where we got this arrow here. And you just need to choose
one of these so you can choose vertex snapping option, alright, and let me show you
how you're going to snip. Now. You come here and you drag Lisa. You want to snip this
in the y-direction. So you drag and you can
click right on that point, you know, go to FedEx there. Alright, then this thing is
aligned perfectly, alright? If you want to align with edge, alright, It's very simple. You just need to
point on this edge. So you click the axis that you want to align like the y-axis, then you can click on that edge. Then this thing will be
aligned properly. Alright? So this is one thing that
is very, very important. You need to make sure that you align things hundred per
cent right here and blend. Let's come to the
vertex is here. Alright? Let's say I move this
vertex like this, alright? And I would want this
vertex to be aligned exactly on the same
position with this one. The best ways I have to come here and choose vertex, alright? And I just need to align it. I can see that the axis that I need to align
it is the x-axis. So I just need to move this and hold and a point
on this other vertex. And you can see now
that this thing is aligned perfectly in
the x-axis there. Alright, so that's it in
terms of aligning objects, light here and blender
does it for me. I'll see you in
the next lecture.
6. Loop cuts and beveling objects start: Okay guys, welcome back to the course and in this lecture, I'm going to be teaching you
how to bear for objects, as well as adding loop
cuts to an object. Alright? And as you can see
here on this scene, we get our camera
cube and light. So I'm just going
to go ahead and select this cube. Alright? And if I want to
get into edit mode, I just want to come
here two ways written object mode and I'm going
to select Edit Mode. Then you can be able
to see that we can manipulate this object
a little bit better. The other way you could
do it as well is you can just tip Tab
on your keyboard. Then you can see you,
I'm in edit mode. Then you can be able to manipulate the
points inside here. Once you are done with
what you're doing, you can hit Tab again, then you can go back
to object mode. This is a good way of getting into edit mode and object mode. So you just press Tab,
you're in edit mode. Press Tab again, you
and object mode. Alright, so we want to bear
for this object a little bit, but before we beveled it, I want to teach you
how to add loop cuts. Alright, so to add loop
cuts on your object, all you need to
do is you need to come down here, alright? And you can see this object
here written a loop cut, so you click on it. Then you can be able
to click anywhere on your cube and you can be
able to add some loop cuts. Alright, let me go back
to my move to here. Alright, the other way you
could do it as well is you can hit Control and
arrow on your keyboard. And the good thing about this is if you scroll
your mouse wheel, you can actually add more edge loops
Friday so you can scroll up and down to it. As men age ellipsis
you need, alright, so I'm going to add
three for now, alright? And I'm going to hit
Control R again, and I'm going to
scroll my mouse wheel and two, I get three there. Then I'm going to click. So you can see the
keyboard shortcuts help us to be a little bit
faster right-hand blend. Alright, then there's
something that we call beveling an object right
hand blender to bear for is just to mix
something a little bit smoother or write or to round
the corners of that object. Let's say e.g. I want to select this loop here
going all this way. I could come here with
this vertex selected here, and I could select 123 like
that in this long process, if you hold Alt on your
keyboard and click alright, then you can be able to select the whole loop
right here at once. And if you want to add another edge loop to this
one, which you already have, you press Alt and you press
shift to the new can click, then you can have some more. So let's do it again. Shift click, then you'll have
more edge loops selected. And you can see this one
is going all the way to the back there because this
edge loop is going like that. Alright? And if I want to deselect, Let's say the middle one, all you need to do
is you need to click Alt Shift and click on that edge loop that
you want to deselect. Then you can see now that
that edge loop is deselected. So this is how you
add an edge loop. I'm going to show
you a little bit of it in the next future. Alright? And if we want a
beer for an age like this, edge is a little bit rough. So we went around it some more. So I'm going to hit Alt
and click on this edge, and I'm going to click
Control D on my keyboard. And this way you can
be able to round that. So if you scroll
your mouse wheel, you can see now you can add one or two or three
edge loops there. Alright? So you can see now that we were able to round this
geometry little bit, Let's come to this side
and I'm going to Alt, click on this edge
here to select it. And if you want to
do it manually, right here in blender, you will have to come to edge
and you choose bevel edges. So you get the very same kind of thing and you can just scroll your mouse wheel to add one or two edges
in between there. Alright, let's say I come here
to this face select mode, and I want to select
all these phases. So if I click, I will have to hold Shift
and select this end. You know, this is a painful
way of doing things. So let's do it here. Press this polygon and
press Alt on your keyboard and select this edge here because we want
this one, alright? And if we want this
one in the y-axis, you need to select this and
make sure that you select an edge pointing in the
y direction like that. Alright, so that's basically it in terms of babbling objects and selecting loop cuts
right here and blend this. I'll see you in the next
lesson where we're going to start loading reference
images for our current. Alright?
