0:00:00.186,0:00:04.226 >> So perhaps you've always wanted to learn[br]how to make really cool stuff in 3D software. 0:00:04.226,0:00:06.996 You might not have done it, you might[br]have dabbled in it a little bit. 0:00:06.996,0:00:11.666 In this tutorial, what I'm going to be doing[br]is trying to take one video and introduce a lot 0:00:11.666,0:00:14.456 of the fundamental things, the things[br]you really need to get started. 0:00:14.456,0:00:17.826 And I'm going to show you how to do[br]it in a free software called Blender 0:00:17.826,0:00:21.766 that you can very easily download without an[br]account or a password or anything like that. 0:00:21.766,0:00:24.006 So you can see here, this is the final result. 0:00:24.006,0:00:27.776 I'm going to show you, first of all, the[br]software itself, just the very basics, 0:00:27.776,0:00:30.016 not covering all the thousands[br]of different things. 0:00:30.016,0:00:34.156 And then I'm going to take you step[br]by step after that through the making 0:00:34.156,0:00:37.606 of this character here, and how to[br]render it out as a final result. 0:00:37.606,0:00:41.826 And you can use this same low poly modeling[br]technique here, which is really simple 0:00:41.826,0:00:44.546 and beginner friendly to[br]make all sorts of things. 0:00:44.546,0:00:49.636 So hopefully this video grabs your interest[br]if you want to learn as an absolute beginner. 0:00:49.636,0:00:53.566 If you already know something about Blender,[br]maybe this is just a little bit too basic 0:00:53.566,0:00:56.636 and repetitive, but this is[br]definitely more for absolute beginners, 0:00:56.636,0:00:58.476 people who really don't know anything 0:00:58.586,0:01:01.436 and they just want a simple video[br]that's going to make it make sense. 0:01:01.436,0:01:04.816 And you can also, after an hour[br]or so, walk away with something 0:01:04.936,0:01:07.776 that you can feel really[br]good about, a final result. 0:01:07.776,0:01:11.806 And from there you can choose if you want[br]to go on and learn more about the discipline 0:01:11.806,0:01:14.376 of 3D modeling, maybe even animation later on. 0:01:14.376,0:01:17.096 So let's get into the video[br]and I hope you enjoy it. 0:01:17.096,0:01:21.796 I will be adding some timestamps so it can make[br]it easier for you guys, the different chapters, 0:01:22.096,0:01:24.646 and you can bounce back and[br]forth if you get stuck. 0:01:24.796,0:01:25.516 Let's hop in. 0:01:25.516,0:01:27.946 Getting your hands on Blender is quite simple. 0:01:27.946,0:01:29.126 You go to your internet browser. 0:01:29.126,0:01:32.636 You can type in blender.org, open[br]up the site, and you're going to go 0:01:32.636,0:01:34.136 to the tab here called downloads. 0:01:34.536,0:01:36.786 And what you can do is just[br]click on this blue button here. 0:01:36.786,0:01:40.286 That's going to download an installation[br]file so you can install it on your computer. 0:01:40.396,0:01:43.806 Another option, which I prefer to do, is to go[br]to this little drop down here and you're going 0:01:43.806,0:01:45.736 to actually see the portable versions here. 0:01:45.736,0:01:47.236 So it's for Windows and Mac. 0:01:47.236,0:01:48.756 In my case, I have a Windows computer. 0:01:48.756,0:01:52.956 I would click on the zip file here for the[br]Windows portable, download that zip folder, 0:01:52.956,0:01:57.586 then extract it like you do with any zip folder,[br]and then just open that folder inside of there. 0:01:57.586,0:01:58.406 There's going to be Blender. 0:01:58.406,0:01:59.076 You click on it. 0:01:59.256,0:02:00.356 You run the program. 0:02:00.356,0:02:02.706 And when it runs for the first[br]time, you can just right click 0:02:02.706,0:02:05.096 and pin that program to your taskbar. 0:02:05.096,0:02:06.256 And there you have it. 0:02:06.256,0:02:07.626 So very, very simple. 0:02:07.626,0:02:10.186 No signing in, no passwords, no accounts. 0:02:10.186,0:02:12.246 And you can do that anytime[br]there is a new release. 0:02:12.246,0:02:14.776 You can even have multiple versions of Blender. 0:02:14.776,0:02:17.136 So that is very self-explanatory, very easy. 0:02:17.136,0:02:18.886 So I'm not going to go any more into that. 0:02:18.886,0:02:21.926 Let's get into the next thing where we actually[br]open it up and I'll show you how to use it. 0:02:22.236,0:02:26.086 So if you go ahead and open up Blender, you[br]may even be doing it for the very first time. 0:02:26.126,0:02:28.866 And if you do, it may even[br]seem a little bit intimidating. 0:02:28.866,0:02:32.376 But rest assured, all of these different[br]tabs and windows and features that you see, 0:02:32.556,0:02:36.066 most of them you will not need to know[br]a thing about when just getting started. 0:02:36.066,0:02:37.226 You'll learn that with time. 0:02:37.426,0:02:40.586 Now this thing you see here, the[br]box when you first open up Blender, 0:02:40.736,0:02:42.676 what most people do is they[br]just left click somewhere 0:02:42.716,0:02:45.476 in the viewport and that box just pops away. 0:02:45.716,0:02:48.166 Now getting on to the user interface itself, 0:02:48.166,0:02:50.626 what you're going to see here[br]is the one that just stands out. 0:02:50.626,0:02:53.426 And this is, like I said, the 3D viewport. 0:02:53.426,0:02:54.736 This is where everything happens. 0:02:54.736,0:02:59.046 This is where we see our objects, where we[br]add things in, where we can set up our layout. 0:02:59.046,0:03:01.656 Now I'm not going to be covering[br]navigation just yet. 0:03:01.656,0:03:03.386 I promise I'll get into that in a bit. 0:03:03.476,0:03:07.666 But for now, I'm just explaining what these[br]different windows are or these different boxes. 0:03:07.786,0:03:12.526 Going on to this little box that sits[br]up here, that is our scene outliner. 0:03:12.916,0:03:16.336 And essentially what we see[br]here is the different items 0:03:16.636,0:03:18.586 and objects that are in our scene. 0:03:19.026,0:03:21.266 It really is a great organizational tool. 0:03:21.266,0:03:24.506 And if you're a beginner, this[br]really makes things easier as well. 0:03:24.506,0:03:27.456 Getting organized, especially when[br]your projects get a little bit bigger, 0:03:27.456,0:03:30.046 is one of the most important[br]things you can learn as a beginner. 0:03:30.166,0:03:32.926 And what you can see here is these collections. 0:03:32.956,0:03:35.756 Now collections are essentially[br]just these things you can create 0:03:35.756,0:03:38.556 where you can group different[br]objects in your 3D scene together. 0:03:38.556,0:03:39.876 You can put them in that group. 0:03:39.876,0:03:41.846 Look at it almost like layers in Photoshop. 0:03:41.846,0:03:44.576 I'm not saying there are layers, but[br]you can almost look at it like that 0:03:44.576,0:03:46.626 in a sense if that helps you visualize it. 0:03:46.626,0:03:50.866 You can add in different collections and[br]you can also name the different objects. 0:03:50.986,0:03:55.306 You can even directly come here and click[br]on these objects instead of actually coming 0:03:55.306,0:03:57.266 into your scene and left-clicking on an object. 0:03:57.636,0:04:01.256 The outliner is just another[br]way you can visualize what's 0:04:01.256,0:04:02.666 in your scene and select things. 0:04:02.836,0:04:07.316 You can even go to the drop-down and see[br]more information about certain objects 0:04:07.316,0:04:09.546 or what relationship they[br]have to different objects. 0:04:09.546,0:04:11.686 Now don't worry if that doesn't[br]make any sense to you. 0:04:11.686,0:04:13.106 You don't need to know that right now. 0:04:13.106,0:04:16.186 If it doesn't make sense, I will[br]explain it later on in the tutorial 0:04:16.186,0:04:17.966 if it's relevant to what we're doing. 0:04:18.206,0:04:20.506 But that is our scene outliner essentially. 0:04:20.716,0:04:24.606 Now we have that out of the way, we[br]can come down here to our properties. 0:04:24.606,0:04:29.976 And this is where different things that you[br]do in Blender, you can see their properties. 0:04:29.976,0:04:32.886 For example, let me just click on an object. 0:04:32.886,0:04:35.276 Say for example you just[br]left-click on the cube to select it. 0:04:35.866,0:04:37.796 Then you can go over here to[br]all of the different properties. 0:04:37.796,0:04:40.696 So if you click on this little tab,[br]which is the materials property, 0:04:41.176,0:04:44.486 the properties of the material[br]that this thing has are here. 0:04:44.486,0:04:48.066 So we can change values, we can[br]change different sets of information 0:04:48.066,0:04:50.456 that relate to the materials on this cube. 0:04:50.656,0:04:54.976 Now we have for example over here[br]one called the object properties. 0:04:55.046,0:04:58.776 So over here we can see the[br]different transforms for this object. 0:04:58.826,0:05:03.106 Now transforms essentially, I'll get into[br]that in a little bit, but it is the things 0:05:03.106,0:05:05.906 that we can use to move an object in 3D space. 0:05:05.906,0:05:08.146 So we have an X, Y, and a Z coordinate. 0:05:08.146,0:05:11.906 You can see for example here in the[br]scene, we have the green line here, 0:05:11.906,0:05:15.326 which is our Y coordinate and[br]the X is our X coordinate. 0:05:15.326,0:05:16.026 So pretty simple. 0:05:16.026,0:05:19.566 So essentially here you can see[br]all of these are set to zero 0:05:19.946,0:05:22.606 and that's why our cube is[br]in the middle of our world. 0:05:22.606,0:05:27.906 If we move any one of these on a certain axis,[br]you can see that the cube here is moving. 0:05:28.216,0:05:31.756 Doesn't matter if you don't fully get it,[br]I'll definitely get into that more later. 0:05:31.896,0:05:36.796 But that's what properties are, different[br]things relating to the objects in our scene. 0:05:36.796,0:05:38.996 We can come over here and see their properties. 0:05:38.996,0:05:42.926 Now sometimes some of these properties are[br]not relating to an object in our scene. 0:05:42.926,0:05:45.606 For example, if you click over here,[br]we can see the world properties 0:05:45.606,0:05:48.356 and the world properties has[br]to do with the environment, 0:05:48.556,0:05:50.946 which you can't really see now[br]because we're not rendering. 0:05:51.076,0:05:54.936 So these three windows here are just the[br]three main windows you need to know for now. 0:05:54.936,0:05:57.776 Another thing I'll quickly mention[br]is obviously just this little thing 0:05:57.776,0:05:59.266 down here called the timeline. 0:05:59.446,0:06:03.136 That's just when you're doing animating[br]and it's just like a timeline on a lot 0:06:03.136,0:06:04.906 of different softwares, even 2D softwares. 0:06:05.246,0:06:08.356 It's where you can come and[br]scroll through on different frames 0:06:08.356,0:06:13.156 and go to different time intervals within[br]your 3D scene and then you can change things 0:06:13.156,0:06:15.546 and this is where you would be doing[br]your animation and stuff like that. 0:06:15.546,0:06:19.286 So not to worry about that right now[br]because that's not what we're doing, 0:06:19.466,0:06:21.676 but you get the general idea here. 0:06:21.676,0:06:24.286 So just these three main[br]ones, keep them in your mind. 0:06:24.556,0:06:26.976 Okay, so now we're going to talk[br]a little bit about navigation. 0:06:26.976,0:06:29.286 It's actually pretty simple, but[br]before we can even get into that, 0:06:29.356,0:06:32.756 we have to talk about the[br]number pad on the keyboard. 0:06:32.756,0:06:36.176 So if you have ever seen a keyboard, you know[br]that it has a little number pad down here. 0:06:36.506,0:06:41.806 Now, some computers or more like laptops don't[br]have this number pad and if that's the case, 0:06:41.806,0:06:43.546 there's something you can do about that 0:06:43.606,0:06:47.026 where you can make these numbers[br]up here emulate a number pad. 0:06:47.026,0:06:49.756 So let's just quickly go over into Edit. 0:06:49.986,0:06:54.796 Once we have Blender open, Preferences and[br]then you're going to go over here to the input, 0:06:55.206,0:07:00.146 go up to keyboard and make sure emulate number[br]pad is enabled if you don't have a number pad. 0:07:00.146,0:07:02.666 For me, I have a number pad, so[br]I'm not going to have that enabled. 0:07:02.666,0:07:07.246 Then I'm going to close that and now you[br]should be able to use your number pad as well. 0:07:07.966,0:07:12.396 So while we're on the subject of number pad,[br]you could actually go over here to view, 0:07:12.396,0:07:17.016 go to viewport and then go to, for[br]example, the front view or go over here 0:07:17.016,0:07:20.486 and go to the right view, but it's[br]just good to use the number pad. 0:07:20.486,0:07:23.686 So if you use 1 on your number pad, you[br]can go into the front orthographic view. 0:07:23.686,0:07:25.806 You can see over here it[br]says front orthographic. 0:07:26.146,0:07:29.406 If you press 3 on your number pad, you[br]can go into the right orthographic view, 0:07:29.406,0:07:31.136 so you see it says right over here. 0:07:31.276,0:07:35.196 7 goes to the top and if you want to, for[br]example, go to the bottom, you can just hold 0:07:35.196,0:07:38.356 and control or command seven[br]and then go to the bottom. 0:07:38.356,0:07:39.676 So it just does the opposite of. 0:07:39.676,0:07:41.416 So for example, it's the same with 1. 0:07:41.416,0:07:43.556 If you press 1 on your number[br]pad, it goes to the front view. 0:07:43.736,0:07:44.856 What if you want to look from the back? 0:07:45.116,0:07:47.466 So to make it the opposite[br]of, you just hold and control 0:07:47.466,0:07:50.046 and then press 1 and now[br]you're at the back view. 0:07:50.046,0:07:51.316 So very, very easy. 0:07:51.316,0:07:54.636 You can note that down, write[br]it down and it's super simple. 