Unlock Your Inner Ninja: Character Modeling in Blender | Junaid Alam | Skillshare

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Unlock Your Inner Ninja: Character Modeling in Blender

teacher avatar Junaid Alam, 3D Artist

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Demo 2

      1:52

    • 2.

      01 Getting Start

      4:40

    • 3.

      02 Basic Blockout

      12:30

    • 4.

      03 Modeling Part 1

      15:01

    • 5.

      04 Modeling Part 2

      12:15

    • 6.

      05 Materail And Shading

      8:09

    • 7.

      06 Rigging

      7:38

    • 8.

      07 Posing

      7:47

    • 9.

      08 Lighting And Render

      13:06

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About This Class

Are you ready to embark on a creative journey and bring your own ninja character to life? Join our step-by-step class designed exclusively for beginners, where you'll master the art of character modeling using the powerful tool, Blender.

Class Overview:

1. Finding Inspiration: Where to Get Reference
- Dive into the world of ninja aesthetics and gather inspiration from various sources. Learn how to curate references to guide you in crafting a unique and captivating character.

2. Setting the Stage: How to Set Up Reference
- Master the art of setting up your workspace with references, ensuring a smooth and efficient modeling process. Get comfortable with Blender's interface and prepare to bring your vision to life.

3. From Blocks to Beauty: Basic Block Out of Character
- Start with the fundamentals by creating a basic block structure for your ninja character. Lay the foundation for intricate details as you shape and mold the initial form.

4. Detailing the Masterpiece: Adding Details in Modeling
- Elevate your character with intricate details that make them truly stand out. Learn the secrets of precision modeling to enhance the visual appeal and storytelling elements of your creation.

5. Shading and Illumination: Adding Shaders and Materials
- Unleash the power of shaders and materials to breathe life into your ninja. Discover the art of texturing and shading to create a visually stunning and realistic character.

6. Rigging Made Easy: Adding a Rig to Your Character
- Navigate the world of rigging effortlessly. Follow simple steps to give your ninja character a lifelike range of movement, making them ready for action and dynamic poses.

7. Strike a Pose: Adding a Pose to Your Character
- Bring your character to life by exploring posing techniques. Learn how to evoke emotion and personality through dynamic poses that showcase the strength and agility of your ninja.

8. Illuminating Brilliance: Adding Lighting and Rendering
- Master the art of lighting to enhance the drama and atmosphere of your scene. Explore rendering techniques that will showcase your ninja character in the best possible light.

Prerequisites:
- A basic understanding of Blender's navigation and functionalities. If you can navigate Blender, you're ready to embark on this creative journey!

Join the Class and unlock the secrets of ninja character modeling in Blender. Let your creativity flourish as you sculpt, shade, and animate your very own ninja masterpiece!

Resources Which include Reference Images and Blend File  

Meet Your Teacher

Teacher Profile Image

Junaid Alam

3D Artist

Teacher

3D character artist and creator behind Blender Ustad, with years of experience in stylized modeling, sculpting, texturing, and game asset creation. My focus is on making Blender workflows simple and approachable for beginners and intermediate artists alike. Through step-by-step classes, I teach character modeling, rigging, hair creation, UV mapping, and more using tools like Blender, ZBrush, Substance Painter, and Marvelous Designer.

In addition to teaching, I provide high-quality 3D asset packs--including base meshes, stylized characters, and hair kits alot more which are perfect for speeding up your workflow and getting a head start on your projects. Whether you're building your first 3D character or expanding your portfolio, my content is designed to help you level up with con... See full profile