7. Loading Reference Images: Guys, welcome back
to the course. In this lecture,
we're going to be importing reference images
for our character model. And I'm going to press
a on my keyboard, select all the
items in the scene, and I'm going to press X and
I'm going to hit Delete. Alright? Okay. I'm going to press one to go to our front view and I'm going
to go to the fold away. My reference images are stored. So you just need to go
to the location where you downloaded your
reference images to. Alright, and I'm just
going to come in here to the Swan written
character front. So I'm just going to
drag this one here, and I'm just going to put it and drop it right here
in the front view. And if I can press
N on the keyboard, and I can come here to do
the transform properties. I wanted this
location right here, so I'm just going to click and
drag to select everything. And I'm just going to
zero out everything here. And I'm going to come right here on this panel to where we got this kind of a cube thing with a dot and a
triangle in there. And this is called
the image properties. Alright? So I'm just going
to come here to opacity and I'm going to check this box and I'm going to dial down the opacity
of the image. I'm just going to doubt it. Probably 2.25 or
something like this, so that it's not too
much harsh to our eyes. Alright, after
this, I'm going to come back here to our
transform properties, and I'm just going to push
this z going up. Alright? I think these images are not
quite matching properly. So what I'm gonna do
is I'm going to use this profile view so that I can be able to align it properly. So I'm just going to bring the profile down until
it touches the ground. I think somewhere, like
they could be good to go. And I'm going to copy
this value of 1.74. So I'm just going
to hit Control C on the keyboard to copy it. So we got this image
plane now, sit, so we're going to name
this and we're going to call it character. And I scroll. Let's
call this front. Okay, perfect. And I'm going to press 32, go to this side view. And what I wanna do
now is I'm gonna go back to the
folder where we got the reference images and
then I'm going to take this one written character
profile and I'm just going to drag it
straight into Blender, alright, and I'm going
to drop it right here on the right orthographic view. And I'm going to come here and I'm going to zero
everything to begin with. All right? And I'm going to come
here to the Z properties, and I'm just going to paste the value that we
had from the front. Alright? And I'm
going to come here to the image properties
and opacity. I'm just going to change
this to 0.25 again, alright, so that it might not be too
harsh for us to work with. Alright? The other thing that we wanna do is let's come here to
the perspective view. You can see that this
image planes I actually sitting on the
center of the grid and this is where we're gonna
be doing the modelling. And we don't want
this to happen. So we want to hide this image planes from
the center of the grid. So what you can do
is you can just click probably this
character front. Let me just double-click
and copy this. And I'm just going
to paste it in here. And I'm going to call
this one profile. Okay, and I'm gonna
hit Enter, alright, with a character profile
image plane selected. I'm just going to come in here to the image planes and I'm going to come here
always written Show in orthographic
perspective. I'm just going to make sure
that I deactivate expected. Alright, I'm going to
select this one as well, and I'm going to
do the same thing. Alright? So now we go to
one problem-solve. Now, if I can hit one, you can see that we got our
front view in place there, but we also got a line
running through here. And this is the image plane from the profile view that is actually doing that you
can see as I select here. So what we wanna do is we
want to disable these. Now, if I can come in here to my perspective
view and I can hit Shift a and I'm going to
go to Mesh and eta cube. And I'm going to come
here to the move tool. And I'm just going to
pan in a little bit. Alright, you can see now that the top view is actually defined by the zed
axis, alright? And the front view is
actually defined by the y-axis and this side
is defined by the x-axis. Alright, I'm gonna press one on the keyboard to come
to our front view. And I'm going to press X and I'm just going to delete that cube. Alright? So what we wanna do is we
want to deactivate this line. And if I hit three, you can see that it's also
showing on the profile view. So we wanna deactivate this image planes
from destructing us. Alright, so what
we wanna do is we want to come to the front
view by pressing one end. And the front view is actually
aligned with the y axis. So we need to come here to the location and we
look for y-axis. So what we can do is we
can just doubt these two, the negative direction
so we can go -100. Alright? And if I can go
to the side view, you can see now
that we don't have that image plane
destructing us here, let me go to the front. The saw, the profile view is actually defined by the x-axis. So what we wanna
do is we want to come to the profile V and go to the x-axis and we just want to dial minus hundred on
the location value. Then you can see now
that we don't have that. And the other thing that
you wanna do before you start modelling is
that you'll want to come here to where we got to this Kindle Fire located here. And you want to
click right here. And you want to
activate this thing that looks like a
pointing arrow. Alright? And you can see now
it's over this side. So what you wanna do is you
want to click to deselect your character profile view and click this character front. This will actually hide the
image plane so that you're not accidentally select them
as you do the modeling. So this is what we need to
do in terms of importing reference images for
our character model. Alright, I'll see you
in the next lecture.