0:07:54.636,0:07:57.276 So just experiment with the[br]numbers on your number pad 0:07:57.276,0:07:59.036 and that will take you into different views. 0:07:59.036,0:08:02.796 Primarily, you're going to be working[br]in 1 or the front orthographic view. 0:08:02.796,0:08:06.916 So you'll almost always be using one or[br]sometimes even three to see the side view. 0:08:06.916,0:08:09.936 So not really that much you have to[br]learn as far as changing the views. 0:08:09.936,0:08:12.216 That's about the main thing[br]we have to cover for now. 0:08:12.776,0:08:16.966 But as far as actually moving around with the[br]mouse, if you hold in the middle mouse button 0:08:16.966,0:08:19.246 on your mouse and you hold[br]it in and you move the mouse, 0:08:19.276,0:08:21.326 you can actually rotate around like this. 0:08:21.676,0:08:22.746 And that's pretty simple. 0:08:22.746,0:08:27.246 So just middle mouse button holding it in,[br]and if you wanted to go side to side like pan, 0:08:27.246,0:08:31.516 all you have to do is hold and shift, then[br]the middle mouse button, and hold that in 0:08:31.516,0:08:36.006 and just move side to side, and then[br]if you wanted to zoom in and out, 0:08:36.006,0:08:38.306 you can literally just roll[br]the middle mouse button. 0:08:38.576,0:08:43.296 There's also the option of holding and control[br]and then the middle mouse button, holding it in 0:08:43.296,0:08:46.296 and then moving the mouse,[br]but it really is just simpler 0:08:46.296,0:08:48.346 and more intuitive just to[br]roll the middle mouse button. 0:08:48.346,0:08:51.276 So Blender's navigations[br]are actually really easy. 0:08:51.276,0:08:55.486 So just a quick recap, middle mouse[br]button by itself, you can rotate, shift, 0:08:55.486,0:08:58.276 middle mouse button, you can move side to side 0:08:58.356,0:09:01.016 and then just rolling the middle[br]mouse button, you can zoom in and out. 0:09:01.116,0:09:02.096 Extremely simple. 0:09:02.096,0:09:05.446 There's a lot more you could probably say but[br]those are some of the fundamental things as far 0:09:05.446,0:09:08.626 as navigation goes and this[br]isn't really navigation but what 0:09:08.626,0:09:10.136 if you actually want to move an object? 0:09:10.266,0:09:12.206 Well, all you have to do[br]is left click on an object. 0:09:12.206,0:09:16.296 And you can just come over here to these[br]things here, they're called the tool panels 0:09:16.296,0:09:17.656 but you have this one here called the move. 0:09:18.136,0:09:21.506 You can click on it and then you can just[br]click on any one of these handles here. 0:09:21.506,0:09:28.596 So the red one is the X axis, the green here[br]is the Y and the blue is the Z. If you press N 0:09:28.856,0:09:32.216 on your keyboard, you can go over[br]here to the control panel, go to item, 0:09:32.386,0:09:35.156 and you can actually see here[br]these are our transforms. 0:09:35.216,0:09:39.846 So the Z here for example is the blue so you can[br]actually come here to the Z under the location 0:09:40.286,0:09:41.696 and move it that way or this way. 0:09:41.696,0:09:44.646 It's just really the same thing,[br]just a different way of doing it 0:09:45.126,0:09:48.866 and if you just press G, G is the[br]shortcut key for moving things. 0:09:48.866,0:09:51.196 So just pressing G, you can[br]actually move things. 0:09:51.626,0:09:55.346 And also you can go G and[br]then press Z to restrict it 0:09:55.346,0:09:58.976 to the Z axis, X to the X or Y to the Y. 0:09:59.046,0:10:01.486 So all the same thing, just[br]a different way of doing it. 0:10:01.486,0:10:05.656 If you don't really understand what I just[br]did, don't worry, we'll be recapping it 0:10:05.656,0:10:07.586 as we get into the modeling tutorial. 0:10:07.586,0:10:12.436 So it's just something you need to be aware of[br]and then you have this one here called rotate 0:10:12.436,0:10:14.546 and scale, and it's the exact same thing. 0:10:14.696,0:10:17.446 Obviously of rotation, you[br]still have these axes here 0:10:17.446,0:10:20.096 but now instead of moving, you're just rotating. 0:10:20.096,0:10:23.666 So you can left click on 1 or[br]maybe left click on this red one, 0:10:23.806,0:10:25.976 so you can rotate around the[br]X. And the exact same thing. 0:10:26.136,0:10:28.726 Over here in the properties, you[br]can just come to the rotation 0:10:29.086,0:10:32.456 and do the same thing manually[br]here on these different vectors. 0:10:32.826,0:10:36.446 And scale, I mean [inaudible][br]explain the exact same principle, 0:10:36.736,0:10:38.706 this time you're just dealing with scale. 0:10:38.706,0:10:40.626 And you can also just click here on the tool. 0:10:41.456,0:10:46.876 And by the way, the shortcuts here[br]are S for scale and also R for rotate. 0:10:47.436,0:10:51.396 So very, very easy navigation[br]and also moving an object around. 0:10:51.396,0:10:55.176 So I think we really have covered enough now[br]just to get you to understand the basics. 0:10:55.176,0:10:58.736 We'll now jump into the tutorial and if[br]there's anything you haven't understood, 0:10:58.736,0:11:00.086 we'll just cover it slowly. 0:11:00.086,0:11:03.396 I'll go over it again if need be,[br]but you should be able to get it now 0:11:03.396,0:11:05.196 that you're up to speed on Blender. 0:11:05.366,0:11:08.646 So before we get into Blender, and we do a[br]little bit of modeling, you're probably going 0:11:08.646,0:11:12.156 to need a model sheet and that's just[br]something to give you a little bit of reference. 0:11:12.156,0:11:15.286 So you can actually see here on[br]the screen that's now recording, 0:11:15.286,0:11:20.376 here is a picture of a screenshot[br]that I actually took of a model 0:11:20.376,0:11:21.666 that I've already modeled to practice. 0:11:21.986,0:11:25.226 So what you can do is you can just use[br]the print screen key on your keyboard 0:11:25.226,0:11:27.326 or just use the snip tool[br]that comes with Windows. 0:11:27.376,0:11:30.796 Just about every operating system[br]has some sort of built-in tool 0:11:30.796,0:11:33.076 to allow you to do screenshots or snips. 0:11:33.076,0:11:36.576 So just go ahead and you can also crop it[br]if you want, just so you have the picture. 0:11:36.816,0:11:41.286 And once you have that, you should just hit,[br]like in this case, I just named mine Girl 0:11:41.546,0:11:43.356 and here it is somewhere on my computer. 0:11:43.766,0:11:45.766 What you're going to do is[br]you're going to open up Blender. 0:11:45.766,0:11:50.036 So in this case, I am using Blender 3.2. 0:11:50.156,0:11:51.446 So I'm using Blender 3.2. 0:11:51.696,0:11:52.986 And it's now opened up. 0:11:52.986,0:11:54.716 Now the thing that's going[br]to be different here for me, 0:11:54.716,0:11:56.656 I'm just going to enable[br]something that's an add-on. 0:11:57.006,0:11:57.826 You don't have to do this. 0:11:57.826,0:12:01.386 That just enables you guys to see[br]over here the keys that I'm pressing. 0:12:01.386,0:12:03.656 So that just should help you out a little bit. 0:12:03.706,0:12:05.736 But you can see here we have the default scene 0:12:05.946,0:12:08.186 as we've already kind of[br]covered in the previous part. 0:12:08.186,0:12:12.796 But what you can do is you can press[br]1 on your front orthographic to go 0:12:12.796,0:12:13.896 into your front orthographic view. 0:12:13.896,0:12:15.486 So the number pad 1. 0:12:15.586,0:12:18.736 You can also just go to view,[br]viewport and then go to front. 0:12:18.986,0:12:21.246 And what you're going to do is[br]you're going to get that image 0:12:21.606,0:12:22.926 that you should have taken a screenshot of. 0:12:23.216,0:12:25.566 So in this case, I have it[br]somewhere on my computer. 0:12:25.566,0:12:28.936 So I just named it girl and you're just[br]going to click on it and just drag it 0:12:28.936,0:12:30.276 into the front orthographic view. 0:12:30.276,0:12:33.926 Make sure not to drag it onto the cube, but[br]just drag it somewhere here in the empty space 0:12:34.456,0:12:35.676 and you're going to see it adds it in. 0:12:35.676,0:12:38.496 So now you can make it full screen again 0:12:38.496,0:12:41.896 and you have this image here in[br]your front orthographic view. 0:12:42.266,0:12:46.546 Now you can press G while you have it active[br]and if you're not sure if you have it active, 0:12:46.546,0:12:48.536 what you can do, come up here[br]to your scene collection. 0:12:48.536,0:12:52.676 You can see the different objects and by[br]default it's going to be named empty over here. 0:12:52.676,0:12:53.836 See that object called empty? 0:12:53.836,0:12:58.046 So if it's not active, just click on it[br]and you should be able to go G and move it. 0:12:58.326,0:13:03.796 And you can just move it over here and then when[br]you have it roughly in place, just left click 0:13:04.326,0:13:06.626 and what you can also do is while you[br]have it active, you can go over here 0:13:06.626,0:13:09.806 to your properties panel that we talked[br]about earlier and you can go over here 0:13:09.806,0:13:14.256 to object data properties down here[br]on this little image and you can come 0:13:14.686,0:13:17.116 to this option here called[br]opacity and just click on it. 0:13:17.116,0:13:21.906 And then just click here and drag that down a[br]little bit so it's almost see-through like that. 0:13:21.906,0:13:27.886 Okay, so just a little bit is fine and what[br]you can now do is you can just hold your middle 0:13:27.886,0:13:30.986 mouse button in and just[br]move to the side like that. 0:13:30.986,0:13:32.826 You can see here it's now in a 3D space. 0:13:33.266,0:13:37.266 What you can do is you can go G,[br]Y and move it back in your scene. 0:13:37.266,0:13:41.116 So G and then Y to restrict it to the[br]Y axis just so it's not intersecting 0:13:41.446,0:13:43.056 with the object we're going to be modeling. 0:13:43.296,0:13:48.316 And if you go into your front orthographic[br]view again by pressing 1 on your number pad, 0:13:48.696,0:13:53.406 you can see here that we want the[br]front pose to be in the middle. 0:13:53.406,0:13:58.946 So in this case, if it's not quite in the[br]middle, all you can do is go G and then X 0:13:59.376,0:14:02.386 to move it along the X. And just[br]make sure it's in the middle 0:14:02.386,0:14:06.006 as it could possibly be here and also over here. 0:14:06.266,0:14:08.136 In fact, let's just quickly go and enable 0:14:08.136,0:14:11.656 up here this thing called X-ray[br]and now we can see through. 0:14:12.076,0:14:13.816 We still have this empty active. 0:14:14.316,0:14:18.146 We can now make sure we have the feet sitting[br]on the ground so you can see this red line here 0:14:18.146,0:14:20.436 that kind of represents where the ground is. 0:14:20.466,0:14:22.906 So we're going to go G, Z,[br]and just move it down until 0:14:22.906,0:14:26.066 that feet there are sitting[br]right kind of on that red line. 0:14:26.066,0:14:29.996 So now we have this front pose right[br]in the middle there and we can use 0:14:29.996,0:14:32.256 that as a reference and how do we get the side? 0:14:32.256,0:14:33.366 So the side is simple. 0:14:33.366,0:14:35.676 All we have to do now is go[br]Shift D with this active. 0:14:35.676,0:14:43.626 So Shift D, just right click to let go,[br]and then type in RZ90 and hit enter. 0:14:43.626,0:14:48.396 So RZ90 and if you press N to open up[br]your properties panel and go to item, 0:14:48.666,0:14:51.786 you should be able to see here[br]that on the Z, it's rotated 90. 0:14:51.786,0:14:53.636 So if it's not, just type in 90. 0:14:54.136,0:14:57.596 Now press 3 on your number pad to[br]go to the right orthographic view. 0:14:57.596,0:14:59.356 You can see up here, right orthographic view. 0:15:00.076,0:15:06.346 And now you can go G, Y and move it on the Y[br]till the side image is lined up here and kind 0:15:06.346,0:15:08.666 of in the middle of where[br]this cube is over here. 0:15:08.666,0:15:11.156 You can also look at this[br]blue line here as a reference. 0:15:11.186,0:15:16.126 That's just the Z coordinate that you see[br]in the right orthographic view and make sure 0:15:16.126,0:15:17.976 that she is roughly in the middle here. 0:15:17.976,0:15:20.296 So G, Y to move it. 0:15:20.296,0:15:24.546 And make sure you restrict it to the Y when you[br]do because we don't want to be moving it down 0:15:24.546,0:15:27.266 or up now because those feet[br]as you can see here are still 0:15:27.596,0:15:29.756 on that floor there which is really good. 0:15:30.216,0:15:33.186 So also with this one now on[br]the side, we want to go G, 0:15:33.186,0:15:35.256 X and just move it over to the side like this. 0:15:35.256,0:15:38.696 So we're going to our right orthographic[br]view and we model with this cube here. 0:15:38.766,0:15:41.536 That image is not intersecting[br]with the mesh here. 0:15:41.536,0:15:46.496 So now we have our front reference and if we go[br]into our right orthographic view by hitting 3 0:15:46.496,0:15:49.016 on the number pad, we have our side reference. 0:15:49.356,0:15:51.206 Now before we lose anything, let's save this. 0:15:51.206,0:15:54.736 We're going to go File, Save as -- I'm going[br]to choose my desktop and I'm just going 0:15:54.736,0:16:00.476 to call it Girl, low poly, and I'm[br]going to go save as and now it's saved. 0:16:00.896,0:16:05.546 So when it comes to actually modeling something,[br]we can use something called primitive objects. 0:16:05.616,0:16:10.336 So you can see here, for example, we have one[br]already in Blender called the default cube. 0:16:10.386,0:16:13.006 So if you left click on it,[br]you can see it becomes active. 