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.