Level: Beginner

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Transcripts

1. Demo 2: Creating your first three D character inside blender is a hard job and a lot of people fails. But if you get the right knowledge from the right mentor, it can't be so easy. If you are the one who struggle with creating three D characters. This course is 100% for you. It's a short course where we will be creating this cute ninja character. The process is full step by step and it's 100% beginner friendly, so everyone can start it. The first is about getting start, how to find a reference and how to set a reference inside Blender. The lecture too is about creating the bass mesh and the basic blockout of a character, which is super important and there are a lot of stops that you need to learn before going to the details. After creating the bass mesh, we will jump into adding the details and completing our model. I will show you all the techniques that you need to create a three D character. We will also use the pull modeling, subdivision surface modeling, and we'll also learn to create props for the character. After finishing our character, we will jump into creating materials and shaders for the character. Our characters have some colors. After that, it would be the time to add some controls to the character, which is called rigging. Once we've done the rigging, it will be time to pose our character and it will be the most entertaining part, and we will be creating some interesting poses. After completing all the character, it will be time to add some lights and render a great image. This is all you will learn after this course. You will have the confidence to create similar characters like this. Let's start the course now. 2. 01 Getting Start: Hello and welcome to the course. So let's get started. First of all, this reference is from the AI generated. It's most probably from playground I. I somehow found this there so you can just your own character with your own prompts from text to image any AI tool or I will share this image reference, so you can also use this. Okay. It's really simple. It also have some issues like one side is somehow a hand and the other one seems a bit pencil and also the poses a bit weird and having some issues there. But we will just a bit change it and add a few things and minus a few things that we need to do. Yeah, we'll be doing that for now. Let's jump up to blender. With any blender version that we have, in my guess it's 3.6 but can work, it's not an issue. Let's click anywhere and let's get started. Okay, first of all, we have all these objects. Also you can see the clicks and buttons that I press here, so you can just follow along. Okay, so I'm just holding left click and selecting all and delete button to delete that. We have an empty space and with the middle most I can just scroll it like this. Okay, first of all, we need our reference somehow here. So we can create our three day model here. And we can just stress that if the things are fine here, we have the reference image, we can just drag it. But the problem is that if we drag it, as you can see, it's Et rotated and straight. The better way to do it, I'm just deleting this again and coming up to the front view, the numpered one. I'm at the front view. Or you can just click on minus Y and you can come up to the front view. That's the basis. Okay? Now let's again pick up the reference and drag it somewhere like there. Okay? As you can see, it's exactly in the center. We need to push it back. To just push it back somehow like here. Now we are able to do it. We are able to start it. Okay. Before starting our character, we have to make sure that our, our reference is exactly in center. Uh, we don't have any issues. As you can see, the X line is the floor line. We have this great floor, so we have to create our chacter on top of that, On top of this line first. Let's, and, and let's grab it somehow like this, if you don't see the floor clear because it's somehow like fading in the reference, we can just add a plane and just see that if this works, if I just go to the edit mode, I can see a clear line and now our reference need a pad up. It's not 100% do it really, but as maximum as it's fixed, it's easy for you to work. Okay, another thing that we need to do is make sure that it's also in the center vertically. I will just go to the eighted moon and control or and add a loop here. Let's scale this cube with the. As you can see, it's not in center. Let's grab it in center. I think this line is exactly in center. Let's just match this one with this one. Okay? Also you would notice that from Don, it's not exactly in center, but it's not an issue because we are not exactly going to follow it. This will be a dummy, a dummy reference. We will manage things by itself because mostly a images don't have the accuracy. Yeah, I think this setting is fine and now we are ready to start. Okay, again, the main questions comes that from which object can we start? 3. 02 Basic Blockout: Is fine, and now we are ready to start. Okay, again. The main questions comes that from which object can we start? For different characters, it may be, but for this one it seems like if we break it into the basic shapes, it seems like a spare and a somehow. These can be cylinder, these can also be cylinders. We can create it somehow like this. Let's start from the basic objects. First of all, a spare. We can use a simple spare for the head, but I would always recommend to not use this spare. Instead, add a cube and add a subdivision modifier, and let's make it two and make this one apply. Okay? This is now not spare, but it have a better topology. If you go to the edit mode, I can just press Tab to go to the edit mode, or you can just switch it from here. As you can see, I have this Pi menu on. If you want the same, you can just come here to the reference and turn on the pi and turn on the pi, and