0:16:13.006,0:16:15.216 Also up here in the scene[br]collection, you can see the cube. 0:16:15.686,0:16:19.146 And you could make this into any[br]shape once you start editing it. 0:16:19.146,0:16:21.316 And it's just so you understand. 0:16:21.316,0:16:22.556 I'm going to quickly delete this. 0:16:22.556,0:16:24.326 You don't have to follow along,[br]but just so you understand. 0:16:24.326,0:16:26.136 So for example, you didn't have an object. 0:16:26.136,0:16:29.636 What you can do is you can go shift[br]A. Shift A brings up this add menu 0:16:29.636,0:16:30.786 and you can just go to the meshes. 0:16:31.116,0:16:35.466 Now the meshes are the actual things,[br]the topology that we'll model in 3D, 0:16:35.776,0:16:37.366 and you have a whole bunch of objects here. 0:16:37.366,0:16:44.126 Now all of these are just a bunch of points or[br]vertices that make up an object in 3D space. 0:16:44.126,0:16:46.566 So here is a cube, the one we already had. 0:16:46.566,0:16:47.476 Here's a circle. 0:16:47.476,0:16:48.396 Here's a UV sphere. 0:16:48.396,0:16:53.966 So if I add in a UV sphere, you can see same[br]thing, but just it's shaped like a UV sphere. 0:16:53.966,0:16:56.596 So I'm just going to go ahead,[br]add back in a cube. 0:16:57.156,0:17:00.976 And the reason it is actually in the center[br]of the world here when it's added in is 0:17:00.976,0:17:03.276 because of this little thing[br]here called the 3D cursor. 0:17:03.716,0:17:07.186 Now over here, you can see above[br]the move tool, there's a 3D cursor. 0:17:07.186,0:17:10.176 If you click on that, you can click[br]anywhere and it moves that 3D cursor. 0:17:10.176,0:17:14.076 That 3D cursor is where things get[br]placed by default in your scene. 0:17:14.356,0:17:18.266 It's also a point you can use[br]to rotate around as a transform. 0:17:18.466,0:17:19.836 Won't get into that at the moment. 0:17:20.326,0:17:23.796 But if I now went shift A after[br]moving that cursor and added 0:17:23.796,0:17:25.506 in maybe a sphere, it adds it in there. 0:17:25.506,0:17:27.796 So it's important if that[br]thing isn't in the center. 0:17:27.856,0:17:31.016 First of all, just click back on[br]the move tool if you've done that. 0:17:31.016,0:17:33.886 If there's ever a situation where you need[br]to get your cursor back to the center, 0:17:33.886,0:17:38.206 you can go shift S and you can see[br]cursor to world origin as option here. 0:17:38.206,0:17:42.196 You can actually set the cursor to all sorts[br]of places, but to have it in the center 0:17:42.246,0:17:43.856 of the world, go to world origin. 0:17:43.996,0:17:46.796 It's important that you understand[br]that as a beginner kind of concept. 0:17:46.796,0:17:52.556 Also, when an object is added in, all objects[br]in Blender have what you call an origin point. 0:17:52.556,0:17:55.836 So you can see this little[br]orange, yellow dot in the middle. 0:17:56.016,0:18:02.106 If you come over here to this overlays and you[br]go to the dropdown, origins may not be ticked. 0:18:02.106,0:18:05.346 So if it isn't, just make sure to click[br]on it so you can see that origin point. 0:18:05.406,0:18:07.976 And that is actually the point[br]where things rotate around. 0:18:07.976,0:18:10.016 So if you go R, it rotates around it. 0:18:10.016,0:18:11.716 If you go S, it scales from that point. 0:18:11.716,0:18:16.096 And G, all of those transforms[br]look at that origin point. 0:18:16.776,0:18:20.686 So in 3D, I've already shown you[br]guys previously how you can scale, 0:18:20.686,0:18:22.706 move things around, rotate things. 0:18:23.056,0:18:25.316 But how do you actually edit[br]a piece of geometry? 0:18:25.316,0:18:27.686 To do that, you can come up here[br]and this is the object mode. 0:18:27.686,0:18:29.846 And for now, don't worry[br]about all of these options. 0:18:29.846,0:18:32.126 Just focus on the edit mode. 0:18:32.126,0:18:35.626 If you go into edit mode with an object[br]selected, you're going to now actually see, 0:18:35.866,0:18:38.036 instead of seeing not only the whole object, 0:18:38.036,0:18:43.056 but you actually now see the[br]vertices that make up these objects. 0:18:43.056,0:18:46.576 In this case, you can see, you can[br]actually left click on an individual point. 0:18:46.576,0:18:52.156 And just like you can move things in the object[br]mode, you can also go G and R. At the moment, 0:18:52.156,0:18:53.456 you can't really notice rotation. 0:18:53.456,0:18:56.686 You'd have to select more than two to see that. 0:18:57.056,0:18:57.946 But exact same thing. 0:18:57.946,0:19:01.696 And this is how you can actually[br]edit the shapes. 0:19:01.696,0:19:03.906 You can see the origin point[br]is still there in the middle. 0:19:03.906,0:19:06.426 But if I were to actually just[br]left click and drag to select all 0:19:06.476,0:19:08.256 of this, and then go G to move it off. 0:19:08.256,0:19:13.156 If I now go back into object mode, you can see[br]the origin point is still there where it is. 0:19:13.156,0:19:15.766 So if I now go R to rotate,[br]it's not going to look 0:19:15.766,0:19:17.646 at the object, but actually the origin point. 0:19:17.646,0:19:22.016 So it's important that you guys understand what[br]the origin point is and how that all works. 0:19:22.516,0:19:27.946 You can almost look in object mode, an object in[br]object mode as being just a collection of verts 0:19:27.946,0:19:29.886 that are connected to this group. 0:19:30.106,0:19:32.146 And the vertex is the center of it. 0:19:32.146,0:19:35.316 Just look at it almost like a[br]collection of points in 3D space. 0:19:35.416,0:19:37.936 So now that you understand[br]that, let's actually model here. 0:19:38.126,0:19:41.736 So currently we have the X-ray toggled on. 0:19:41.956,0:19:43.946 You can also toggle it off[br]so you can see through. 0:19:43.946,0:19:45.086 I'm completely up to you. 0:19:45.086,0:19:47.496 But for now, I'm going to press 1 to[br]go into the front orthographic view. 0:19:47.826,0:19:50.966 We have our image set up and we have[br]our cube, which we're going to be using. 0:19:51.336,0:19:54.886 And let's go G and then Z to restrict 0:19:54.886,0:19:58.146 to the Z. Let's just move it[br]roughly to where the body is here. 0:19:58.146,0:20:01.636 In fact, I'm going to turn the[br]X-ray on for now so I can see. 0:20:02.046,0:20:05.726 And let's go S and let's[br]scale this down to about here. 0:20:05.726,0:20:08.766 So it's almost the width of the body like that. 0:20:09.266,0:20:13.226 And as long as your cube is just roughly in[br]the middle, it can be down a little bit or up. 0:20:13.226,0:20:13.866 It doesn't really matter. 0:20:13.866,0:20:17.256 But what you're going to do is you're[br]going to press Tab to go into edit mode. 0:20:17.256,0:20:19.476 Or you can just come up here[br]and go into edit mode that way. 0:20:20.226,0:20:24.626 And inside of edit mode, you're going[br]to left-click and drag and just drag 0:20:24.626,0:20:27.876 over these top vertices to[br]have them selected like that. 0:20:27.876,0:20:32.496 And then you're going to go S,[br]X, and scale them on the X axes. 0:20:32.496,0:20:37.846 You can even see up here that red is the X. And[br]you can actually see the numbers written here 0:20:37.846,0:20:40.866 on the different colors or the[br]letters on the different colors. 0:20:41.006,0:20:43.426 And then you're going to left-click[br]and drag and select the bottom ones. 0:20:43.426,0:20:48.356 And you can go S, X, and scale them along[br]the X. So now from the front, it looks okay. 0:20:48.356,0:20:49.906 But if we press free on the number pad, 0:20:49.906,0:20:53.636 we can see on the right orthographic[br]view that it's not quite matching up. 0:20:53.636,0:20:56.206 So we can select these at the top[br]by left clicking and dragging. 0:20:56.206,0:21:01.996 And we can go S, Y, and flatten it on the[br]Y. You can also just left click and drag 0:21:01.996,0:21:06.736 and just select just the front ones or the back[br]ones and go G and just move them like that. 0:21:07.436,0:21:10.376 So we're currently in the right orthographic. 0:21:10.616,0:21:13.486 And these ones here, they're[br]more or less in the right place. 0:21:13.486,0:21:15.226 But you can also move them if you wanted to. 0:21:15.506,0:21:18.126 So now we have that roughly in place. 0:21:18.126,0:21:21.786 What we can do now is we can[br]extrude this bottom face. 0:21:22.166,0:21:25.666 So one way to do that is just left click[br]and drag to select all of the bottom verts. 0:21:26.216,0:21:29.416 But I'll quickly mention you also have these[br]options up here for different selections. 0:21:29.916,0:21:31.236 You can also click on the face mode. 0:21:31.236,0:21:34.036 And now instead of selecting[br]verts, you can select a face, 0:21:34.036,0:21:35.876 which is a collection of verts and edges. 0:21:35.876,0:21:37.966 So now you can just left click on that face. 0:21:38.076,0:21:40.976 And then you can go back into your[br]right orthographic view by hitting free. 0:21:40.976,0:21:44.096 And you can go E. So E is[br]the shortcut to extrude. 0:21:44.326,0:21:45.936 And that'll extrude a face. 0:21:45.936,0:21:49.186 You can also come here and click[br]on the extrude button here. 0:21:49.186,0:21:50.506 And it'll bring up some options. 0:21:50.576,0:21:52.646 But it's easier just to use the shortcut. 0:21:52.746,0:21:54.726 So I've extruded it down[br]and then just left clicked. 0:21:54.726,0:21:59.096 And then I'm going to just go R. And[br]I'm going to slightly rotate that face. 0:21:59.096,0:22:01.196 And I'm going to go G. And I'm[br]just going to move it back. 0:22:01.376,0:22:06.896 So one thing you'll notice is we're still using[br]a lot of the same G, S, and R to scale, rotate, 0:22:06.956,0:22:08.306 and move things, which is really cool. 0:22:08.486,0:22:11.776 So now let's go to our front view[br]by getting one on a number pad. 0:22:11.776,0:22:14.596 And you can see here it's[br]kind of right at the bottom. 0:22:14.826,0:22:19.386 But over here now it is lacking[br]the right dimension. 0:22:19.386,0:22:24.486 So what we can do to add in an edge is we can[br]just come over here, hovering over an edge. 0:22:24.486,0:22:28.076 And you can go Control R or[br]Command R if you're using a Mac. 0:22:28.076,0:22:29.746 And you're going to see this yellow line appear. 0:22:30.066,0:22:33.976 Once you see the yellow line, you can[br]just left click twice and it'll add it in. 0:22:34.876,0:22:39.086 Then go back into your front orthographic[br]view by hitting one on the number pad. 0:22:39.086,0:22:41.126 S, X with that edge selected. 0:22:41.606,0:22:42.926 And you can scale it out like that. 0:22:42.926,0:22:45.076 Now let's just say you accidentally[br]unselected that edge. 0:22:45.496,0:22:46.256 How do you select it? 0:22:46.256,0:22:47.616 By left clicking and dragging? 0:22:48.496,0:22:49.596 No, not necessarily. 0:22:49.596,0:22:53.746 Because now that it's an edge select, you[br]might select more edges than you wanted to. 0:22:53.746,0:22:55.096 In some cases that would happen. 0:22:55.576,0:23:00.156 So what you may want to do is you can[br]actually, when there's a loop like this, 0:23:00.496,0:23:05.666 you can go Shift Alt and then just left click[br]on an edge and it'll select the whole loop. 0:23:06.056,0:23:07.586 You can also just hold in Shift. 0:23:08.026,0:23:12.306 And while you're holding in Shift and you're[br]moving around, you can select multiple faces. 0:23:12.306,0:23:15.756 So that's one thing to keep in mind[br]if you guys struggle with that. 0:23:16.466,0:23:17.676 That's how you select edges. 0:23:17.886,0:23:19.096 So now we have that in there. 0:23:19.316,0:23:23.706 If we now go to our right orthographic view by[br]hitting free, we can see it's not quite right. 0:23:23.706,0:23:27.706 Let's go to our vertex select, left[br]click and drag to select these verts. 0:23:27.706,0:23:31.966 And let's just move them by pressing G.[br]And you can see what we're doing here. 0:23:31.966,0:23:33.306 It's not hard at all. 0:23:33.306,0:23:36.426 We're just creating the rough[br]shape from the front and the side. 0:23:36.826,0:23:38.116 And yes, it is boxy. 0:23:38.296,0:23:42.986 But what we can do now is we can[br]progressively add more topology. 0:23:42.986,0:23:44.146 So let's come here to the middle. 0:23:44.556,0:23:47.876 Control R, just like we did[br]hovering over one of these edges. 0:23:47.876,0:23:49.506 You should see the yellow line appear. 0:23:49.816,0:23:50.896 And then left click twice. 0:23:51.376,0:23:53.656 And now what we've done,[br]we've cut it in half here. 0:23:53.966,0:23:55.576 It's perfectly symmetrical. 0:23:55.576,0:23:56.856 But we can cheat a little bit. 0:23:56.856,0:23:59.496 We can actually mirror so[br]we only work in one side. 0:23:59.496,0:24:03.036 So let's now left click and drag and[br]just select these verts over here. 0:24:03.036,0:24:05.856 And let's press X and then go delete. 0:24:05.856,0:24:06.786 And what are we working with? 0:24:06.966,0:24:09.056 Vertices. So let's click delete vertices. 0:24:09.356,0:24:11.366 And now we only have half an object. 0:24:11.366,0:24:13.406 We can now go to the properties panel here. 0:24:13.406,0:24:15.346 And let's go to our modifiers. 0:24:15.346,0:24:17.866 Modifiers are just these cool[br]things we can add to an object. 0:24:18.036,0:24:19.726 I won't go into too much detail. 0:24:19.836,0:24:21.756 But let's just go to the add modifier. 0:24:21.756,0:24:24.176 And let's just go and give[br]this one under the generators. 0:24:24.356,0:24:25.436 And that's a mirror. 0:24:25.436,0:24:28.226 And all it's simply doing[br]here is mirroring this object. 