8. Blocking out geometry for the body: Hey guys, welcome
back to the cost. And on this lecture we're
going to be blocking out the board of our
character geometric. Alright, this is where we left
off from the last lesson. And I'm just going to come down here to the
center of the grid. And I'm going to
press Shift a on our keyboard to
call the Edit menu. Alright? And we will go ahead
and start with a box. But I think it will take
a little bit of shipping. So I think the best bet
here might be a cylinder. Alright, so let's start off
with a cylinder, alright? And to list 16 segments. Alright, remember when we
did clear to the neck, initially we had 14
ages on the neck. Then we added one more when we were doing loops
for the mouth. So we ended up having
a resolution of 16. Alright, so we want the
resolution of the neck to match up with the resolution of
the, of the body here. Alright, I'm going to select my body geometry and I'm going to start scaling it. Alright? Okay. And I'm gonna go
to my front view and I'm going to lift it up. Okay? Alright, let me activate
wireframe mode here. So I want to put it right
here on top of the pelvis. Okay. So these are pelvis right here. So I'm going to put it right
on top of the pelvis here. Okay. And I'm going to scale it
a little bit some more. Okay. And I'm gonna put it back
on top of the pelvis. Alright, if this killing is
not helping in this case, you just need to
tab into edit mode. And I'm going to select
these vertices here. And I'm going to scale in all directions by pressing
S on the keyboard, alright, and I'm just going
to lift it up a little bit. Okay? Then I'm going to come
to these top fittest easier. And I'm going to lift
them up to where we go, the top of the cleavage there, alright, and I'm going
to drop them there. Then I'm going to scale again
in all directions, okay. Until we got something
that looks like this. Okay, perfect. Then I'm going to hit Control R on our keyboard and
I'm going to put probably three lobe custody. Okay, and I'm going to click and I'm going to take
this one and I'm going to scale it some more so that it
can fit what we have there. Alright, and I'm going
to take this one and I'm going to scale it
a little bit some more. Okay? And I'm going to push
it right there where we have the bottom of
the ambient there. Somewhere there. Okay, perfect. Alright, then I'm
gonna come in here and I'm going to put it
right on the west there. And I'm going to scale
it in all directions. Okay, something like this. K. If you go to your side view, you can see what kind
of a geometric we have. Alright, and I'm just
going to push this, I think is a little bit higher. I'm going to push it down, alright, until we have
the pelvis there. I think our profile v is
giving us a better indication. Alright, then I'm
going to select these vertices
here and I'm gonna push them forward,
something like this. So you can see actually that
things are a little bit in matching coming to
this edge here, we need to come to
our scale tool and we go to scale in the y axis only. Alright? So when it comes to the profile, we just need to scale in the y to get things
fitting here. Alright? And I think I need to scale
it some more, alright, in the y, okay, something like this, then I
can push it into position. Okay? Same applies to this one. I'm going to push it back. Alright, faced, then
I'm going to get my Scale Tool and I'm
going to scale it and the why,
something like this. Alright, then I'm going
to push it into position. Then I'm going to
come into this one. And I'm going to
push into position. And I'm gonna get my Scale Tool. And I'm going to scale in
the y as well, alright? And I'm going to push it
into position like fees. Okay. I think we've got to scale
it a little bit some more. Alright, something like that. Okay. Something like that can do. So the other thing that we
can do is that we can also rotate this
geometrically so that it can match up with
what we have there. So you have to press R
on your keyboard and just begin turning these things. Alright? And I'm going to put it
into position there. Same applies to this one. I'm going to press R and
I'm going to rotate it. Okay? Alright, and I'm going to push it into position, okay? Sometimes you see that this thing is not
reaching further back. You can as well select some
of these vertices and you can just push them
back, like so, okay? Alright, kinda thing
like this. Alright. Coming into this
one I think we can just rotate it a
little bit more. Something like this. Alright. And going back to