then just do the X. Then come up here to the, I think it's in the input up, make sure to in the key map, turn on the tab for Pi menu. Whenever you press the tap, it gives you this menu. And you're just a bit quick to switch between the object and the edit mode. Okay, after that we have this object, let's grab it up here. Now let's scale this one with the tension. As I said, again, it will not exactly follow the thing, but our object is in center, so we don't need to it or move it around. Just do it with the scale as much it's possible to match. Okay, we can keep it a bit small. As we see the head is inside and this is somehow the costume. We will keep this a bit low now, right click and make it share, smooth to see somehow like this. Okay, the next object is a cone. Shift a cone, but this cone has this sharp corner and we don't need it. Come up here to the add con menu. Let's first decrease the segments to about 16. I think this would be enough. We have two radius here, the one is the down one, and this is the up one. At the up one also, we need somehow a bit of thickness like this. As we see any other down one seems fine. We will adjust it more manually. Let's grab it up, scale it down again. This won't really match this one, the back reference, but we can just imagine how this will. Let me just grab this one a bit up. Extode down somehow like this from this side view. Let's just scale it with the Y. Also scale it with the X. As you can see, I'm switching these cameras from 13, the Numpered one. It's easy for you to just see that. Okay. Another thing that I always do is that I create things on mirror. We just work on one side. I delete these vertex, again, I'm holding the X and this is the Pi menu. So don't confuse for that, just click on Delete vertex, even if your Pi menu is off. Okay, now I'll switch back to the object moot, come up here and add a mirror modifier. But if we go to the edit mode, select all with a G, then it's splitting. So make sure to have the clipping on. Okay, now we are pretty much good. I think this vertex need to be up, need to be like here. This one seems to be up. It's somehow this in shape that you might like it maybe. Okay, the Don, it's not filled. Let's select these two, and these two to fill that. Now to fill these more, I would use a built in modifier blinder. So go to the reference, come up here to the add ons and search for two add on. It's an add on that help in filling. If I now select this edge in just this fills it automatically, which is super cool to do. Now select the face and control shift and left click tail here. Now I do insect, but as you can see it's having this thing. If we just turn on the outset, we can just fill that. Just scale it a bit. And as you can see, this will give us a bit of bableness. We have some better preview. Okay, also this one we can scale a bit. Yeah, this seems fine. Now, we can also right click and make it shed smooth. This seems a bit weird lines for now, but after we add some subdivision, it will be fine. Okay. We can also fill this one with but don't really need it. Yeah. Okay. I also select the edge with all shift and left click and control V to Pavel, that it have some round shape here and it seems fine. Now it's time for adding the feeds. For the feeds, we can just use a cylinder, 32 Vertlops', a bit too high poly. I always try to add simpler and low shapes. I would like to add 16 or maybe 12. Yep, it seems fine. And I'll just scale this. Put it here in the space of leg, scale this one a bit high, grab this one till the ground. If you don't see the ground, you can just come up here to the right side view by pressing three and now you can just grab it till it match somehow. Like this, we have some simpler feats and now it's time to add details, control R and add a loop till here. Now select the down one and press and just scale it somehow like this. Also we can add another loop. Let's make this one scale a bit. Here, it's more like feet. Now scale this one, also at the middle, we need three loops. I add a central loop and now control and just pebble that, make sure it don't have a face here. As you can see, phase. I would like to x and delete this phase as it's inside and we don't see it. It's good to not have these. Okay, from the side you select all the ne. Now grab it a bit to the forward. It's more looking like a feet. Again, we can just scale this feet a bit more now, right click and make it shared smooth. And now come up here and add a mirror. Modify for the mirror object to select this one. It mirror how like this. Now it's time for adding these hands again, the same thing. We would like to add a cylinder now, scale it down. Scale it with, now rotate it with the 90 degree and move it up here. We don't need to follow the poles, we can just keep it like the poles. It's really helpful in the rigging. Leave it as now. Just match the thickness. Yep. Somehow like this would be needed here and this would need here. If you want to check the length of the hand shift right to move the cursor here, come up here and change this one to three decursor. Now rotate that. As you can see, it should be somehow like here. Now what I will do is go to the edit mode. Grab this loop here. Go to the object mode again, rotate this again. I think it's a bit too. Let's move it up here. This seems fine as the hand is a bit inside, This is somehow fine. Now control R and add a loop here. Control to just Pavel that cause again, it's a joint and we need three loops here. Also, select this phase, x delete phase. Now select this and control to bevel that, but as you can see it's not making it equal. Bevel control that go to the object mode control A and apply scale and rotation. Now go to again and control B. Let's have a good bevel. Now somehow we are ready to create this hand, scale it down, extrude here we have this space for the thump. And extrude it again, this time. Scale it down, keep it down. And scale it with the y, but make sure it's to the medium point. Now I to insect it or just extrude and scale, okay. Now for the thump, we can just pick up these two vertex as these are in center now we can just scale that, grab it toward the X in this direction. As you can see, it's looking like a hand. Now now we can just mirror that with the mirrored object of the center one. I think this is it for the basic lockout of our character. In the next one, we will start adding details and finish the whole character modeling C in that. Thank you so much for watching And Pi. 4. 