0:24:28.326,0:24:31.146 So now we can't actually come here[br]and select anything on this side. 0:24:31.266,0:24:35.376 But if we select something on this side[br]and we press G to move it or rotate it, 0:24:35.376,0:24:36.846 you can see it updates on this side. 0:24:36.886,0:24:40.596 But one of the issues is if we start[br]moving things around, it pulls apart. 0:24:40.596,0:24:42.196 So what we're going to do is[br]we're going to come over here. 0:24:42.196,0:24:43.686 We're going to click on this[br]thing called clipping. 0:24:43.866,0:24:46.716 And now if you move it, it all sticks[br]together, which is really cool. 0:24:46.716,0:24:48.106 And it's going to help you a lot. 0:24:48.246,0:24:51.666 Now going back into the front orthographic[br]by pressing 1 on the number pad, 0:24:52.146,0:24:55.906 you can actually see that little origin point[br]that I talked about earlier is in the middle. 0:24:56.156,0:25:00.576 And that's actually what our mirror[br]modifier is looking at as a reference point. 0:25:01.226,0:25:04.956 So now that we have that mirrored, what we[br]can do is we can press 7 on our number pad 0:25:04.956,0:25:06.106 to go to the top orthographic view. 0:25:06.106,0:25:07.886 And this is looking boxy. 0:25:07.886,0:25:12.936 So let's go Control R. And with Control R, we're[br]going to see the yellow line appear over here. 0:25:12.936,0:25:15.446 Let's double click by left clicking. 0:25:15.876,0:25:19.066 And now what we can do is from the[br]top, we can left click and drag 0:25:19.066,0:25:22.306 and select the front verts[br]over here in the corner. 0:25:22.306,0:25:24.976 And we can go G and move them in a little bit. 0:25:25.326,0:25:25.996 And then left click. 0:25:26.376,0:25:29.556 And let's left click and drag[br]over here, selecting these verts. 0:25:29.556,0:25:32.696 And then let's go G. And[br]let's move them in like that. 0:25:32.696,0:25:34.546 Now we simply rounded that out. 0:25:35.066,0:25:37.416 So this is already starting[br]to look a lot better. 0:25:37.816,0:25:40.346 And we've just used some very[br]simple modeling techniques. 0:25:40.836,0:25:43.906 Let's also just select this vertex[br]down here by left clicking on it. 0:25:43.906,0:25:46.276 Let's just go X and delete that vertex. 0:25:46.406,0:25:48.356 So we now have this open like so. 0:25:48.356,0:25:51.016 And let's also select this one at the top here. 0:25:51.226,0:25:53.816 Let's go X and delete that vertex as well. 0:25:54.076,0:25:56.926 okay, so we want to go back into[br]the front orthographic view. 0:25:57.296,0:26:01.976 Let's continue extruding this topology[br]up and making the rest of the body. 0:26:01.976,0:26:03.366 okay, so what we're going to do is we're going 0:26:03.366,0:26:06.786 to make sure we have our[br]vertex select option enabled. 0:26:06.816,0:26:07.586 We're still in edit mode. 0:26:07.586,0:26:10.576 We're going to left-click and drag[br]in our front orthographic view. 0:26:10.576,0:26:13.426 And we're going to select these verts over here. 0:26:13.426,0:26:16.866 So once they are selected in[br]your front orthographic view, 0:26:16.866,0:26:19.046 remember 1 to go into front orthographic view. 0:26:19.046,0:26:23.886 You're going to go E to extrude and[br]then just move it up to about here 0:26:24.106,0:26:26.046 on the reference or just under the neck. 0:26:26.046,0:26:30.616 And then you're going to go R. So R to rotate[br]and rotate it this much and then left click. 0:26:30.746,0:26:33.286 And then just G again and[br]just move it till it's lined 0:26:33.286,0:26:35.716 up to the bottom of this V here, this delta. 0:26:35.876,0:26:38.516 Then you're going to press 3 to go[br]into your right orthographic view. 0:26:38.516,0:26:43.596 And then you're going to go SY[br]and flatten it on the Y like that. 0:26:43.596,0:26:45.466 Okay, back into the front orthographic view. 0:26:45.466,0:26:49.846 Let's go E to extrude and extrude it[br]up like so, and leave it about here. 0:26:50.346,0:26:52.516 Let's go into our right orthographic view. 0:26:52.756,0:26:57.036 And we're going to go SY and[br]scale it on the Y about that much. 0:26:57.216,0:27:01.566 And then we're going to go Ctrl R or[br]Command R, hovering over one of these edges. 0:27:01.566,0:27:02.676 You should see the yellow line. 0:27:02.746,0:27:04.426 And then you're going to just left click once. 0:27:04.656,0:27:06.476 And then if you move the mouse, you can slide. 0:27:06.476,0:27:09.236 So you can slide it to about[br]here and then left click again. 0:27:09.236,0:27:10.466 And that should put it in place. 0:27:11.016,0:27:17.166 And while that is still active, you can go[br]Alt S. And what is different about this, 0:27:17.216,0:27:21.046 and I won't really get into[br]normals at the moment too much, 0:27:21.086,0:27:23.506 but you have these things[br]on the faces called normals. 0:27:23.546,0:27:28.486 They're like these directional[br]points that the face is kind of -- 0:27:28.486,0:27:30.186 I'll quickly show you because[br]it's kind of hard to explain. 0:27:30.186,0:27:31.236 I'm just going to enable something. 0:27:31.236,0:27:35.396 You guys don't have to do this, but it's just[br]so you understand kind of what's going on here. 0:27:35.396,0:27:36.276 I'll quickly show you. 0:27:36.276,0:27:38.416 So these things here, right, the normals. 0:27:38.736,0:27:42.206 Now, if you just press S by itself, it[br]just scales everything as like an average. 0:27:42.256,0:27:47.526 But if you go Alt S, it looks at these[br]normals and it scales out along the normals. 0:27:47.526,0:27:49.076 And it does it a little bit in a different way. 0:27:49.076,0:27:52.836 So going Alt S will scale that[br]out like this, nice and evenly. 0:27:53.466,0:27:55.376 So I'm just going to turn that off that I turned 0:27:55.376,0:27:57.386 on because I don't need to[br]have that on right now. 0:27:58.116,0:27:59.816 But you guys should understand[br]where I'm coming from. 0:27:59.816,0:28:02.116 So I want to go back into[br]the front orthographic view. 0:28:02.116,0:28:06.356 I'm going to come over here, Control R[br]over one of these edges, left click once 0:28:06.356,0:28:07.916 and then move the mouse to bring it down. 0:28:07.986,0:28:11.216 And then Alt S and scale it out like that. 0:28:11.216,0:28:15.476 And then just like that, we have this[br]little thing forming here quite easily. 0:28:15.956,0:28:18.716 And what we can do as well,[br]just Control R hovering 0:28:18.716,0:28:22.446 over this edge here, double[br]click to add an edge. 0:28:22.446,0:28:26.086 And over here as well, the back,[br]Control R and then double click. 0:28:26.496,0:28:28.186 And now we have a bit more topology. 0:28:28.186,0:28:32.046 I'm also just going to come in here,[br]Control R hovering over one of these edges 0:28:32.046,0:28:35.136 and just double click once to add in an edge. 0:28:35.276,0:28:36.896 And that's most of the body done now. 0:28:36.896,0:28:38.846 So let's just quickly make the leg. 0:28:39.096,0:28:42.006 So instead of using existing topology in[br]here, what we're going to do is we're going 0:28:42.006,0:28:44.056 to go back into our object mode up here. 0:28:44.246,0:28:46.576 And earlier I showed you[br]guys how to add in an object. 0:28:46.576,0:28:49.296 So we're going to go Shift A. We're[br]going to go to our mesh options. 0:28:49.296,0:28:51.396 We're going to add in something[br]called a cylinder. 0:28:51.396,0:28:52.546 So go ahead and add that in. 0:28:52.756,0:28:54.716 Now this has got way too much geometry. 0:28:54.716,0:28:57.176 So let's go over here to this[br]add cylinder option down here. 0:28:57.176,0:28:57.926 Just left click on it. 0:28:57.926,0:28:58.696 It'll open it up. 0:28:58.846,0:29:01.866 And currently this consists of 32 vertices. 0:29:01.866,0:29:04.016 So let's click on here and type in five. 0:29:04.016,0:29:06.346 So now you can see it's a lot less topology. 0:29:06.626,0:29:07.606 That's more like we want. 0:29:07.606,0:29:09.356 We're going for low poly workflow here. 0:29:09.556,0:29:13.296 And you can also come here[br]to the type and change it 0:29:13.296,0:29:15.576 from whatever it's at and change it to nothing. 0:29:15.576,0:29:18.036 So it won't have the caps on here on the end. 0:29:18.036,0:29:21.056 Okay, so if you quickly go to your[br]X-ray mode and just turn it off up here, 0:29:21.416,0:29:22.576 you can kind of see it a little bit better. 0:29:22.576,0:29:24.906 So for now I'm just turning off[br]the X-ray up here to toggle. 0:29:24.976,0:29:26.556 And this is now a new object. 0:29:26.556,0:29:28.926 So if we selected this, you can see up here, 0:29:28.926,0:29:31.016 the cylinder is active up[br]here in the scene collection. 0:29:31.016,0:29:35.136 And we press tab to go into edit mode or we[br]can also come up here and go into edit mode. 0:29:35.136,0:29:38.026 You should now see that you[br]can't edit this object over here. 0:29:38.286,0:29:41.166 You have to actually go back into object[br]mode and then click on this again. 0:29:41.516,0:29:45.526 But what you can do is you can hold and shift[br]after you've selected one of the objects 0:29:45.526,0:29:46.716 and then select the second object. 0:29:47.366,0:29:49.966 Then when both were selected,[br]you can see they're both active. 0:29:49.966,0:29:52.366 You can press tab or go into edit mode. 0:29:52.366,0:29:54.456 And now both, you can work with both of them. 0:29:54.456,0:29:57.886 And when you go back into object mode,[br]they're still both separate objects. 0:29:57.886,0:30:00.206 Something interesting about objects[br]that you guys can keep in mind. 0:30:00.296,0:30:02.606 So we're in object mode again,[br]just select this guy here. 0:30:02.606,0:30:04.886 And remember that origin point,[br]see that little orange dot? 0:30:04.886,0:30:05.746 Same thing as the cube. 0:30:05.746,0:30:09.586 We're going to go S and just scale the whole[br]thing down in object mode to about this scale. 0:30:09.586,0:30:13.586 And then left click once you're done and[br]then go G and move it over here roughly. 0:30:13.916,0:30:17.556 Okay, then you're going to go[br]and press free on your number pad 0:30:17.556,0:30:18.846 to go to your right orthographic. 0:30:18.846,0:30:22.036 And you're just going to move it forward a[br]little bit like that, just roughly in place. 0:30:22.286,0:30:24.716 And now we can tab into edit mode. 0:30:24.956,0:30:29.236 And while we're in a right orthographic view,[br]let's just turn on our X-ray again up here. 0:30:29.236,0:30:32.076 And this is left click and drag[br]and just select these bottom verts. 0:30:32.076,0:30:35.936 And let's just go G, move them down to here and[br]then go R to rotate them and S to scale a bit. 0:30:36.056,0:30:39.706 Then we're going to select these[br]ones up here, move them forward, 0:30:39.706,0:30:42.196 S to scale them a bit, just like that. 0:30:42.196,0:30:43.766 now we have a leg starting to form here. 0:30:43.946,0:30:47.016 And let's just click and drag and[br]select these bottom verts again. 0:30:47.256,0:30:50.746 And what we're going to do is we're going[br]to go E to extrude and then we're going 0:30:50.746,0:30:53.586 to go S to scale to about this much. 0:30:53.586,0:30:55.866 We're going to go G and move[br]all of that forward a bit. 0:30:55.866,0:30:58.946 And then we're going to go E[br]to extrude, bring it to here. 0:30:58.946,0:31:02.666 And then we're going to go E to[br]extrude, S to scale about that much. 0:31:02.856,0:31:06.616 Back in your right orthographic view,[br]you can just move this whole thing back 0:31:06.616,0:31:09.496 by pressing G, S to scale it just a little bit. 0:31:09.496,0:31:13.516 And then we're going to go E to extrude[br]and extrude it down to here, R to rotate 0:31:13.596,0:31:16.166 and then S to scale till it matches up. 0:31:16.166,0:31:18.306 And then what we're going to do[br]is we're going to press 1 to go 0:31:18.306,0:31:19.546 into our front orthographic view. 0:31:19.546,0:31:22.006 And you can see over here, this[br]comes out a little bit too much. 0:31:22.006,0:31:26.796 So let's just select these verts over here[br]and let's just go G, move them in, left click 0:31:26.796,0:31:30.006 and drag, select these two[br]and then G to move them in. 0:31:30.146,0:31:32.856 Now you can see it's all[br]starting to look pretty good. 0:31:32.856,0:31:35.826 So how do we mirror this[br]leg onto the other side? 0:31:35.826,0:31:38.116 So we can do the exact same thing[br]we did up here with the body. 0:31:38.116,0:31:40.186 So we're going to go over[br]here and this time we're going 0:31:40.186,0:31:42.366 to give it a mirror again under the modifiers. 0:31:42.796,0:31:46.316 And we don't have to enable clipping 0:31:46.316,0:31:49.516 because these two objects are not actually[br]touching like this one is over here. 0:31:49.516,0:31:52.416 But you can notice there's[br]not anything appearing here 0:31:52.416,0:31:53.506 on the other side and why is that? 0:31:53.506,0:31:57.866 So if we tab back into object mode,[br]what we have to do in this case, 0:31:57.866,0:32:02.246 because that origin point is not in the middle,[br]this one has its origin point in the middle, 0:32:02.246,0:32:05.066 we have to actually select a[br]mirror object as a reference. 0:32:05.406,0:32:08.496 So in this case, we're going to click on[br]this little eyedropper and we're going 0:32:08.496,0:32:10.196 to click on the body as a reference. 0:32:10.196,0:32:15.866 And now it'll put it right in the middle[br]or the point where it's mirroring is going 0:32:15.866,0:32:17.236 to be right in the middle of that body. 0:32:18.106,0:32:21.306 So it's almost using the origin point[br]of this one now, which is really good. 0:32:21.306,0:32:23.776 So now it's nice and mirrored like that. 0:32:23.776,0:32:25.036 And it's all starting to look really good. 0:32:25.036,0:32:27.056 So let's just select these[br]legs again, tab into edit mode. 0:32:27.326,0:32:30.306 This is press free to go into our right[br]orthographic view, click and drag, 0:32:30.306,0:32:33.396 select these bottom verts and then[br]go E to extrude, bring them down. 0:32:33.576,0:32:35.706 R to rotate them, to flatten them out a bit. 0:32:35.706,0:32:36.826 And then this is really simple. 