our front view, you can see what we have there. Then we want to start adding
more edge loops here. So I'm going to add
one more edge loops right here on the sender. And right here, I'm going
to add one more, okay? And I'm just going
to scale it in all directions so that it
can fit our drawing there. Okay, something like that. Then coming back here, I'm going to put one more here. Alright? And come back here down here. I think I can put two more. Alright. I'm going to take this one here and I'm just
going to scale it a little bit so that it can
fit what we have there. Alright, I'm going to select
this top face disease here. And I'm going to
hit E to extrude. And I'm going to press
Enter and I'm going to push them up a
little bit, like so. Then I'm going to
press S to scale. Something like that. Okay. Something like that. I wanted to fit within that we
have right there. Okay. Perfect. Then
coming to the side view, I'm going to do basically
the same thing. Alright? I'm just going to
rotate it a little bit, Okay? And push it down a bit. And I'm going to scale it
in the y this time around. So I'm going to go
in the y like so. And I'm going to push
it into position. Alright? So if it's not
fitting 100 per cent, you can come here and actually
push things around. Okay? Then coming back to
our viewport shading, you can actually see what kind of a body geometry that
we have going here. Alright, so this is what
we have in this lesson. And in the next
lesson we're going to create a geometry for the shoulders and
the pelvis here. Okay, so I'll see you
in the next lecture.
9. Blocking Out Geometry For The Shoulders And Pelvis: Okay guys, welcome
back to the course and this is where we left off
from the last lesson. In this lesson we're going
to be creating the shoulder. So for character in the place where the Army is
going to connect. And we're going to come
down here as well. And we're going to
create the pelvis area here where the leg is
going to connect. Okay. So to begin with, I'm
just going to come in here and I'm going to
tap into edit mode, and I'm going to come
to face mode and I'm going to select
this polygon here. And I'm just going to
press X on our keyboard. I'm just going to
say delete faces. I'm going to come in
here to the front view and I'm going to activate
a wireframe mode, okay? And I'm going to select
half of this body like so. And I'm going to
press X and I'm going to press delete faces. Okay? The reason why we want to do that is we want to come here to our modifies tab and we want
to add a mirror modifier, alright, something like this. Then I'm going to
enable clipping, okay, coming back to our side view
and select in vertex mode, we want to start
shipping this area here. But before we do that, I'm just going to
come in here and I'm going to split this
view into two, and I'm going to bring
my front view here. I wanted you to see what's going on in the front view here. Alright, I think we're
going to use a resolution of eight for the arm here. So probably 1234, okay, and we got an extra here. So what do we wanna
do first is we just want to push these
things out of the way. And push these out
of the way as well. Alright, let's push
this one here. And we want to push
this one right here. Perfect coming Becky,
I'm going to take this 1234 polygons here, alright? And I'm going to come to my, to my viewport shading
here, alright? And I'm just gonna go straight
away to extrude this. Okay? So I'm going to hit E on
our keyboard to extrude. And then I'm going to
push this in the x. Okay? We're gonna pick our
Rotate tool here, alright? Okay, so we're going
to rotate in the y, like so, like this. Let's see how we're
looking there. Okay, I think that's
quite perfect. Alright, then I'm going
to come back here to my move tool and select
my vertices here. Alright, so why do we
wanna do right here? This side? We just got to come here. Let me activate a
wireframe mode. Then we got to push these
guys in all directions. So we want these guys to match up with what we have
on the drawing here. So we want them, we went to I selected
the wrong one there. So we want them to be closer to what we
have there, alright? And we want them to
be secular as well. Okay? Alright, something like
this, something like this. I'm just going to push this one to be somewhere
in the middle there. Okay. Something like this. I want it to be more secular. I'm just going to try to
relieve stress on these ones. Okay. So from the side you got to push from all directions, okay? Okay. So if you look here in
the Viewport Shading, you can actually see what