03 Modeling Part 1: Okay, welcome to part two where we will be completing our character modeling. First of all, let's add a subdivision modifier to a few objects to get a bit clean result. As you can see with the subdivisions, its basic shape is changing. What we will do is come up here to the wireframe, select this loop, press and to get this menu and increase the increase, If we see in solid view, it's making it solid. Again, it don't affect the subdivision weirdly, This is important for that. Also, we can add this one here. We again have a bit clean results sample. Go for here, add this subdivisions. Go to the edit mode, select the whole loop, make the increase to one. Also for this 11. For this 11, we can make this one control and have three loops. Let's again add this one to this one. Actually, At every joints we need three loops. For rigging, we avoid the rigging issues. Okay, okay, from the side view, we would need to select this one and grab it a bit to the forward. This will make it a bit of a shoes effect somehow. Yeah, this looks more like a field, so Okay, now let's add the same to the hands and go to the edit mode. Select this one. This one and also this one. If we don't see the things a bit clear, turn off the modifiers so you will see the loops clean. Now, add maincrese. Let's turn on this again, something like this. Also up here, we turn off the subdivision and select these tools J to join and connect these T. We have some better topology to play here. Now what we can do is we can select these to keep it up here. We can also select these like this, and now it's like this. Now, if we turn on the subdivision, we can get a better idea of what he done. Select this, takes it back. Yeah, this seems fine. Okay. I just add a look in please. It like this and this well gives a more idea of like it's having some fingers. Also, we can see this from the top view and just hold select and move it forward with the proportional editing. Yup. It's more curvy now. Now let's work on the head for the cost team. We would need to duplicate this spare control D, we have a duplicate shift D, and we have a duplicate. Now go to Ted mode and scale it up. Okay, Now what we have to do is to double to slide this vertex. Do this one a bit down. Now we can actually delete these two vertex, or maybe the three phases and also delete the half of it. We don't have the panic for doing the both sides. This seems fine. Control or add a loop in the center Alt, R alt. To just scale it a bit outside from the side view, we can just select G. Have an idea somehow like this leg, I'm just sliding these verte. To get a better review as we know here, it will be the nose area. It must be somehow like here. We can now select this one to extrude to scale and make this back, keep this here. Now let's add a subdivision modifier with the level of two control or to add a loop in the middle and alt to just scale it a bit outside. And now select this whole loop and make this 11. Now select these and make this 11, now we have a sharp edge here, and that's what we need it. Okay, Select these and make it a bit up. So we have this slide area. Okay, select the back loop and make this one to the one to also make it sharp. I think this looks somehow fine. We would need to make the shape a bit more like the Anja one from the side. It should be somehow like this. Okay, I think the whole thing needs to be somehow down, like here. After that, let's move it up here. It's now to the eyesight view. Or maybe we can just do it a bit more. Dissolve this edge and select all again, keep this down. Now let's fix this by adding a loop. Again, select the whole loop, all to just scale it outside. Select this one, gab it here, and gab it here. As you see, this looks weird, and that's because there is an extra vertex in the center. Let's delete that, and we will have a fix of this thing. Now let's select somehow all of these and scale this a bit up now. Right click and make this one t smooth. We can change the intensity recording, but I think 0.5 seems fine. This works. Now we can just select these and change the overall shape Eccording. Now let's add a belt here, so for that control or, and add a loop here. Now control to level that. Now shift to duplicate and to separate the selection. Now our belt is a new object, now we can just alt to just scale it outside and select the whole edge to extrude it inside. Select edge to extrudate inside. And select this one and this one, and make it mecrease. Let's now make the ice select this pair. Go to the T mood. Select the face is where the I will be now to extrude to scale. Now delete these vertex. Make sure to delete the half and add a mirror modifier and turn on the clipping. Now we have holes for the eyes. Let's now select the whole thing and right click and make it circle. If you don't see the Loop tool option, you can just come up here to the edit preference and search for an add on called loop to make sure to turn on that. And after that right click and make this one to a curve, we can change the influence according, but most of the time it's tele now to extrude again and let's scale bit here. Yep, this seems to be our eyes. We can also add a subdivision modifier to this one. We have some good idea like this. Now select the whole thing and make sure that we have the increase, and now we can extrude it. Now scale this and make this one to zero, and that this will represent the ice. If you want to make this one clear, you can just add a loop here. This will make such a nice and easy way to create the ice. We can just connect these with the J and make sure to then the center one as to make it outside, this will be smoother like this. 5. 