0:32:36.826,0:32:39.136 Just click and drag and select[br]these verts over here. 0:32:39.476,0:32:44.046 E to extrude and bring them forward and[br]then bring these two verts down like that. 0:32:44.286,0:32:46.486 Click and drag, select these[br]bottom verts, bring them up. 0:32:46.516,0:32:48.456 Then go into your front orthographic view. 0:32:48.786,0:32:51.076 And in this case, you may[br]actually just have to come 0:32:51.076,0:32:54.016 and select just these verts over here like that. 0:32:54.016,0:32:57.886 So clicking, dragging over them,[br]go to your front view and then go G 0:32:57.886,0:32:59.376 and just move them to the side a little bit. 0:32:59.376,0:33:02.106 And you can do the same thing[br]over here just to widen that foot. 0:33:02.396,0:33:04.246 So that's looking a lot better. 0:33:04.246,0:33:06.066 And then you can come in[br]here, add in more topology. 0:33:06.066,0:33:09.756 You can go control R and instead[br]of just leaving at one cut, 0:33:09.756,0:33:11.896 you can just roll the middle[br]mouse button up once. 0:33:11.896,0:33:15.036 That's going to add in two[br]segments and then click left twice. 0:33:15.156,0:33:18.376 And then you can come in here,[br]control R over one of these edges 0:33:18.376,0:33:19.596 and you should see a loop appearing. 0:33:19.766,0:33:24.456 Just double click once and then go[br]alt S and scale it out a little bit 0:33:24.566,0:33:26.346 on the normals, just to round things out. 0:33:26.346,0:33:28.906 And there we have a simple foot forming. 0:33:28.996,0:33:33.296 We can refine things a little bit later,[br]but the foot or leg area is now done mostly. 0:33:33.606,0:33:36.586 And let's just toggle off the x-ray for[br]now, see what things are looking like. 0:33:36.586,0:33:37.906 And you can see how simple this is. 0:33:37.906,0:33:42.086 Even if you're a beginner, these are very, very[br]simple techniques and are very easy to follow. 0:33:42.546,0:33:45.846 So the legs or the arms are going[br]to be very similar to the legs. 0:33:45.846,0:33:50.686 In fact, to save a little bit of time, what you[br]can do is you can actually select the leg here 0:33:50.846,0:33:54.746 and in your front orthographic view, you can[br]go shift D. That's going to make a duplication 0:33:54.746,0:33:56.396 and you're going to move[br]this duplication up here. 0:33:56.596,0:33:59.106 Left click and then you can go R and rotate. 0:33:59.106,0:34:01.546 Remember, it's rotating around[br]this origin point. 0:34:01.756,0:34:02.746 That's why we have it at the top. 0:34:02.746,0:34:06.576 So we're going to go R to rotate and[br]just roughly line it up with the arms. 0:34:06.576,0:34:07.616 It can be very rough. 0:34:07.676,0:34:10.606 And if you need to enable the[br]x-ray, make sure to do that. 0:34:10.666,0:34:14.846 Then you can go G and just move it so this[br]origin point is the top of the shoulder here. 0:34:15.106,0:34:17.066 And these things can be roughly lined up. 0:34:17.066,0:34:18.866 In fact, let's just quickly, while we have 0:34:18.866,0:34:22.256 that cylinder 001 active,[br]let's just tab into edit mode. 0:34:23.006,0:34:27.896 Left click and drag and just select all of these[br]bottom parts and then go G and just move it 0:34:27.896,0:34:31.716 so this middle bit is kind of[br]where this sleeve is over here. 0:34:32.646,0:34:35.626 And then what you can do is[br]while that's also active, 0:34:35.626,0:34:38.596 you can press X and then go delete faces. 0:34:38.856,0:34:42.196 Now we only have this cylinder[br]here roughly in place. 0:34:42.196,0:34:44.876 And if you go 3 on your number[br]pad, you can see it from the side. 0:34:45.136,0:34:48.616 And in the side here, you can just left[br]click and drag, select all of these top parts 0:34:48.616,0:34:52.426 and go G. Just move them back a little[br]bit and then go S to scale and then click 0:34:52.426,0:34:56.436 and drag these ones, G and move them a little[br]bit to the middle and then go S to scale up. 0:34:56.656,0:34:59.956 And now that we have that roughly in place,[br]go back to our front orthographic view 0:35:00.066,0:35:02.866 and we're now going to quickly[br]model our arm as well. 0:35:02.866,0:35:06.396 So what we're going to do[br]in edit mode with our arm, 0:35:06.396,0:35:08.116 let's just select these top verts over here. 0:35:08.116,0:35:09.436 We're still in our X-ray mode. 0:35:09.436,0:35:12.166 We're just going to select them and[br]we're going to go R to rotate them 0:35:12.286,0:35:13.896 and G to move them here a little bit. 0:35:13.896,0:35:15.516 And then we're going to select[br]this bottom vert here. 0:35:15.666,0:35:18.436 And we're just going to come up to this[br]thing here called our proportional editing. 0:35:18.436,0:35:22.426 I'm not going to get into these settings too[br]much, but if you select one vertex now down here 0:35:22.426,0:35:25.746 and you press G to move it, you can see[br]the rest of them kind of drag along. 0:35:25.746,0:35:28.366 Now if you roll down your[br]middle mouse button or up, 0:35:28.366,0:35:31.776 you can see you have this influence[br]factor here and that controls more 0:35:31.776,0:35:33.356 or less depending on how much you roll it. 0:35:33.356,0:35:38.346 So this allows you to grab one point and[br]then kind of gradually over a gradient 0:35:38.846,0:35:40.996 to the area affect the rest of the verts. 0:35:40.996,0:35:45.516 So I'm going to drag that down like that and[br]then I'm going to disable it again up here 0:35:45.516,0:35:48.106 and I'm just going to click and[br]drag to select these bottom verts. 0:35:48.376,0:35:53.686 And then what I'm going to do is going to[br]double tap R, pressing R twice to rotate it 0:35:53.686,0:35:56.876 and then just rotating it till[br]it's a little bit more flat. 0:35:57.296,0:36:01.016 And then I'm going to go G and I'm going to[br]move it here and I'm going to go E to extrude 0:36:01.016,0:36:02.546 to here and then S to scale down. 0:36:02.746,0:36:04.746 And now let's go to our right orthographic view 0:36:04.746,0:36:07.256 and make sure everything is[br]looking okay here from the side. 0:36:07.256,0:36:08.916 At the moment, it kind of is. 0:36:08.916,0:36:13.176 So maybe just move this out a little bit more[br]here, but just more or less trying to line 0:36:13.176,0:36:14.826 that up to what we see here on the side. 0:36:15.136,0:36:16.096 That's looking okay. 0:36:16.096,0:36:18.566 So let's go back to the front[br]view and just click and drag 0:36:18.566,0:36:20.326 to select just these verts down here. 0:36:20.326,0:36:24.566 I'm going to go shift D to duplicate them,[br]right click to let go and then E to extrude, 0:36:24.926,0:36:29.676 S to scale, and then G, let's move them down[br]a little bit and then R to rotate like that. 0:36:29.676,0:36:35.076 And I'm going to go E to extrude them here,[br]S to scale and then E to extrude, S to scale. 0:36:35.076,0:36:36.876 I'm going to scale them in like that. 0:36:36.876,0:36:37.966 So S to scale. 0:36:38.586,0:36:40.396 Now we have that simple little sleeve there. 0:36:40.556,0:36:44.686 In fact, we can just select any vertex[br]on this part here and go control L 0:36:44.686,0:36:49.256 or command L. It'll then just select anything[br]that is loose and connected to that vertex. 0:36:49.256,0:36:53.136 I'm going to go G and just move it up in there[br]a little bit just so it's nicely embedded 0:36:53.136,0:36:55.516 and then select these bottom[br]bits and move them down again. 0:36:55.516,0:37:00.306 So now if you go to your right view, you should[br]see it more or less that that is also lining up. 0:37:00.556,0:37:04.636 Go back to the front view and[br]let's make a simple hand over here. 0:37:04.636,0:37:07.636 In fact, let's just tab back[br]out into object mode. 0:37:07.896,0:37:10.826 and we're going to go shift[br]A and I'm going to go 0:37:10.826,0:37:12.716 to my front orthographic view by pressing one. 0:37:12.756,0:37:16.256 I'm going to go shift A and[br]I'm going to get a cube. 0:37:16.516,0:37:18.846 The cube is down here and I'm[br]going to go G to move the cube. 0:37:19.086,0:37:23.926 Over to where the hand is and then S to[br]scale it down quite a bit and then I'm going 0:37:23.926,0:37:25.986 to go into my right orthographic view. 0:37:25.986,0:37:27.466 Make sure it's in the middle of the hand. 0:37:27.626,0:37:28.536 Okay, that's all good. 0:37:28.716,0:37:32.246 So going back to the front orthographic[br]view and we're going to tab into edit mode 0:37:32.246,0:37:35.506 and then just select all of this[br]and then R to rotate it like so. 0:37:35.726,0:37:39.536 Then click and drag and just select[br]these verts over here like that. 0:37:39.536,0:37:43.416 And then what you're going to do is you're going[br]to go G, move them to about here and then S 0:37:43.416,0:37:46.466 to scale them a little bit and[br]then E to extrude and then click 0:37:46.466,0:37:48.336 about here and then go G, move them here. 0:37:48.446,0:37:50.736 R to rotate and then S to scale a little bit. 0:37:50.796,0:37:53.976 Now if you go to your right orthographic[br]view by hitting 3 on the number pad, 0:37:53.976,0:37:57.376 you're going to see things don't quite line up[br]so you're going to select these ones over here. 0:37:57.376,0:37:58.226 You're going to move them back. 0:37:58.326,0:38:02.906 Select this one over here, move it here and[br]then select these two and then bring these ones 0:38:02.906,0:38:06.506 to the corner of the thumb intersection[br]there and then move these ones out a bit too. 0:38:06.886,0:38:10.036 We're then going to come in here[br]and you can see we have a face here. 0:38:10.216,0:38:11.756 In fact, let's just add an extra loop. 0:38:11.756,0:38:15.496 We're going to go control R or[br]command R hovering over this edge. 0:38:15.496,0:38:16.486 Add in an extra loop. 0:38:16.686,0:38:18.526 Then we're going to go to[br]our face select option here. 0:38:18.746,0:38:19.546 Click on this face. 0:38:19.806,0:38:23.276 Go back to our right orthographic view and[br]then we're going to go G and move this one 0:38:23.276,0:38:25.136 out to here and then R to rotate. 0:38:25.136,0:38:31.366 And then we're going to go E to extrude that one[br]about this much and then S to scale, R to rotate 0:38:31.366,0:38:34.076 and then G and we're going to[br]move that one back like that. 0:38:34.146,0:38:38.916 And now we have a face over here and that face[br]in our front orthographic view we're just going 0:38:38.916,0:38:42.776 to go E to extrude it, and then S[br]to scale it, and then G to move it, 0:38:42.916,0:38:44.976 and that's going to be a simple thumb. 0:38:45.216,0:38:48.056 And this hand here is about[br]as simple as you can get. 0:38:48.056,0:38:54.486 You can come in here control R to add an extra[br]loop and control R in here to add an extra loop. 0:38:54.606,0:38:57.746 Then if you press A to select[br]all of this geometry you can come 0:38:57.746,0:39:01.816 to this tool here called the smooth tool[br]and then just drag in this little gizmo 0:39:01.816,0:39:03.926 and it'll smooth it all out like that. 0:39:04.156,0:39:06.066 And then just go back to the[br]move tool when you're done. 0:39:06.356,0:39:08.406 So you can see that's looking pretty cool. 0:39:08.566,0:39:11.006 So let's just tab back out into object mode. 0:39:11.466,0:39:14.796 We've got a hand instead of adding a[br]mirror to that hand you can just hold 0:39:14.796,0:39:20.496 in shift while you have that hand selected,[br]and select the arm, and then go control J 0:39:20.496,0:39:23.326 and it'll join that mesh to that arm. 0:39:23.326,0:39:24.666 So now that's all one object. 0:39:24.986,0:39:28.876 Let's just quickly disable our x-ray so[br]we can see what it's all looking like. 0:39:29.206,0:39:31.246 So pretty easy so far, isn't it? 0:39:31.596,0:39:33.646 And it's looking really cool, very stylized. 0:39:33.936,0:39:37.876 Let's quickly get into making the head which[br]is actually pretty simple despite the fact 0:39:37.876,0:39:39.336 that it looks a little bit complicated. 0:39:39.486,0:39:42.326 So let's go shift A, add in a cube. 0:39:42.326,0:39:45.886 And with this cube we're going to go G,[br]Z and move it to the top of the head. 0:39:45.886,0:39:49.246 I'm going to go S to scale that cube[br]down to about the size of the head. 0:39:49.386,0:39:51.706 Let's enable our x-ray once again go 0:39:51.706,0:39:55.006 into our right orthographic view[br]by pressing 3 on the number pad. 0:39:55.126,0:39:58.756 And let's tab into edit mode[br]and go contol R over one 0:39:58.756,0:40:02.046 of these edges to add in a loop, double click. 0:40:02.356,0:40:06.946 And let's just with that still selected[br]go G and move it just down a little bit. 0:40:07.046,0:40:10.676 And let's get to our vertex select option,[br]select this vertex over here, these two. 0:40:10.676,0:40:13.456 And then go G and move that forward a bit 0:40:13.456,0:40:16.946 and then select these two back ones[br]here or these four I should say. 0:40:16.946,0:40:20.666 And then go G and move it like that and[br]then you're going to select these two 0:40:20.956,0:40:24.026 or these four verts at the top by[br]clicking and dragging over them, 0:40:24.336,0:40:25.606 and you're going to move them here. 0:40:25.606,0:40:28.836 And you're going to go E to extrude[br]them up and then S to scale like that. 0:40:28.996,0:40:32.966 It's still looking very boxy so now[br]if we go control R while hovering 0:40:32.966,0:40:37.396 over this edge we can add in a loop, double[br]click go to your front view and what we're going 0:40:37.396,0:40:40.076 to do is we're going to go control[br]R hovering over one of these edges. 