do we have there, alright, then we have to do
a little bit of shipping right here
in the front view. Okay, let me show you
the front view here. What we want I have is
that we want to have a straight line going all the way here to the
top of the shoulder, just like what you see here, but this is not straight. So we want to start
with this one, alright, then we want to push
it in the x until it meets the shoulders
somewhere like salt. Okay. Then I'm going to take, actually let me take
this middle one. Then I'm going to
push it right there. We want it to form a straight
line going down there. Okay? So we want it to come down here. Alright, then I'm going
to take this one and I'm going to push it all the way until it
meets that line. Then this one, same applies. We're gonna put it
right on that line. They saw we want this
line to come down here. Let's take this vertex, let's see what it tastes like. It's that one. Then we're going to push it
all the way until that line, and this one is coming out. We're going to push it
on the line. Alright? And we got this one,
which is this one. We're going to push
it right on the line. Alright, let's see
where we got this. Think something like this. And we have this one. We want to put it
on the line there. This one, when I
put it on the line, it's not 100% what we want, but we can select these and we want to try to make it
a little bit straight. Then I'm going to take
this one and I'm just going to try to
bring it forward. This one for one,
this one forward. Now looking at this now, you can see that we
Lake resolution here, so we're going to go
Control R on your keyboard. And we can add a line. Then this line can
actually help us to ship the shoulder a little bit. We can add more resolution later on just to make sure that
these things are conforming. Actually we can edit right now let's just do another line. And I'm gonna come in
here and I'm going to push this one down
to the line there. Alright? And the same
applies to this one. You can as well throw another edge loop
right there, okay. And you can just lift
this one up. Okay. So coming down to
the pelvis now, do we can take these
two here, alright? And we can take these
two here. Alright? You come in here and you
go bridge edge loops. Okay? Then number of loop cuts. I think one, we need
for polygons there. So we got two and
we've got three now, and we've got four. Alright? And you can see it's twisted. We don't want that. So we want to come here
to interpolation and we want to choose blend
surface, okay? Alright, so we can see
something like this, then that can give
us an indication that our leg is going to
come out through here. Alright? And then let's count how
many edges we have now. Alright, so we got 1234
on top and it'll go 5678. Okay, so we're going
to use a resolution of eight actually
to deal with this. So coming back to
the side view, now, I'm going to come here
and choose vertices here. Alright? And I'm going to come
into wireframe mode. Alright? So why do we
wanna do is I want to drag all these guys to come down here, probably somewhere there. Alright. And I'm going to drag this one as well to
come down there. And this, I'm going to
drag it down as well. Alright? And I want to
drag this one down. So what I wanna do is I want to bring this one right here. Okay. And I want to try to match this pelvis area
that we have there. So I'm just going to
bring these things down like so like that. Okay? And I'm going to bring these
ones down here. Alright. Like that. Okay. So the pelvis see on
the top is quite done. Then I'm gonna come in here and I'm going to push this guy. So I'm gonna go dub or G. I'm going to tip WE and I'm
going to bring them close. Very close. Okay. Because we don't want
to have a lot of flesh in between the legs day. Alright? So I'm going to
bring them close. K, something like that. Alright? Then this one, I'm just going
to push manually in the x and I'm going to bring it right there, somewhere
there. Okay. Okay. Let me come back
to my side view here. Then I'm just going to
bring this one right here. Okay. And this one right here. Okay. And yeah, kinda thing like this. Let me come back here. And I'm going to push
this guy here in the x. And I'm going to take
this guy and I'm going to push it
in the x as well. Alright? Alright. Kind
of thing like these, folks can activate, beg
my mirror modifier. You can see now these last thing that
we call clipping now, and this clipping
what it does if I deactivate it and I