04 Modeling Part 2: Now it's time for adding this clothes piece. We can easily start it from a cube. Let's select this vertex shift and move the cursor here. Now shift and add cube. Our new objects is to the center. Now go to the edit mode from the side. Let scale it with the y direction on the front. Let's make it somehow scale like this. It extrude again, scale this one down to again, and scale this one down like this. This will be the basic shape. After that, we would need to add a subdivision modifier with the level of two, right click. Make it shape smooth. Make sure this one have a, it's sharp, like this as it's in the reference. Now in the object mode, control a and apply scale rotation. Make sure it's only to this object. Now go to the edit mode and again do some changes with the shape. Now in the edit mode, select these two and extrude an S. Extrude it inside and make this 11 control are to have a loop and make sure it's here, make it 101. And make this one to one. We have such a good shape here that we can use it. Okay, so let's rotate it now and move it up here, scale it down but it's one. As you see it's a single piece but normally engine have two things here. It's a piece of clothes that tied. What I would do is that I would shift to duplicate. Now rotate that, let's make it here. We would now complete the belt. It's a belt. Have two pieces for the tightness. Let's here and scale this down. Let's add a subdivision surface to it. Let's make this one with the Y. Scale it like this. After that we would add 21 cube here and scale this down. Scale this down movie up here. And now let's scale it with the Z. Extrude it one more time and now scale it and control or, and add a loop in the middle. Now grab this vertex here. It somehow looks like a cloth face now, but we would still need a subdivision surface to make sure it looks more fun. I just select these threes. Let's make this one up, right? Make it shade smooth. Now move it up here from the side view. Let's rotate it here. I think the thickness is a bit more, so we would need it to scale in the Y somehow like this. And now let's add a mirror and do it again. The same thing. Now it's time for making the shift A and add a cylinder. Make the loops a bit low to 12. And scale it down, grab it here. Now scale this one in the up direction. Shift and move the cursor to the selected object. Now let's add a cube again, scale it down. Scale it with the t, grab it up here. Scale, And let's give it a shape somehow like this. Now, shift again, cursor to the selected object and shift A, add a cube, Scale it down, scale it to the y. Let's grab it like this. Now go to the edit, select the top of it, it takes two and let's that. Or just simply choose this one down so it's somehow representing the anger swati up. Let's merge this with control J and come up here and add a auto smooth. And let's make this about 60, 80. Let's make sure. I think this is fine. Now, scale this down, move it up here, rotate this one. And let's fit it somehow here. One last thing we can do is that we can select these threes. Extrude it somehow like this. Now select these threes and to fill. Now select these twos and J to join. Now right click and make it shared smooth. Select all in Edit and make it outside. Let's apply the scale and rotation. It's now happening to the both side because it's the mirror. But we can apply the mirror and delete these X and delete these verdicts. Now it's only have to this side and also it have to be somehow like this. Okay, So that's it for the modeling. And in the next one we will be unwrapping and adding some materials in texture to this one. See you in that. And buy for now. 6. 05 Materail And Shading: Welcome back. In this lecture, we'll be actually adding colors in shares to this character. Let's get started. First of all, we have to come up to the Viewport sharing, or you can just switch the sharing menu somehow like this. Now we are able to see colors, but our current character don't have any color. Select any of the object. And let's press this one. We already have a default material. Let's select this one and add a basic name to this one, like black, this will be the black body, the costume. Let's give it a black color. The specular is a bit high. Specular is the whiteness at the shine that you see. Let's just keep it down to something like 0.3 This will be fine. Now it's time to give this color to all the stuffs that need to be black color. I'm just selecting these objects. I think in the last one, select the one that have black color. We don't need to do it one by one, we just select things in bulk. In the last one, select the one from which we need to copy the material. And this one, this object now control L, let's link up the materials. We now have black material to all of that. Now it's time to add another material. I would like to add a red one. I press on new. Let's rename this one Red. Pick up a red color again, you can change the specular according that you want, but I think for this one it seems fine. Let's select the object that need to have the red color. And then the last one that have the red color now control L and link material. This seems fine. Okay, I think we can also add black color to these two control L link materials. Yeah, that's fine. For the Swat. We can just add a white color, a bit gray like this. Let's add metallic to it, so it looks like a metal. Let's make it one, but it should be like two materials. Let's call this one blade. Come up here to the material, Chad