0:40:40.206,0:40:44.066 You can see the yellow line, double[br]click then select half of the verts 0:40:44.066,0:40:45.846 over here and press X and delete. 0:40:45.846,0:40:49.396 You can see that origin point is nice and,[br]in the middle, there so just like we did 0:40:49.396,0:40:52.056 with our body originally if[br]we now go to our modifiers, 0:40:52.056,0:40:57.926 we can give it a mirror modifier enable clipping[br]so it doesn't pull apart and now it's mirrored. 0:40:57.926,0:41:03.106 So what we can do is come in here control[br]R to add in another edge here double click. 0:41:03.356,0:41:06.776 And let's just select this[br]vertex down here let's go 0:41:06.776,0:41:08.966 to our proportional editing by enabling it. 0:41:08.966,0:41:12.706 And then we're going to go[br]G and if you have too little 0:41:12.706,0:41:17.176 or too much influence you can roll the middle[br]mouse button while you move to control that. 0:41:17.176,0:41:18.916 So we're just going to select[br]that vert and move it in. 0:41:19.166,0:41:23.546 Then select these verts here and then[br]go G. And just move them in as well. 0:41:23.866,0:41:26.306 Then just select these ones[br]bring them down a little bit. 0:41:26.306,0:41:30.196 And you can figure this out yourself it's[br]actually pretty easy all you're doing now is 0:41:30.196,0:41:36.586 going to the different views and you can select[br]verts, and you can go G and just move them 0:41:36.636,0:41:40.586 and roll the middle mouse button while[br]you have that proportional editing just 0:41:40.586,0:41:42.156 to select things and round them out. 0:41:42.156,0:41:43.796 It's actually really simple. 0:41:44.316,0:41:48.586 So I'm going to select this corner one here in[br]the right orthographic view and then this one 0:41:48.986,0:41:51.326 so just rounding things out[br]and if you're not sure 0:41:51.326,0:41:53.486 which one you're pressing[br]just go into the normal view. 0:41:54.046,0:41:56.096 Left click then press free to go back 0:41:56.096,0:41:59.146 into the right orthographic[br]view and just repeat like that. 0:41:59.626,0:42:00.856 You can even select everything. 0:42:01.056,0:42:04.066 Once again go to that smooth[br]tool and just slightly smooth it 0:42:04.066,0:42:05.766 out then go back to the move tool. 0:42:05.766,0:42:07.326 So you can see how we're making the head here. 0:42:07.326,0:42:11.976 So what I'm going to do is I'm just going[br]to come in here ctrl R over this edge 0:42:11.976,0:42:13.926 to add in another loop, click it in. 0:42:14.116,0:42:17.856 Select these two here and just move them forward[br]to create a bit more dimension to the face, 0:42:18.106,0:42:21.196 and then ctrl R over here to add double click. 0:42:21.506,0:42:26.146 Select these ones at the front and then G and[br]move them in and down, then select this brow 0:42:26.146,0:42:29.736 over here and move it forward and that[br]just creates a bit more of that area 0:42:29.736,0:42:31.046 where the eyes would kind of sit. 0:42:31.046,0:42:32.136 It just gives that feel of it. 0:42:32.136,0:42:37.586 And then we're going to just move some of this[br]topology back a little bit by just selecting it, 0:42:38.276,0:42:41.526 pressing G to move it, going[br]back to the front you can kind 0:42:41.526,0:42:43.936 of see how this head is coming together. 0:42:44.296,0:42:45.006 Pretty cool. 0:42:45.006,0:42:51.596 So let's now tab back out into object mode[br]and let's just go shift A add in a cylinder. 0:42:52.006,0:42:56.086 Once again, let's just come to the vertices[br]and let's just make it five then we're going 0:42:56.086,0:42:59.926 to go G, Z, move it up, S to[br]scale, and there you have a neck. 0:43:00.006,0:43:03.076 So go into your right orthographic[br]view if you wish in edit mode. 0:43:03.076,0:43:06.446 You can just select the different[br]points, rotate them. 0:43:06.966,0:43:09.376 And this is just like we've[br]done before at this point. 0:43:09.526,0:43:12.326 You guys should be able to start[br]getting how this all works. 0:43:12.326,0:43:16.216 So selecting the verts, scaling[br]them, moving them by pressing G, 0:43:16.526,0:43:18.106 and just matching it up to that neck. 0:43:18.106,0:43:19.956 So just a very simple cylinder like that. 0:43:20.016,0:43:22.816 You can delete these caps[br]on the end by just dragging 0:43:22.816,0:43:25.046 over them, and going X and delete faces. 0:43:25.266,0:43:28.156 And there we have it that[br]neck is very, very easy. 0:43:28.486,0:43:29.796 Let's go back into object mode. 0:43:30.116,0:43:34.166 Let's un-enable the x-ray, we[br]don't need to see it at the moment. 0:43:34.346,0:43:36.976 And you can see it's actually[br]coming together pretty well. 0:43:37.106,0:43:40.226 Before we get into the hair let's[br]just quickly select the body here. 0:43:40.516,0:43:44.266 Shift A, left click on this edge[br]to loop, select it over here. 0:43:44.266,0:43:49.796 Let's just go E to extrude S to scale,[br]and then G just move it in a little bit, 0:43:49.796,0:43:52.186 you can disable proportional[br]editing at this point. 0:43:52.436,0:43:59.266 Move it down a bit and then E, Z, and extrude[br]that down, and then S to scale it, like that. 0:43:59.266,0:44:01.626 So just bringing that in like that. 0:44:01.626,0:44:03.496 Okay so we're pretty much[br]now done with most of this. 0:44:03.496,0:44:06.146 You can add some ears as well like I did. 0:44:06.326,0:44:12.436 A very simple way to do that is to go shift A,[br]just add in a cube G to move that cube forward. 0:44:12.606,0:44:17.756 S to scale that cube, and of this cube[br]here, just get roughly the size of the ear. 0:44:17.976,0:44:21.416 Then tab into edit mode, and if you[br]want to enable the x-ray just do 0:44:21.416,0:44:25.826 that so you can select the top[br]face, G to move it, R to rotate. 0:44:26.026,0:44:28.676 Then select these bottom[br]ones, G to move it down. 0:44:28.786,0:44:31.346 R to rotate, then go to your[br]right orthographic view. 0:44:31.346,0:44:34.516 Select the whole thing and[br]then go S, Y, to flatten it. 0:44:34.516,0:44:37.016 And then R to rotate it just[br]at a bit of an angle. 0:44:37.306,0:44:43.616 And at this point, you can do something where[br]you go control R, roll in two extra loops. 0:44:43.866,0:44:47.236 Control R over this edge, roll your middle[br]mouse, button up, and then double click. 0:44:47.466,0:44:50.246 Now you have a little bit more[br]topology and in your front view. 0:44:50.246,0:44:53.116 You can kind of pull these[br]points around selecting them, 0:44:53.266,0:44:55.736 and just evening things out just a little bit. 0:44:55.736,0:44:59.576 And then to make that divot there, it's[br]actually really simple, you can go to your face, 0:44:59.576,0:45:01.776 select option disable the mirror for now. 0:45:02.036,0:45:06.126 And then holding and shift, you can just[br]click on all of these front faces like so. 0:45:06.586,0:45:09.286 While you're holding shift, and[br]go E to extrude, S to scale. 0:45:09.566,0:45:11.476 Left click, and then E to extrude in. 0:45:11.476,0:45:16.266 And then S to scale, and then you can[br]just select the whole thing by pressing A. 0:45:16.506,0:45:20.686 So you select all of the topology, go to your[br]little smooth tool again and then just drag 0:45:20.686,0:45:23.286 that little gizmo and smooth[br]it out just slightly. 0:45:23.886,0:45:28.426 And there you have a very simple ear to[br]which you can also add a mirror modifier. 0:45:29.006,0:45:33.976 Make sure to click on the little eyedropper, and[br]select something like the head for a reference. 0:45:35.056,0:45:36.036 And there we have it. 0:45:36.336,0:45:41.656 Ears. You can scale them up a little[br]bit, go back into object mode. 0:45:41.836,0:45:45.546 And with the head here, you can[br]always just go into edit mode again. 0:45:45.806,0:45:48.806 Go to this edge, select option,[br]and then select an edge. 0:45:49.026,0:45:53.696 And you can enable proportional editing, and[br]at this point, you can very simply select edges 0:45:53.806,0:45:59.536 and just adjust accordingly to make that all[br]look a little bit better by bringing it all out. 0:45:59.806,0:46:01.826 Maybe go to vertex select if it's easier. 0:46:02.036,0:46:05.836 But at this point you guys see what we're[br]doing here just how simple all of this is. 0:46:06.386,0:46:10.366 So an easier way to make the hair is to[br]kind of use an existing mesh like the head. 0:46:10.406,0:46:11.646 So let's just select the head. 0:46:11.976,0:46:12.986 Go into edit mode. 0:46:13.386,0:46:16.666 And one thing that might make things[br]a little bit simpler here is maybe 0:46:16.666,0:46:18.376 to round the head out just a bit. 0:46:18.376,0:46:22.576 So I'm going to go into the x-ray again[br]by toggling it, selecting just these here. 0:46:22.576,0:46:24.496 And then with proportional editing. 0:46:24.496,0:46:28.416 I'm just going to press G, and move them in[br]a bit and the same here with the squareness 0:46:28.416,0:46:29.656 of the head, just bringing it in. 0:46:29.986,0:46:33.796 Optionally, maybe go CTRL R,[br]add in an extra loop here. 0:46:33.836,0:46:39.216 CTRL R hovering over this edge, see the yellow[br]line and double click A to select everything. 0:46:39.216,0:46:42.136 And then just with that smooth tool enabled, 0:46:42.316,0:46:45.496 just drag the little gizmo and[br]smooth it out a little bit. 0:46:45.496,0:46:50.056 So now we can select the scalp[br]and start turning into hair. 0:46:50.056,0:46:52.616 So let's just go to the face select option here. 0:46:52.896,0:46:55.676 And let's just double tap A to[br]deselect everything in edit mode. 0:46:55.676,0:47:00.546 And if you now press C on your keyboard,[br]so C. And you roll your middle mouse button 0:47:00.546,0:47:02.416 up you're going to have this[br]selection tool here. 0:47:02.606,0:47:06.136 So you can make it whatever size you[br]want by rolling the middle mouse button. 0:47:06.596,0:47:09.296 Then you can left click and[br]hold in the left click and drag, 0:47:09.896,0:47:12.946 and then select all of these parts like this. 0:47:12.946,0:47:14.666 Now remember this head isn't mirrored. 0:47:15.286,0:47:19.686 Okay, this head is mirrored, so you should[br]still make sure you have the x-ray enabled just 0:47:19.686,0:47:21.366 so you select all of the faces. 0:47:21.446,0:47:22.646 You don't want to miss any faces. 0:47:23.276,0:47:24.596 So I'm going to just do it again. 0:47:25.096,0:47:28.246 So any ones like this, just select them roughly. 0:47:29.016,0:47:32.786 And go Shift D to duplicate,[br]and then right click to let go. 0:47:33.546,0:47:36.856 Then you can go Alt-S, and[br]scale it out along the normal. 0:47:36.856,0:47:39.886 So Alt-S. Remember I talked[br]earlier about normals, 0:47:39.886,0:47:42.906 and how they're different[br]from just normal scaling. 0:47:42.906,0:47:46.016 So Alt-S instead of just S. And we want 0:47:46.016,0:47:48.566 to make this its own geometry,[br]it's no longer part of this. 0:47:48.566,0:47:51.816 And a simple way to do that is just while[br]that's still selected, you can press P. 0:47:51.816,0:47:53.696 And you're going to get the separate option. 0:47:53.696,0:47:55.336 You're going to go separate by selection. 0:47:55.476,0:47:57.236 Now this is actually a different object. 0:47:57.236,0:48:00.356 So we need to go back into object[br]mode, and now we get a click 0:48:00.356,0:48:02.476 on this object, and it's its own new object. 0:48:02.656,0:48:05.516 And we can tab into edit mode,[br]and now we only have this. 0:48:05.736,0:48:08.086 So I'm going to just disable the x-ray for now. 0:48:08.086,0:48:10.866 I'm going to go into my right orthographic[br]view, and what I'm going to do is I'm going 0:48:10.866,0:48:13.246 to go Alt-S even more with all of that selected. 0:48:13.246,0:48:16.606 Go to something like this, I'm going[br]to enable the proportional editing. 0:48:16.756,0:48:19.556 I'm going to go to the vertex select[br]option, and then I'm just going 0:48:19.556,0:48:21.226 to drag and select these verts here. 0:48:21.226,0:48:24.696 I'm going to go G, and move[br]them up to follow the reference. 0:48:24.696,0:48:27.856 So you can see what I'm doing[br]here, bringing this fringe forward. 0:48:28.136,0:48:30.006 Same with these ones here, very simple. 0:48:30.056,0:48:34.016 And then I'm going to select these[br]ones here, I'm going to go G, 0:48:34.016,0:48:36.516 and just bring them down,[br]and bring these forward. 0:48:36.576,0:48:38.226 So pretty simple stuff. 0:48:38.306,0:48:41.406 Then go into the front orthographic[br]view, and then select these ones here. 0:48:41.406,0:48:44.976 And then go G, and then just[br]move them out a little bit. 0:48:44.976,0:48:46.846 Doesn't have to be perfect,[br]but just more or less. 0:48:47.096,0:48:50.476 And then what we need to do is enable[br]the x-ray again, so we can see through. 0:48:50.706,0:48:54.716 Let's just select this bottom vertex[br]here, just this one by itself. 0:48:54.986,0:48:57.866 And then go G, Z. We still[br]have proportional editing, 0:48:58.076,0:49:01.226 and you should just roll it just[br]slightly and bring it up like that. 0:49:01.226,0:49:06.076 And then select this one down here, and[br]then G, and just move it down slightly. 0:49:06.366,0:49:09.176 So now if we enable the x-ray, you can see here. 0:49:09.316,0:49:11.656 That's what we have this[br]kind of cute looking fringe. 