push this guy here, you can see that the sweat is, they go to the other side. So what clipping does, it makes sure that
it makes sure that it unlocks this
thing on the sender. Alright, then I'm just going
to push this down and over. And this I wanted always well, because we don't want a lot of inflation
between the legs. Then I'm gonna come in here and I'm going
to lock that on up. When I come in here,
bring it close. Come in here, bring it
solve clause, right? And coming down here, I'm going to push these, and probably in the y
bid and then this C. Okay? So coming back to the side view now
and pricing wireframe, you can actually see what
kind of a leg we have there. So I'm just going to try now to make sure that this
thing is more rounded. I want to make sure that all
these things are rounded. Okay. Let's see. Maybe I can push it there. I want to round it
a little bit more. Okay. Then here you can see that we are missing
resolution there. We can just come around
and resolution there, and we can just come
in and start pushing these things in this
direction so we can round them a little
bit some more, okay? And these things, we can
pull it in some more. And I can come back here
to view both sharing. And I'm going to select this Edge loop here, and I'm going
to press F on my keyboard. I'm just going to
put a face there. I just want to have a look at
how this thing is looking. I think it together
calming the x. So I'm trying to round it now. But basically that's
what you need to do. That's all you just need to do. You just need to make sure that you keep rounding
these things. I think this one is a
little bit forward. So I'm trying to
round it so that our leg geometry can
come from that area. They're coming here
to our front view. Now, you can actually see what kind of a
geometrically we have. And we might as well
come in here and push things so that they can be in a straight line
kind of a thing. Alright? So it comes back to rounding
again and we just need to make sure that we are pushing these things
in the x as well. Okay, In the front view. So it's kind of a
tucking effect. Alright? And now you can see now that all things are looking
a little bit better. But here we lost
our clipping this, so you just need to make
sure that you tuck that in. Alright? So this is the kind of a body geometrically
that we have them. And I think we might as well go ahead and join the
head and the neck here. Alright, so we have to
select the head, alright? And we have to delete the subdivision
surface there, okay? So we select the head
and we select the body, and we'll go Control
J on our keyboard. That way we'll be able to
join this into one mesh. We want to join the
neck to the border now. So we want to select
these and we just want to push it up a little
bit, or select this. Select these and we want to
push it down a little bit. Okay, I'll get with
this selected, we're going to go
ahead and select this. And I'm gonna go to edge, and we're gonna say
Bree edge loops. Okay. We're gonna go to
the side view now. Alright. And with wireframe
mode activated, I'm just going to come in
here and close this one. Alright? So I'm just going to
close this one here. Alright? So I'm gonna come in here. Alright, and I'm just
going to push this a little bit up. Alright? Perfect. And I'm just going to try to distribute some of these lines here a
little bit there. Okay? Alright,
something like this. So if we can go back to
our viewport shading, you can actually see what kind of a geometrically
we have there. But you can come around and now try to make sure that these
lines are running smoothly. Okay? So it will be just a
matter of trying to, you know, to tweak these things. Alright, if we can
come now and we can add a subdivision surface, you can kind of see
what kind of a, geometrically we have there. As you can see, we have lost
the mirroring of our ID. So what do we just need to do is we need to select the eye, okay? And we can come down
here to mirror, and we need to choose
another mirror object. This time it's gonna be
the cylinder, alright? And we can name it. And we're going to
say, let's see, so let's write the body. Okay, this is how you create the shoulders and the place where the arm is
going to connect. And this is how you create the pelvis where the leg
is going to connect. Okay, so in the next
lecture we're going to come up and we're
going to create the, um, for our character and we're going to join it right
here on the shoulder. Then later on we can come in, do the same with a leg here. Okay, so that's it from me. I'll see you in
the next lecture.
