1 00:00:00,186 --> 00:00:04,226 >> So perhaps you've always wanted to learn how to make really cool stuff in 3D software. 2 00:00:04,226 --> 00:00:06,996 You might not have done it, you might have dabbled in it a little bit. 3 00:00:06,996 --> 00:00:11,666 In this tutorial, what I'm going to be doing is trying to take one video and introduce a lot 4 00:00:11,666 --> 00:00:14,456 of the fundamental things, the things you really need to get started. 5 00:00:14,456 --> 00:00:17,826 And I'm going to show you how to do it in a free software called Blender 6 00:00:17,826 --> 00:00:21,766 that you can very easily download without an account or a password or anything like that. 7 00:00:21,766 --> 00:00:24,006 So you can see here, this is the final result. 8 00:00:24,006 --> 00:00:27,776 I'm going to show you, first of all, the software itself, just the very basics, 9 00:00:27,776 --> 00:00:30,016 not covering all the thousands of different things. 10 00:00:30,016 --> 00:00:34,156 And then I'm going to take you step by step after that through the making 11 00:00:34,156 --> 00:00:37,606 of this character here, and how to render it out as a final result. 12 00:00:37,606 --> 00:00:41,826 And you can use this same low poly modeling technique here, which is really simple 13 00:00:41,826 --> 00:00:44,546 and beginner friendly to make all sorts of things. 14 00:00:44,546 --> 00:00:49,636 So hopefully this video grabs your interest if you want to learn as an absolute beginner. 15 00:00:49,636 --> 00:00:53,566 If you already know something about Blender, maybe this is just a little bit too basic 16 00:00:53,566 --> 00:00:56,636 and repetitive, but this is definitely more for absolute beginners, 17 00:00:56,636 --> 00:00:58,476 people who really don't know anything 18 00:00:58,586 --> 00:01:01,436 and they just want a simple video that's going to make it make sense. 19 00:01:01,436 --> 00:01:04,816 And you can also, after an hour or so, walk away with something 20 00:01:04,936 --> 00:01:07,776 that you can feel really good about, a final result. 21 00:01:07,776 --> 00:01:11,806 And from there you can choose if you want to go on and learn more about the discipline 22 00:01:11,806 --> 00:01:14,376 of 3D modeling, maybe even animation later on. 23 00:01:14,376 --> 00:01:17,096 So let's get into the video and I hope you enjoy it. 24 00:01:17,096 --> 00:01:21,796 I will be adding some timestamps so it can make it easier for you guys, the different chapters, 25 00:01:22,096 --> 00:01:24,646 and you can bounce back and forth if you get stuck. 26 00:01:24,796 --> 00:01:25,516 Let's hop in. 27 00:01:25,516 --> 00:01:27,946 Getting your hands on Blender is quite simple. 28 00:01:27,946 --> 00:01:29,126 You go to your internet browser. 29 00:01:29,126 --> 00:01:32,636 You can type in blender.org, open up the site, and you're going to go 30 00:01:32,636 --> 00:01:34,136 to the tab here called downloads. 31 00:01:34,536 --> 00:01:36,786 And what you can do is just click on this blue button here. 32 00:01:36,786 --> 00:01:40,286 That's going to download an installation file so you can install it on your computer. 33 00:01:40,396 --> 00:01:43,806 Another option, which I prefer to do, is to go to this little drop down here and you're going 34 00:01:43,806 --> 00:01:45,736 to actually see the portable versions here. 35 00:01:45,736 --> 00:01:47,236 So it's for Windows and Mac. 36 00:01:47,236 --> 00:01:48,756 In my case, I have a Windows computer. 37 00:01:48,756 --> 00:01:52,956 I would click on the zip file here for the Windows portable, download that zip folder, 38 00:01:52,956 --> 00:01:57,586 then extract it like you do with any zip folder, and then just open that folder inside of there. 39 00:01:57,586 --> 00:01:58,406 There's going to be Blender. 