0:49:11.776,0:49:13.236 We're now going to just take this. 0:49:13.296,0:49:17.776 Just kind of roll it in like that towards[br]there, and while you have it selected hold 0:49:17.776,0:49:19.636 in shift, and then click on this vertex. 0:49:19.826,0:49:23.016 And then in this vertex, you have[br]three of them selected like a triangle. 0:49:23.016,0:49:27.386 And then if you press F, it'll add in[br]a face between all of those like that. 0:49:27.386,0:49:29.406 And then you're going to[br]select this vertex down here, 0:49:29.406,0:49:31.816 and we're going to go G,[br]and just move it up here. 0:49:32.216,0:49:36.056 Yours doesn't have to look exactly like that but[br]just something along those lines should be fine. 0:49:36.336,0:49:39.736 And then what you can do, click and[br]drag and select these bottom vertices 0:49:39.736,0:49:41.966 over here and go X, and delete vertices. 0:49:42.086,0:49:44.486 And now what we can do is we're[br]going to go to our modifiers. 0:49:44.486,0:49:46.796 We're going to give this[br]something called a solidify. 0:49:47.086,0:49:49.856 And now if you come to the[br]solidify, and you drag this value. 0:49:50.096,0:49:52.076 You can see we're adding a[br]bit of thickness to that. 0:49:52.076,0:49:56.176 Now you can't actually edit that thickness,[br]it's not actually geometry you can grab. 0:49:56.176,0:50:00.926 But you can still see the thickness even[br]if you edit the geometry here in edit mode. 0:50:01.046,0:50:01.746 Which is really cool. 0:50:01.746,0:50:02.906 So it's a modifier. 0:50:02.906,0:50:06.116 It's modifying the mesh in real[br]time while you're working with it. 0:50:06.406,0:50:08.136 So now let's go to our right orthographic view. 0:50:08.276,0:50:09.466 Let's enable x-ray again. 0:50:09.746,0:50:13.206 Let's just click and drag and select these[br]bottom verts over here, and let's just go G, 0:50:13.206,0:50:15.186 and move them down a bit and rotate them. 0:50:15.186,0:50:17.426 And I'm going to disable[br]proportional editing for now. 0:50:17.546,0:50:19.506 Then I'm going to go E, and I'm[br]going to extrude them down a bit. 0:50:19.506,0:50:21.086 Then I'm going to select this vertex here. 0:50:21.216,0:50:23.866 G to move it in a bit, and[br]this one here like that. 0:50:23.896,0:50:27.116 Select all of these again, and I'm[br]just going to continue E to extrude, 0:50:27.336,0:50:30.406 S to scale, E to extrude, S to scale. 0:50:30.626,0:50:36.136 Then I'm going to go into my back orthographic[br]view and instead of pressing 1 on a number pad. 0:50:36.296,0:50:40.796 You can hold in Ctrl or command and then[br]press 1, and now you're seeing the back. 0:50:40.796,0:50:43.226 Let's just try and model it from the back here. 0:50:43.226,0:50:44.556 I'm just going to grab that vertex. 0:50:44.756,0:50:48.636 And I'm just moving these out just to round[br]them out a little bit, moving this one in, 0:50:48.636,0:50:50.526 you don't have to do this precise. 0:50:50.606,0:50:51.556 But you get the idea here. 0:50:51.556,0:50:55.246 All we're trying to do is just even[br]out the verts here at the back. 0:50:55.246,0:50:57.286 So we kind of have the hair[br]just coming down like that. 0:50:57.286,0:50:59.516 Something very simple but it works. 0:51:00.006,0:51:03.006 And then if you wanted to, it's optional[br]you can add these little bits at the side. 0:51:03.076,0:51:07.396 A very simple way to do that is to go to[br]your edge select option up here in edit mode. 0:51:07.456,0:51:12.416 Select any edge up here go to your right[br]orthographic view, shift D to duplicate it, 0:51:12.606,0:51:17.616 enable the x-ray, and then G, move it[br]somewhere above where that hair should start. 0:51:17.616,0:51:21.056 And then E to extrude, S to scale, rotate. 0:51:21.366,0:51:27.696 E to extrude, S to scale, and then R to rotate,[br]and then E to extrude down, and then S to scale. 0:51:27.696,0:51:34.846 Go to your front view, and now you can select[br]these edges like that and you can move them 0:51:34.846,0:51:38.656 in a little bit, and edit them to make[br]them look nicer from the front as well, 0:51:38.786,0:51:41.566 and it still has that modifier on it now. 0:51:41.566,0:51:44.996 You can notice that this one here, if I[br]go to face select, and I select this face. 0:51:45.486,0:51:49.856 The solidify modifier here is[br]making this the effect come in. 0:51:49.946,0:51:53.976 But this one here, if I select the face,[br]the effect is happening towards the outside, 0:51:53.976,0:51:55.376 and that's got to do with the normals. 0:51:55.476,0:51:58.056 So what we may have to do in[br]this case is correct the normals. 0:51:58.056,0:52:01.576 I'm not going to get into why that happens,[br]it's a bit tricky to explain for beginners. 0:52:01.576,0:52:04.236 So just for now all you have to do[br]is press A to select everything. 0:52:04.336,0:52:08.496 Alt N, and then go recalculate outside or[br]inside depending on what the situation is. 0:52:08.496,0:52:11.286 So I'm going to go outside, and[br]now all of these should be the same 0:52:11.286,0:52:13.366 so I'm just going to select a face here. 0:52:13.366,0:52:15.386 Go Ctrl L to select the whole thing. 0:52:15.386,0:52:17.086 And then G and just move it out a bit. 0:52:17.086,0:52:19.636 You guys can adjust this however you want. 0:52:19.636,0:52:24.296 You don't have to do it exactly like me --[br]completely up to you how you want to do that. 0:52:24.466,0:52:28.256 And once you're happy with that,[br]you can also just select any vertex 0:52:28.256,0:52:33.416 of face Ctrl L. Select the whole thing and[br]then go shift D in the right orthographic view, 0:52:33.416,0:52:36.056 move it back and then slightly[br]edit the second piece, 0:52:36.096,0:52:38.966 and there you have these little hair[br]droopy things coming off the side, 0:52:39.176,0:52:41.616 and you know very, very simple. 0:52:41.616,0:52:45.936 So based on what I've just shown you guys,[br]you can make this however you want now 0:52:45.936,0:52:47.466 that you know the basic techniques. 0:52:47.706,0:52:50.846 But it's very boxy, very[br]stylized, very low poly. 0:52:50.846,0:52:53.746 But that's a nice look, and that's actually[br]what we're deliberately going for here. 0:52:53.746,0:52:54.486 So there we have it. 0:52:54.486,0:52:57.386 The character is pretty much[br]done; add a nose if you want. 0:52:57.386,0:53:00.316 But what we're going to do next is[br]we're going to add some nice colors 0:53:00.316,0:53:03.886 or materials what we call shaders,[br]and then we'll add some nice lights, 0:53:03.886,0:53:06.866 and I'll show you how you can render[br]this out as a nice looking result. 0:53:06.946,0:53:08.636 And then we're pretty much done. 0:53:08.636,0:53:12.736 So whenever we want to work with things,[br]remember our properties panel over here, 0:53:12.736,0:53:16.426 so remember, we have this one here[br]called the materials property. 0:53:16.426,0:53:18.286 I think I briefly mentioned[br]this in the very beginning. 0:53:18.476,0:53:22.956 but over here if you click on it, says material[br]properties here is we can actually add materials 0:53:23.246,0:53:24.586 and change their properties. 0:53:24.586,0:53:25.686 So how do you add a material? 0:53:25.686,0:53:26.936 It's actually very simple. 0:53:27.426,0:53:29.966 Let's just say you want to add[br]a material to a certain object, 0:53:29.966,0:53:32.096 you just simply left click on it in object mode. 0:53:32.716,0:53:34.296 So let's start with the body, all right. 0:53:34.296,0:53:37.106 And then you go over here and you[br]can see this button called new. 0:53:37.106,0:53:38.216 Now there's a little drop down here, 0:53:38.216,0:53:39.976 that's where pre-existing materials[br]are materials you already have. 0:53:41.236,0:53:45.066 Let's just go new and now it's created[br]the materials, given it a default name. 0:53:45.066,0:53:48.686 So you can actually double click here, or just[br]click on it the name, and call it something. 0:53:48.686,0:53:51.496 So I'm going to call it Yellow,[br]because I want it to be a yellow color. 0:53:51.696,0:53:54.386 And then over here you're going[br]to see something called a preview. 0:53:54.386,0:53:56.796 This is where you can actually[br]see a preview of your material 0:53:57.106,0:53:59.016 and under here is something you see the surface. 0:53:59.016,0:54:00.676 This is where you change[br]a whole bunch of settings. 0:54:00.676,0:54:04.786 Now I'm not actually going to get into all of[br]these settings here because that's a lot more 0:54:04.786,0:54:07.816 in depth, and this is something[br]you'll learn as you grow as an artist. 0:54:07.816,0:54:11.596 But for now, we're just going to look at nothing[br]more than the color, literally just the color. 0:54:11.596,0:54:12.766 At the moment, the color is white. 0:54:12.886,0:54:17.746 So we want yellow, so we click on this, and[br]we go and click on yellow or wherever we want. 0:54:17.746,0:54:21.426 Not only can you change saturations[br]here and colors, but you can also come 0:54:21.426,0:54:23.866 to the value slider and change the values. 0:54:23.896,0:54:27.876 So pretty simple not much more to say[br]than that, and now you have that material. 0:54:27.876,0:54:30.506 Now, obviously, you're not seeing it,[br]because you have to actually render, 0:54:30.506,0:54:34.606 so rendering is when we press Z on a keyboard,[br]and we can click on this option called rendered. 0:54:34.606,0:54:38.436 Now we're no longer seeing just[br]the shading viewport shading, 0:54:38.436,0:54:39.836 but we're seeing the actual material. 0:54:39.946,0:54:42.936 Now another thing to think about is[br]when you go up to your properties, 0:54:42.936,0:54:44.156 go up here to this little camera. 0:54:44.526,0:54:45.606 That's your render properties. 0:54:45.606,0:54:48.816 Currently there's an engine, a render[br]engine being used called Eevee. 0:54:48.936,0:54:50.836 That's more like a real-time rendering engine, 0:54:50.986,0:54:53.146 and we're going to change it[br]to something called Cycles. 0:54:53.146,0:54:57.146 Now I'm not going to really get into[br]the details here, Cycles does a lot more 0:54:57.146,0:55:00.006 like bounce sliding, ray tracing,[br]a lot more advanced things. 0:55:00.266,0:55:04.946 But if you have a GPU under[br]the device, you can enable it. 0:55:05.106,0:55:07.456 If you don't just leave it[br]at CPU, it's not a big deal. 0:55:07.456,0:55:11.226 This isn't really a render[br]processor intensive render anyway. 0:55:11.226,0:55:13.406 It's very low poly so probably doesn't matter. 0:55:13.466,0:55:14.886 So I'm changing mine to GPU. 0:55:14.886,0:55:16.496 We'll add lights in a bit. 0:55:16.496,0:55:20.456 But for now, I'm just going to go into the[br]material preview which is kind of like a mix 0:55:20.456,0:55:25.226 between the just standard viewport[br]solid shading and the render. 0:55:25.326,0:55:27.416 Co you can see here, we have the color. 0:55:27.416,0:55:28.166 So what we're going to do now. 0:55:28.166,0:55:30.166 Let's go back to our materials properties. 0:55:30.266,0:55:32.906 We have that shirt still selected or the body. 0:55:33.136,0:55:34.826 And remember we added that yellow material. 0:55:34.826,0:55:36.126 What if we want to add more? 0:55:36.126,0:55:40.976 So let's just tab into edit mode, and let's[br]just say, for example, let's just go Ctrl R, 0:55:41.426,0:55:44.226 add in a loop here double[br]click, double G to slide, 0:55:44.646,0:55:47.026 and then alt S to scale out along the normals. 0:55:47.296,0:55:47.976 Maybe move it up a bit. 0:55:48.046,0:55:50.026 Let's just say we want to[br]add a little border here. 0:55:50.026,0:55:55.286 so what we can do, go to your face select, and[br]then going shift alt with face select enabled. 0:55:55.286,0:55:59.226 You can just shift alt click on this edge over[br]here, and it'll loop select these faces here, 0:55:59.226,0:56:02.326 and now what you can do is come[br]here under your materials property. 0:56:02.326,0:56:05.506 Click on the plus again, and now you[br]have a new thing here, you can go new. 0:56:05.776,0:56:07.556 And let's just call it red, for example. 0:56:07.696,0:56:12.736 And now we can go assign while those[br]faces are selected, and has that material. 0:56:13.156,0:56:17.806 Now, we called it red, but we still have to[br]come to the surface here, and just like we did 0:56:17.806,0:56:20.556 with the yellow, come to the[br]base color and give it a color. 0:56:20.556,0:56:22.026 I'm going to go with an orangey kind of red, 0:56:22.026,0:56:24.526 so I'm going to quickly tab[br]back out into object mode. 0:56:24.626,0:56:29.346 And now I'm going to select the shirt, and[br]instead of this time still on the materials tab, 0:56:29.346,0:56:30.896 instead of coming creating a new material. 0:56:30.896,0:56:35.496 Let's just go to this drop down and create get[br]the existing yellow, and then what we can do 0:56:35.496,0:56:39.666 as well is tab into edit mode,[br]and then click on the plus here. 0:56:39.776,0:56:41.546 And we can create a new one, and once again, 0:56:41.546,0:56:44.046 we can just go down and select[br]a pre-existing color. 0:56:44.046,0:56:44.846 So I'm going to go through red. 0:56:45.366,0:56:49.146 And this time if I wanted to be assigned[br]to something, I have to actually select it. 0:56:49.146,0:56:52.026 So I'm going to click on[br]a face here on the sleeve, 0:56:52.026,0:56:54.726 I'm going to go control L[br]to select the whole thing. 0:56:54.816,0:56:56.846 And then click on the red and then assign. 0:56:57.396,0:56:58.436 How simple is that. 0:56:58.736,0:57:01.336 Now let's create a new thing,[br]which is going to be the skin. 0:57:01.336,0:57:04.576 So let's just left click on the[br]hand, or on any face on the hand. 0:57:04.576,0:57:06.286 Go control L to select the whole thing. 