10. Creating The Arm And Connecting It To The Shoulders-: Okay guys, welcome
back to the course. And on this lecture we're
going to be creating the arm in connecting
it to the shoulders. This is where we left off
from the last lesson. And what are we just going to
do here is we're just going to get into it more quickly
by hitting tab here. And before we can clear the arm, I think we just got too
much resolution here. Let me just de-activate
subdivision surface right here. Alright? So I'm going to hold clique, probably this edge right here
and this H here against. And I'm going to hit X on the keyboard and I'm just
going to say this of edges. Alright, I think that was
a little bit too much. So coming back to
our front view and tipping into wireframe mode, we can tweak things
around, okay, so we can come in here and we can just try to
sub-divide that. I think we hit just too much
resolution there. Alright. Then coming back to
viewport shading, all we just need to
do is we need to come here to face select mode. And we're going to select
these four faces here. Alright? And I'm going to come back to my front view by tipping one and I'm just going
to hit E to extrude. Alright? Then I'm just going
to drag this guy down, alright, something like this. Then I can drag it down
to somewhere down here. Alright, and I'm going to come here and tap into
wireframe mode, okay, I just want to see
a little bit better. So I'm going to tip and
rotate this, alright? And I'm just going to scale
this uniformly, alright? Something like this. And I'm just going to
pull it in position. I think it's a
little bit smaller. Let's kill it a little bit. Alright, and I can just give it a little bit of rotation there. Alright, then coming into this, I think we need an edge
loop for the elbow here. So we're going to hit Control R. And we're going to try to position that I think
somewhere there. And I'm just going to
rotate it a little bit, something like this. And we go to scale it uniformly so that it can feed it and we
can move it into position. Alright, the other thing that we need to do is that we need to give this band right
here, the elbow. And I'm just going to select these vertices
here and I'm going to hit Control Plus tool to
increase that selection there. Alright, then I'm going to go to my side view by pressing three. We're not going to match our reference image right here is you can see
it's a little bit off. So what are we going to
do is we're just going to rotate it just to give a band. Alright? Yeah, I think something
like that could do. Alright. We need this bend here
initially so that it can be eased for the patient
always going to be doing the rigging fault these correct. Alright, coming back to
our viewport shading, you can actually see
what do we have there? We're going to hit one to
come back to our front view and we're going to activate
wireframe mode here. Alright, so I'm just
going to hit Control R on my keyboard and I'm going to start adding edge
loops right here. So I'm going to add
probably three right here. And coming to this one, I'm gonna head probably three K. So I'm just going to
come in here and I'm going to start pushing
things into position. Alright? So I think it's quite matching. Alright? And I think we can and H loop
right here as well, okay? And we can just check
these vertices here. And we can actually
push them up, something like saw, alright? And we can also click this edge loop here and we
can put it in position. And we can click
this one as well. And we can try to put it in plus the shin think is quite matching a little bit
coming to this one. But we can just scale it in a little bit and put
it into position. That thing, it was quite
good enough though. And coming to this one, we just want to scale this up to match what we have there. Alright? Click this edge and
scale it some more, alright, and put
it into position. Something like saw, like a ride. And coming to this one. We just want to push it
into position right there. And I'm just going
to rotate this to match the contour that
we have right there. Okay. And I'm just going
to push it up. He had a position
like so right here, the old ball, we
got a band here. So we need to make sure that
we got three edge loops right here at the elbow so that it will be able to
animate properly. So the simplest way
we can do that is by selecting this age and hitting
Control B on our keyboard. So we're going to bevel it. Alright, so we're
Beverly like this and we're going to
throw one H loop right there by scoring your mouse wheel or
something like that. Okay? And you can actually come here to the width
and adjust things. Alright, so something
like that could do. And I'm just going to come
in here and I'm gonna just add a supporting
edge loop right there. And the same applies
to this one. Alright, so I'm going to edit supporting atrial
up right there. And I can do that
right here as well. Alright. And let me
just redistribute this. I'm just going to okay. I'm just going to
push this up here. And right here, I think we can add another edge
loop right there. And right here. I think we can add
one more edge loop. And right here on the
bottom here we can add one more edge loop pockets so we can come up with
something like this. And the other thing
that you can do is you can come in here and start rounding some of
this geometry here. So you can come in here
and start rounding it up. And things like this. That's a little bit thinking, you can just come in here. And it's that rounding them off. Looking at these vertices, yeah, you can just tip W
twice and you can try to distribute them evenly. Alright? Something like this. Okay, so it's just a
matter of tweaking as we go along the coast. Alright, so that's
it for this lesson. And in the next lesson, we're going to come ahead and create the Lego for character, and we're going to connect
it right here at the pelvis. Okay, I'll see you
in the next lecture.
11. Creating The Leg And Connecting It To The Pelvis: Hey guys, welcome back
to the course and on this lecture we're
going to be creating the leg geometrical
for character and we're going to be
connecting it to the pelvis. Alright, so I think
what we can do is we can start off
with a cylinder, then we can actually
ship it and connect it right here together
with the pelvis. Alright, so let's just hit
Shift E on our keyboard. And we're going to add
a cylinder right here. Alright? And I just want
to make sure that I've got a resolution of eight. Remember? We did create the pelvis
with a resolution of a. And all I'm just going to
do is just starts killing. Then I'm going to come
to my front view, right? And I'm going to scale
a little bit some more. And I'm going to push this
right here to the knee. So I'm going to
actually activate wireframe mode so that
I can see a little bit somehow want to put
the send off that objects right here on the center of the knee,
something like this. Alright, I'm gonna hit tab
to tip into edit mode. And I'm going to
take these and I'm just going to push
it up like so. Alright. And I'm going to take this
and I'm going to push it down all the way to the,
to the angle there. Alright, and I'm
going to come to my side view and I'm going to hit Control
R on my keyboard. And I'm going to add an edge
loop for the knee there, alright, something like this. Then I'm going to scale
this uniformly, alright? And I'm going to put it into position, something like this. Alright, and I'm
going to come here and I'm going to
scale it uniformly. So we're going to come in
here and we're going to scale uniformly right
here on the side. Something like this. Alright?