40 00:01:58,406 --> 00:01:59,076 You click on it. 41 00:01:59,256 --> 00:02:00,356 You run the program. 42 00:02:00,356 --> 00:02:02,706 And when it runs for the first time, you can just right click 43 00:02:02,706 --> 00:02:05,096 and pin that program to your taskbar. 44 00:02:05,096 --> 00:02:06,256 And there you have it. 45 00:02:06,256 --> 00:02:07,626 So very, very simple. 46 00:02:07,626 --> 00:02:10,186 No signing in, no passwords, no accounts. 47 00:02:10,186 --> 00:02:12,246 And you can do that anytime there is a new release. 48 00:02:12,246 --> 00:02:14,776 You can even have multiple versions of Blender. 49 00:02:14,776 --> 00:02:17,136 So that is very self-explanatory, very easy. 50 00:02:17,136 --> 00:02:18,886 So I'm not going to go any more into that. 51 00:02:18,886 --> 00:02:21,926 Let's get into the next thing where we actually open it up and I'll show you how to use it. 52 00:02:22,236 --> 00:02:26,086 So if you go ahead and open up Blender, you may even be doing it for the very first time. 53 00:02:26,126 --> 00:02:28,866 And if you do, it may even seem a little bit intimidating. 54 00:02:28,866 --> 00:02:32,376 But rest assured, all of these different tabs and windows and features that you see, 55 00:02:32,556 --> 00:02:36,066 most of them you will not need to know a thing about when just getting started. 56 00:02:36,066 --> 00:02:37,226 You'll learn that with time. 57 00:02:37,426 --> 00:02:40,586 Now this thing you see here, the box when you first open up Blender, 58 00:02:40,736 --> 00:02:42,676 what most people do is they just left click somewhere 59 00:02:42,716 --> 00:02:45,476 in the viewport and that box just pops away. 60 00:02:45,716 --> 00:02:48,166 Now getting on to the user interface itself, 61 00:02:48,166 --> 00:02:50,626 what you're going to see here is the one that just stands out. 62 00:02:50,626 --> 00:02:53,426 And this is, like I said, the 3D viewport. 63 00:02:53,426 --> 00:02:54,736 This is where everything happens. 64 00:02:54,736 --> 00:02:59,046 This is where we see our objects, where we add things in, where we can set up our layout. 65 00:02:59,046 --> 00:03:01,656 Now I'm not going to be covering navigation just yet. 66 00:03:01,656 --> 00:03:03,386 I promise I'll get into that in a bit. 67 00:03:03,476 --> 00:03:07,666 But for now, I'm just explaining what these different windows are or these different boxes. 68 00:03:07,786 --> 00:03:12,526 Going on to this little box that sits up here, that is our scene outliner. 69 00:03:12,916 --> 00:03:16,336 And essentially what we see here is the different items 70 00:03:16,636 --> 00:03:18,586 and objects that are in our scene. 71 00:03:19,026 --> 00:03:21,266 It really is a great organizational tool. 72 00:03:21,266 --> 00:03:24,506 And if you're a beginner, this really makes things easier as well. 73 00:03:24,506 --> 00:03:27,456 Getting organized, especially when your projects get a little bit bigger, 74 00:03:27,456 --> 00:03:30,046 is one of the most important things you can learn as a beginner. 75 00:03:30,166 --> 00:03:32,926 And what you can see here is these collections. 76 00:03:32,956 --> 00:03:35,756 Now collections are essentially just these things you can create 77 00:03:35,756 --> 00:03:38,556 where you can group different objects in your 3D scene together. 78 00:03:38,556 --> 00:03:39,876 You can put them in that group. 79 00:03:39,876 --> 00:03:41,846 Look at it almost like layers in Photoshop. 80 00:03:41,846 --> 00:03:44,576 I'm not saying there are layers, but you can almost look at it like that 81 00:03:44,576 --> 00:03:46,626 in a sense if that helps you visualize it. 82 00:03:46,626 --> 00:03:50,866 You can add in different collections and you can also name the different objects. 