0:57:06.406,0:57:09.426 Then let's click plus over here, and this[br]time we're going to create a new material. 0:57:09.876,0:57:10.806 Let's just call it skin. 0:57:10.806,0:57:15.376 And now we can go to the surface, and let's[br]just give it something like a brownish blush. 0:57:15.376,0:57:18.986 I want to go for almost like[br]a brown olive kind of color. 0:57:18.986,0:57:22.686 And then I'm going to go assign, you can make[br]your skin whatever you want, perfectly fine. 0:57:22.846,0:57:24.086 So now we have that there. 0:57:24.086,0:57:25.256 I'm going to tab out. 0:57:25.256,0:57:28.406 And now we can actually select[br]the head, and go to the drop down. 0:57:28.406,0:57:30.076 And we already now have that skin. 0:57:30.076,0:57:30.816 So let's select it. 0:57:31.006,0:57:34.686 Let's just also select the ear, go to[br]the drop down, give it that same skin. 0:57:34.856,0:57:38.286 Select the neck, go to that[br]drop down, give it the skin. 0:57:38.386,0:57:39.836 And let's select the hair. 0:57:39.836,0:57:42.546 Now the hair we haven't created a[br]material for, so let's click on the hair, 0:57:42.686,0:57:44.996 create a new material, and call it hair. 0:57:45.236,0:57:46.836 And let's just come to the base color. 0:57:46.836,0:57:50.446 I'm going to go with a brownish kind[br]of red like that, and there I have it. 0:57:50.806,0:57:51.886 And that's now the hair. 0:57:52.156,0:57:54.146 So let's go to the legs. 0:57:54.146,0:57:54.876 Let's click on the legs. 0:57:55.246,0:57:58.516 Let's go new I'm going to call this blue. 0:57:58.516,0:58:03.066 And I'm going to make it kind of like a[br]robin's egg kind of blue, like cyan almost. 0:58:03.166,0:58:08.916 Then I'm going to click on the plus again, go[br]new, and I'm going to call this one darker blue. 0:58:09.216,0:58:13.336 And if I want to assign it to any specific[br]part, we have to go into edit mode. 0:58:13.486,0:58:17.266 In this case, I'm going to make[br]sure face select is enabled. 0:58:17.266,0:58:18.656 I'm going to go shift alt. 0:58:19.226,0:58:22.106 Click on this edge over here[br]to loop select these faces. 0:58:22.816,0:58:26.246 Ctrl plus or command plus to[br]grow the selection just once. 0:58:26.366,0:58:27.836 So we have this part here selected. 0:58:27.956,0:58:30.146 I'm going to click on the[br]dark blue and go assign, 0:58:30.856,0:58:35.366 and then under the base color let's make it[br]something that fits the description, like that. 0:58:35.366,0:58:37.086 And the exact same thing for the rest. 0:58:37.086,0:58:40.716 In fact, I'm going to turn on my x-ray[br]here and I'm just going to click and drag, 0:58:40.716,0:58:42.526 and just select these bottom faces. 0:58:42.556,0:58:43.346 They're all selected. 0:58:43.516,0:58:47.086 And I'm going to do the same thing, I'm going[br]to come here plus, I'm going to go assign, 0:58:47.086,0:58:51.576 I'm going to click new, and I'm going to make[br]this like a leathery kind of brown color, 0:58:51.696,0:58:54.306 bring that value down and there you have it. 0:58:54.586,0:58:55.506 Pretty cool. 0:58:55.506,0:58:57.906 And you can even click on[br]here and name it something. 0:58:57.906,0:59:00.806 I'm going to call it leather,[br]and there we have it. 0:59:00.926,0:59:02.406 How simple is that. 0:59:02.406,0:59:05.206 I'm going to go back into object[br]mode, and now we've added all 0:59:05.206,0:59:06.926 of these materials as you can see. 0:59:06.966,0:59:09.436 Once again, if you want to see[br]this, you actually have to press Z 0:59:09.436,0:59:12.166 and go into material preview like I said. 0:59:12.166,0:59:13.676 So there you have it. 0:59:13.676,0:59:17.106 So press Z and go into either[br]rendered or material preview. 0:59:17.106,0:59:19.586 So now all we have to do[br]is just render this out. 0:59:19.716,0:59:22.926 We've already gone to our render[br]engine and given it the cycles engine. 0:59:22.926,0:59:24.526 But we do need to add some lights. 0:59:24.526,0:59:27.896 So let's go shift A and we've[br]been adding meshes before. 0:59:27.896,0:59:29.686 But let's go down to our lights. 0:59:30.256,0:59:34.866 Add in this thing called an area[br]light, and we're going to go G Z 0:59:34.866,0:59:36.816 and move it just like we've moved anything else. 0:59:36.816,0:59:37.836 I'm going to move it up to here. 0:59:38.036,0:59:40.006 So we've moved it up on the Z axis. 0:59:40.666,0:59:42.706 And then we're going to go R,[br]and we're going to rotate it. 0:59:43.026,0:59:43.576 Like this. 0:59:43.756,0:59:44.966 And then G to move it. 0:59:44.966,0:59:48.766 Now you can pick whatever lighting[br]direction you want once you have a position 0:59:48.766,0:59:51.406 where you want your light to come[br]from, go over to your properties. 0:59:51.406,0:59:53.646 And you're going to see this little light[br]bulb, and that's your light settings. 0:59:53.646,0:59:56.106 And why is this our properties[br]like I've mentioned before, 0:59:56.106,0:59:58.016 because we edit our properties here. 0:59:58.096,1:00:01.976 So you can go to the power and just as you[br]might assume that's got to do with the strength. 1:00:02.096,1:00:06.956 So the more you put this level up here, the[br]watts, the more power you're going to get. 1:00:07.106,1:00:08.266 Pretty common sense. 1:00:08.416,1:00:11.896 And then also the size that's going[br]to make it a bit of a softer light. 1:00:12.046,1:00:16.276 The smaller you have that, the point of[br]the light, just like you do in real life, 1:00:16.276,1:00:17.406 you're going to have a sharper light. 1:00:17.496,1:00:20.646 And the broader the light is[br]and closer to the subject here, 1:00:20.646,1:00:21.996 it's going to be a bit more scattered. 1:00:21.996,1:00:25.496 So I like to increase the size a[br]little bit bigger than the default. 1:00:25.606,1:00:30.086 Something like that, and if we now go Z and[br]we go rendered, we can see we have this light. 1:00:30.086,1:00:33.956 So it's up to you how much you want to[br]tweak the power amount here for your light. 1:00:33.956,1:00:34.956 You can drag it up as much as you want. 1:00:35.156,1:00:38.526 You can even change the color of[br]your light to give it some mood. 1:00:38.636,1:00:39.616 Very simple stuff. 1:00:39.676,1:00:43.286 But once you're happy with it you can[br]also go shift D with that light selected 1:00:43.346,1:00:44.996 to duplicate it like anything else. 1:00:45.096,1:00:49.486 And then rotate it, and you can duplicate[br]and make as many of these lights as you want. 1:00:49.706,1:00:53.416 So I'm happy with that I'm going to go shift[br]A, I'm going to add in one more object. 1:00:53.416,1:00:55.386 And that's just a plane on the floor here. 1:00:55.476,1:00:59.656 I'm going to go S to scale that plane up[br]like that, and then tab into edit mode. 1:00:59.656,1:01:04.176 And I'm just going to go into my solid[br]work press a Z and then go solid. 1:01:04.426,1:01:05.706 And you can go to your edge select. 1:01:05.826,1:01:10.196 Select this back edge, and then go E,[br]Z and extrude it up on a Z like that. 1:01:10.446,1:01:15.576 Select this edge here, and then you can go[br]Ctrl B and Ctrl B allows you to make a bevel 1:01:15.576,1:01:18.706 on an edge you can move it as big[br]as you want by moving your mouse, 1:01:18.736,1:01:21.356 and then roll your middle mouse[br]button to add in more segments. 1:01:21.356,1:01:23.086 And then just double click and it's added in. 1:01:23.256,1:01:27.556 Now you can go back into object mode,[br]and you have this nice fancy backdrop, 1:01:27.626,1:01:29.866 and you can see here in our scene is a camera. 1:01:29.866,1:01:31.326 So you can literally click on that camera. 1:01:31.586,1:01:36.176 And with a camera active you can press zero on[br]your number pad, and it goes into camera view. 1:01:36.396,1:01:40.436 And then with that camera selected you can[br]double tap R and as you move your mouse, 1:01:40.466,1:01:41.766 you can actually rotate the camera. 1:01:42.066,1:01:45.396 If you press R by itself, you[br]can rotate just like this. 1:01:45.696,1:01:48.936 And then you can press G[br]and G allows you to move it. 1:01:48.936,1:01:54.356 So you just press G and move the camera to[br]where you want it, and then you can just 1:01:54.356,1:01:56.496 like anything else, you can[br]come to your move tool, 1:01:56.496,1:02:00.996 and you can just move these little sliders,[br]or you can just press G like we've been doing. 1:02:00.996,1:02:05.116 So G, and then Y to move along[br]the Y or Z, whatever you want. 1:02:05.116,1:02:08.646 And if you want to go change the[br]dimensions, just go to your output here. 1:02:08.836,1:02:10.406 And you can change your resolution. 1:02:10.406,1:02:11.306 So these are the pixels. 1:02:11.306,1:02:13.946 So 1020 by 1080 by 1920 here. 1:02:13.946,1:02:18.636 I'm just going to drag this value here down a[br]bit, just to make it a bit of a different ratio. 1:02:18.886,1:02:19.526 Just like that. 1:02:19.526,1:02:23.206 And then I'm going to just move my camera[br]in a little bit, something like that. 1:02:23.206,1:02:24.956 You can also come here to your camera settings. 1:02:24.986,1:02:28.186 I'm not going to get into all the advanced[br]things here there's a lot that can be said. 1:02:28.316,1:02:31.956 But just as a beginner here, let's just[br]go to the focal length and change that. 1:02:31.956,1:02:34.616 So if so those of you who are[br]familiar with photography, 1:02:34.616,1:02:36.726 a lot of this would make more sense to you. 1:02:36.796,1:02:40.236 But once again it's not what we're[br]focusing on here as this is more just 1:02:40.236,1:02:44.256 about a very beginner's tutorial for[br]the modeling and things like that. 1:02:44.256,1:02:47.916 So here we have our camera set up, we[br]have our scene, we're pretty much done. 1:02:47.916,1:02:50.346 So let's just select these two reference images. 1:02:50.346,1:02:51.376 I'm holding in shift. 1:02:51.446,1:02:53.286 And remember these collections I told you about. 1:02:53.466,1:02:58.706 If we now go M and we go new collection[br]after we selected those two reference images, 1:02:58.706,1:03:01.976 we can go ref type whatever you[br]want in here, and then go okay. 1:03:01.976,1:03:05.536 And under your collections here now, if[br]you just drop down this main collection, 1:03:05.536,1:03:07.556 you can now see a collection called ref. 1:03:07.756,1:03:09.076 And now two references in there. 1:03:09.076,1:03:10.906 We can just untick it and[br]they're out of the way. 1:03:10.906,1:03:13.156 So they're not deleted, but[br]they're just out of the way 1:03:13.156,1:03:15.316 so if we want to ever bring them back, we can. 1:03:15.656,1:03:19.236 But that just organizes our scene[br]a little bit and there you have it. 1:03:19.236,1:03:22.066 We now have this, if we press[br]Z and we go rendered, 1:03:22.396,1:03:25.656 we have our subject in the[br]view here of the camera. 1:03:25.786,1:03:30.156 And another cool thing you can do in camera[br]view you can go Ctrl b and then click and drag, 1:03:30.156,1:03:34.466 and drag over the camera with Ctrl b. And it's[br]just going to limit that render to the camera, 1:03:34.596,1:03:38.366 and that's going to free up a little[br]bit of your processing as well. 1:03:38.536,1:03:39.746 So there we have it. 1:03:39.746,1:03:43.196 A fantastic looking low poly model[br]that you guys can be proud of. 1:03:43.196,1:03:44.536 I hope you've enjoyed this. 1:03:44.536,1:03:48.206 And what you can do now is[br]press z go back into solid mode. 1:03:48.296,1:03:50.276 And all you have to do is[br]go to render, render image, 1:03:50.276,1:03:52.356 and it's going to render this image for you. 1:03:52.526,1:03:57.036 And in fact, I'll quickly just press escape[br]to cancel this because I forgot to mention. 1:03:57.186,1:04:00.876 Under your render settings, just click[br]on that and go down to the render, 1:04:01.096,1:04:05.076 and take the sample amount down to[br]something like 80, because if you have it 1:04:05.076,1:04:07.356 at 4000 whatever, it's going[br]to take forever to render. 1:04:07.356,1:04:09.546 So the more samples, the higher the quality is, 1:04:09.616,1:04:12.176 but if you have this little[br]thing the denoiser enabled, 1:04:12.386,1:04:16.156 Blender's algorithm does a pretty good job at[br]getting the noise out after you've rendered. 1:04:16.156,1:04:18.886 So just make sure you do that[br]and then go render, render image, 1:04:19.216,1:04:20.686 and we'll see what that looks like. 1:04:20.686,1:04:25.286 So you can see here, this little sample[br]count, it's 48 samples out of 80. 1:04:25.436,1:04:27.886 Okay, it's just finished,[br]it's out of the denoising. 1:04:27.966,1:04:28.716 And there it is. 1:04:28.716,1:04:31.296 Now what you can do is you[br]can go to image, save as, 1:04:31.296,1:04:33.686 and then save it wherever[br]you want on your computer. 1:04:33.816,1:04:36.786 And that's it, that's how simple this is. 1:04:36.786,1:04:38.526 I hope you guys have learned something here. 1:04:38.596,1:04:41.976 I know I didn't go into detail on[br]everything like I said in the beginning. 1:04:42.076,1:04:46.406 But this is just absolutely to whet your[br]appetite and get you started as a beginner. 1:04:46.536,1:04:47.866 I hope you guys have enjoyed this. 1:04:47.866,1:04:50.176 I will be putting this Blender[br]file on my Patreon, 1:04:50.176,1:04:52.806 and I'll probably do some more[br]videos following up on this one. 1:04:52.806,1:04:54.816 We're going to do a little[br]bit of rigging, animation, 1:04:54.816,1:04:56.676 so you guys can learn more about this. 1:04:56.816,1:05:00.416 And definitely leave your comments below[br]and I hope you guys have a good time.