Then looking at this, I'm just going to start
throwing edge loops right here. Alright? I'm just going to throw probably three edge
loops right there, K. And coming here, I'm just going to come in here, Control R and I'm going to
throw probably three as well. Okay, then I'm going to start shipping this calf muscles here. So I'm going to push this back and I'm going to scale this up. Alright, something like that. I'm going to pull this back. And I'm going to scale it. Just a hair. Alright. Come into this one. I'm just going to pull
it back like that. I think there's
quite good enough. And coming here,
you can see that we need a little bit of
reasonable option there. So I'm going to scale it
and I'm going to push it back so that we can define those calf muscles
a little bit more. Alright. And now coming to
the front view, now, you can see that things
are not too bad here. So what we wanna do now is we want to scale this in the x. So you just want to hit S for scale and you hit X so that you can ship
this in the accelerant. And we started pushing. Or you can just
take these guys and just push them in array,
something like so. Something like that can do. Alright. Something like that. You can take these
two and you can just push them in
position like that. Alright? Same
applies to this one. And this one applies to the sun. Alright? And coming here, you'll want to add a little bit of
resolution right there, okay? You can just push this case. So I'm going to add
one more right here, just to sub-divide
those polygons there. And I'm going to
add one right here. And coming back
to our side view, you can actually see that
things are still looking good. Since we got a band
right here on the knee, we need to make sure that we add three edge
loops right here. So I'm going to go
Control B on my keyboard. And I'm just going to
create something like that. And this is the kind
of a leg geometric data we have coming
back to our front view. You can see that things are
quite matching up right here. Alright, then the next
thing that we wanna do, we wanna come right here
into the front view. And you want to hit R on your keyboard and
you want to rotate this edge loop saw that it matches what do
we have right there, okay, You can always
will come here and just try to give us
more rotation here. After that, you can
come back here to your viewport shading and actual list get out of edit
mode with this selected, I'm going to shift
select this one and I'm going to hit
Control J because I want to make it one body so that we can be able to
bridge these two together. Alright, then I'm going to
select this board and I'm going to hit tab to
enter into edit mode. And I'm gonna deactivate my
subdivision surface there. The next thing
that I wanna do is I want to come here
to face select mode. I want to select this face. And you select this face. Alright, so we're going to
come here to age and we're gonna say breach 80 looks
something like this. And probably we can
go with marriage. I think something like
that is quite good enough. And coming back to our front view and tapping
into wireframe mode, you can actually
start coming in here and start shipping
these things again. Alright? And you can see here that we need an edge loop right there. And I'm just going to scale in our axis at this point
in time. All right? And I'm just gonna
try to round off some of that geometry there so that it can mimic
what do we have there? Okay, I'm just going to round it a little bit some. All right. Let's go to the side view and you can see that we
licked geometry here. So we're going to hit Control R on your keyboard or right? And we're going to start pulling some of that
geometry there. Alright, then I'm going to come back to my
viewport shading. And I can push this a
little bit some more out. Alright. I can push this out
a little bit some more just to ship it. They see. Alright. I think that's
quite good enough. And if I can add my subdivision surface and
come out of edit mode, you can actually see the character that we
have right here. Okay? So this all you need in terms of creating the ligand and
connecting it to the pelvis. So in the next lecture, we're going to go
ahead and create the hand for our character here. Alright, I'll see you
in the next lecture.
12. Course Remarks: I would like to congratulate
you for finishing the course modelling the
torso in Blender volume one. After completing this course, you can go ahead and check out my course right
here on Skillshare, low poly hand modelling
in Blender volume one. Therefore, taking the modelling close for cartoon
characters volume one, I wish you all the
best in your carrier, and this is your favorite
instructor, Fernando added. Williams is goodbye for now