Plus. Because this object is having two materials, I would like to add plus. Now, let's add a new material, and this one will be handled. Let's give it a color. I would like to add a blue color maybe, but as you can see, it's not applied to this one. The reason is that we have to assign this color. Let's go to the T mode. Select the faces, and now L to just select this Iceland. And this one, I would like to add the same color to this one just to keep it simple and just make it complex. Okay, Now for this one, let's just again, add a new color. Let's call this one skin. Now let's add a skin color which would be somehow like this. Okay, that seems fine. Now let's add one more. This will be the white. It will be a white color. So go to the edit mode. Select the controlled plus to just extend the selection and select the color. Now, assign that. Now as you can see, it's looking fine. We have to create this one. But there is one problem, This isn't to the front place. It should be somehow like here. I would like to go to the top view by pressing seven. Come up here to the wireframe. Let's just e and grab and now rotate that it somehow look to the front like this. Okay, now let's go again to the shaders and add a new material. And this one would be a brown one. Pick up a brown color sign that or later on we can change that, so don't need to query a lot. I think somehow like this would be fine. Okay, there's one problem that is not circular. So what we have to do is to double, to just slide these. This would make it a bit of that thing, but still there is a problem. So what we have to do is to select all and delete that. Pick up the vertex slide, we make it somehow like circle. And now select all, and now, and now, and again, let's pull it out outside of it. Again, we have to now this one with center by pressing and center, now we have a better topology to just give some good colors straight. Let's select these now, control plus, assign a brown color, and as you can see, it's white now, okay, for this one we need a black color. We already have black color. Let's just add that, Okay, if you are a bit afraid of this one, we can just select this whole loop with our shift and left click and x and dissolve this edge. Also, if you want, we can just make it straight by right clicking flight. If we don't get this option, you might need to come up here to the addons, search for an add on that is called after that, if you right click, you will get this Look Tool menu and then you need to flat it. Okay, this is it for the eyes. Yes, this is how we can add color street. Okay. The last thing that the hands again, a plus, we already have the skin material, so don't recreate that. Let's just select the skin color. What we have to do is to go to the wire frame, select and now select the skin and assign that. Now if we see again, yep, we have that. I think this is it for, for the sharing and for the colors. We would like to keep it simple. In the next lecture, we will be actually rigging and posing our character in that. Bye for now. 7. 06 Rigging: Welcome back. In this lecture, we are going to rig our character. Let's get started. Okay, before starting the rigging, we would need to have an pad add on for rigging that is called toric. The link will be somehow attached to this video wherever you're watching this, but you can just simply Google search and type toric pro add on for blender and you can get that you would need that or otherwise you can just rig your character with Mezamo. It's a website that how do automatically the rigging for free. You can use any alternate for that. Now let's get started. Okay. First of all, enable the add on that you have. At my case, I already did that atop after that, if you just press, you will get this menu here at APR ARP. And we have a bunch of options that we are going to explore today. Before starting your, I always recommend that hide the extra steps. By extra step, what I mean is that we have this simple human It character, but we have some additional props that might be here that these two pieces, this belt, this thing, this thing, this sword, always hide this things. This will really help in rigging and you would avoid a lot of problems. We can just try this with the Sam sittings, but I already did a lot of tries by not to avoid these mistakes, you must have to hide these. Let's just hide these with I'm just selecting pressing H. Let's do that. And we have this simple Rector, and now we're ready to do that. We will attach all the props later on. Once we do the basic rigging, first of all, select all. Now in the smart one, click on Get selected objects and make the full body rig. Now we would need to identify the neck burst from the side view. You can also check that neck is somehow around here. The next one is chin, but make sure to do it from the side view. Next one is shoulders. Check that rests, which is somehow this area from the top. You can just see that up. It's right there. Now it's the root. Root is a bit, I think to the side one. Just do that, it gives you a bit better result. Now, the ankles, this one. We are ready. We don't have fingers in our hands. We have to turn off the fingers up spine one, leave the rest of that, it's looking fine, and click on Go. It will take a little time according to your PC performance, but yeah, it's fine. Okay, now we have the basic G, but we don't have the controllers, the advanced settings for that. Just click on Match to Rick. Now we have all of that. As you can see, it's now not attached to all the Rector. We need that in object mode. Select your rig first and now select all with A. Now come up here to the skin and click on wind and boom, we've done that, we've done the man work. If I just double R press double R. As you can see, it's working. If I can just move our character like this, most of the time, it don't have problems. It have a use, we would need to fix that. Let me tell you about that. The first thing that we see here is that if we pull this a bit more, as you can see, there is an empty space there, We need to fix this. To simply fix this, just go to the edit mode, select your object, and to extrude that with the up direction, I think this would be enough to our problem. As you can see, it's a bit here. You can just pull it more. This is ignorable. I think we can ignore that. It's like this. Yep. Or hand is fully workable. Okay. Now it's the time for adding the additional props. Alt Unhide. That what we need to do is that with the head head bone, we need to attach these two. Just select this one and then the rig. Now go to the posed first at a. Just deselect all. Now keep pressing the shift and now select this one. This is the head one. Now control and make this one a bond. Now what will happen is that if we select this bone and as you can see, it's now rotating with that. The same thing goes with this one. These three or four things would Okay. Before that, I would recommend if you have a mirror modifier mature to apply that, this is must the subdivision will work, but make sure you don't have a mirror one. Okay? Now this is fine. Yep. Okay. These 34. And now pick up the rig. And now go to the pose mode again. All the add to just deselect all. Now we need to bend it with this one shift and left click, it's the top on the lower control and make this one object. The magic is here. It's working. It's working like that and it's fine. I think that's it for it. Yeah, that's looking fine. Okay, that was it for the king lecture. In the next one we will pose our character. Then in the next one we will be lighting and rendering it. Thank you and see you in the next one. 8. 07 Posing: Welcome back. In this video, we'll be actually posing our character. Let's get started. Okay, first of all, we need a reference for that. It's really simple. Just Google any pose that you want it. I searched for nenjaposes, I got this image. I'm not sure that I can share this, but we can just copy the pose of this one. It's so simple. If you search for nj reference nenjaos, you will get this image top of that. Okay, let's get started. Okay, first of all, come up here to the pose mode. Let's start the big moves. First of all, the hip need to be down. I'm selecting these two and just keep it down somehow like this. Now, move this one to this direction. Or we can turn on the x, maybe it, let's move it somehow like this. Maybe we can turn it a bit like this. That's the first step. The second step is that the corrector need to be lean in front like this. Or we can just simply select all and rotate that. Shift right click here and make this one to three recursor and rotate that. But I think it's having some issues like the head just do it like one by one. Don't like this, just doing these two. I think this lean would be fine now. We need the hands. Let's move this one here now. Make sure to turn off this one because we don't need mirror for that. Something like this. Okay, now we can rotate this one with, because we need to hand over the sword to this one. Okay? This hand should be back. And rotate that with the z direction in front one. Okay, Select this one and move it a bit up somehow like this. Now the head need to be to the front like this. And also move this one down. Because I think the neck is somehow a bit long and it's not looking that right. It must be somehow like this. Okay, now go to the object and select this one. And rotate that. Move this here. Let's try to hand over this one, okay? Move this one here. Rotate that to the Z, also from the side view, we can just rotate this here. I think it's also we can rotate. That seems better. Yup. Okay, one last thing we can do is we can add some shape keys. Shape keys are basically, let just add two plus here, and let's give it sward handed. Let's call this one handed and make the value one. Now the magic here is that if we go to the edit mode, we selected this one and we give it any shape that we want it. I would also need to add a loop here. We have some more extra. And now what I can do is that I can select the lower one, shift right click to move the cursor somehow here. And change this one to the cursor and come up here and turn on these options. Okay, so let's just rotate that and move it up here. And now it seems more promising. This is only for the pose on if you are not satisfied with this result. So you can just do this somehow. Like this would be fine. Okay, the head need to be a bit more straight to the front. It's looking to the front camera. Maybe we can change the head somehow like this. It's also looking fine, but we will leave the rest as it is. Okay. Now we can refine it more by moving these pyramids to just do some extra effort. Let's see how much we can improve that. Yeah, I think this seems fine And yep, that's it for the pose. Yeah, that's it for the pose. And in the next one we will render it out C you in that bye for now. 9. 08 Lighting And Render: Welcome back. In this lecture, we'll be actually lighting and rendering our character. Let's get started. First of all, we need to add a ground for that shift and add a plane scale it up. Go to the edit mode and select this edge. Just go to the selection, select this edge and extrude it toward the upward, like this. Now come up here to the object mode control and apply scale and rotation. Now go again to the edit mode. Select this edge and control to bavel that, increase the segments with your scroll button somehow like this. Now once you confirm that, right click and shed smooth. Now we have such a nice background. After that we need a camera shift a camera now move it up here. As you can see it's to the front already. It's fine. Just come up here to the zero. If the camera is a bit rotated or something like it is somehow that I feel Alt R to just reset the rotation now R Y now put 90 to add a 90 degree angle and enter to conform that. Now if we go in numer zero to be in the camera, you will see that it's somehow like this with the G. You can just grab that. But I would suggest don't do it for now. Just come up here and change this one to the orthographic. Now let's move that, make sure you have the right resolution for that. Just scale this one and put it somehow like here. Now, rotate the camera to the x direction a bit down so we see the feels full somehow like this. Now let's come up here to the camera and change the scale to somehow like this. Now again, I think the resolution might need to be changed a bit more. Let's make it a bit square now. No, change this one again to just scale that. I think this somehow seems fine. Now if we go to the render, it will look something like this because we are in the cycle. If you are not, you can change from V to cycle, but there are a lot of problem. There isn't any light. The light they're currently coming from is from this playground. If we make this darker as you can see, we'll be seeing nothing. Let's go back to the solid again and add some lights. The lighting set up that I'm using here will be a three point light set up shift A. First of all, let's add a, a light and this will be our spot light. This will be creating a huge spot from this side, from the side view. Keep it, rotate that And move it up here in the direction right R and z to rotate that to the correct in the camera angle. Let's be honest and make it somehow adjust it like this scalet, we have some soft lighting now. Come up here and make this one to about 01:50 Let's see how this looks. Somehow looks fine, I think y. And now shift to duplicate this light, put it here, alt R to just reset it. Now rotate that, rotate that to this character. This will be a fill light since it's really dark. Without this one, it will be just a filling light with the intensity of 50. Now we need a M light because Ram light is probably using for highlighting the edges, it creates such a acute result. Shift in another area light this time. Rotate that from the side angle 90 degrees and put it here and in the form of the front view. It should be here a bit. Rotated to the corrector and scale this one of it. Now the color is totally depending on you which colors you need to add. But well, that letter, Let's first make this one to about 200. It will be a strong light. Maybe 150. Yeah, 150 looks fine. Let's make it somehow like this, it highlighting this area, but also this one. It's creating a nice effect. Okay, that's it for the lighting, but we need to change the background. Let's at a simple dark color, Not too dark, but a bit dark. Let's make the specular about zero and the roughness to about zero, it don't disturb our character. Okay. That we're going to do is a light for the background. As you can see, it's flat color, but we need some gradient here. Shift This time we would add a point light. Let's push it here. If we see in the render view, it's making this gradient, which is good now, I think we need a color for it. Let's red color, this looks fine for the side one. Let's add a blue. Or maybe for the M one, Let's add a blue. This looks nice. Now, shift to duplicate this color to the x direction. Wrote that to the recto. Let's make this one a red color. It's such a nice combination of two colors. Now we can make the background a bit darker because, yeah, that looks good. Also select this color. I think we would need to increase the intensity 10-50 or if it's a bit more, I think 30 will work. Yeah, I think that's somehow fine. Okay. I think I would need the caber to be a bit like wider and also push it back a bit. The reason for that is I want an effect here, like a dark effect here. I would need it for that, but I think this seems fine. Let's have a render. Before render, we have to come up here and make the resolution to about 200 and come up here and make the samplings to about 1024. This would be fine, and also, don't forget to enable the noise. And now let's 12 and take a ender. It's taking somehow like 1 minute and 20 seconds. Oh, that's the time. It's showing 6 minutes, but I hope it's will be far faster than this one. Okay, and yep, we're done with this. Let's do a bit of compositing in the Php. Let's just save this surrender. Let's call this one render. Make sure to copy the path. Yep, I think this is fine. I have a free Photoshop, you can get a free photo shop. It's called PotoP's officially, I think from D, it's totally free. If you don't have the Photoshop, you can just use this one. Or you can use an alternate for this one, because we're doing some really simple stops. I add this image. Now what we have to do is brightness, contrast, increase the brightness. And a bit of contrast, This is a good impact. After that, we need to add a new layer. Let's put up a gradient. Make sure to change this one to a radical. Let's do some crazy stuff now. Drag it somehow like this, I think it's inverse. We would need to inverse it. Now, control to just inverse it. I think this is somehow what we needed. I also, we can change this one. So directly to use that, I think, yeah, this is somehow looks fine, it has some radius. Now let's just change this one to a multiply, or just see which one would work better. I think the multiply is fine, but it's a bit too much. So we would change this a bit more according to hope we want it. Or another method is that simply add a layer and pick up the brush and make sure you have a sob brush and just draw Align with the darker color somehow like this. And now change this one again. To, to multiply one and decrease this one. Now this is somehow making a good impact. I think. Let's keep it 50% Yeah, this is looking good. We changed two things. This is the results. That was, it hopes you like, you learned a lot from this course. Thank you so much for watching and see you in the new course. Maybe bye for now.