83 00:03:50,986 --> 00:03:55,306 You can even directly come here and click on these objects instead of actually coming 84 00:03:55,306 --> 00:03:57,266 into your scene and left-clicking on an object. 85 00:03:57,636 --> 00:04:01,256 The outliner is just another way you can visualize what's 86 00:04:01,256 --> 00:04:02,666 in your scene and select things. 87 00:04:02,836 --> 00:04:07,316 You can even go to the drop-down and see more information about certain objects 88 00:04:07,316 --> 00:04:09,546 or what relationship they have to different objects. 89 00:04:09,546 --> 00:04:11,686 Now don't worry if that doesn't make any sense to you. 90 00:04:11,686 --> 00:04:13,106 You don't need to know that right now. 91 00:04:13,106 --> 00:04:16,186 If it doesn't make sense, I will explain it later on in the tutorial 92 00:04:16,186 --> 00:04:17,966 if it's relevant to what we're doing. 93 00:04:18,206 --> 00:04:20,506 But that is our scene outliner essentially. 94 00:04:20,716 --> 00:04:24,606 Now we have that out of the way, we can come down here to our properties. 95 00:04:24,606 --> 00:04:29,976 And this is where different things that you do in Blender, you can see their properties. 96 00:04:29,976 --> 00:04:32,886 For example, let me just click on an object. 97 00:04:32,886 --> 00:04:35,276 Say for example you just left-click on the cube to select it. 98 00:04:35,866 --> 00:04:37,796 Then you can go over here to all of the different properties. 99 00:04:37,796 --> 00:04:40,696 So if you click on this little tab, which is the materials property, 100 00:04:41,176 --> 00:04:44,486 the properties of the material that this thing has are here. 101 00:04:44,486 --> 00:04:48,066 So we can change values, we can change different sets of information 102 00:04:48,066 --> 00:04:50,456 that relate to the materials on this cube. 103 00:04:50,656 --> 00:04:54,976 Now we have for example over here one called the object properties. 104 00:04:55,046 --> 00:04:58,776 So over here we can see the different transforms for this object. 105 00:04:58,826 --> 00:05:03,106 Now transforms essentially, I'll get into that in a little bit, but it is the things 106 00:05:03,106 --> 00:05:05,906 that we can use to move an object in 3D space. 107 00:05:05,906 --> 00:05:08,146 So we have an X, Y, and a Z coordinate. 108 00:05:08,146 --> 00:05:11,906 You can see for example here in the scene, we have the green line here, 109 00:05:11,906 --> 00:05:15,326 which is our Y coordinate and the X is our X coordinate. 110 00:05:15,326 --> 00:05:16,026 So pretty simple. 111 00:05:16,026 --> 00:05:19,566 So essentially here you can see all of these are set to zero 112 00:05:19,946 --> 00:05:22,606 and that's why our cube is in the middle of our world. 113 00:05:22,606 --> 00:05:27,906 If we move any one of these on a certain axis, you can see that the cube here is moving. 114 00:05:28,216 --> 00:05:31,756 Doesn't matter if you don't fully get it, I'll definitely get into that more later. 115 00:05:31,896 --> 00:05:36,796 But that's what properties are, different things relating to the objects in our scene. 116 00:05:36,796 --> 00:05:38,996 We can come over here and see their properties. 117 00:05:38,996 --> 00:05:42,926 Now sometimes some of these properties are not relating to an object in our scene. 118 00:05:42,926 --> 00:05:45,606 For example, if you click over here, we can see the world properties 119 00:05:45,606 --> 00:05:48,356 and the world properties has to do with the environment, 120 00:05:48,556 --> 00:05:50,946 which you can't really see now because we're not rendering. 121 00:05:51,076 --> 00:05:54,936 So these three windows here are just the three main windows you need to know for now. 122 00:05:54,936 --> 00:05:57,776 Another thing I'll quickly mention is obviously just this little thing 123 00:05:57,776 --> 00:05:59,266 down here called the timeline. 124 00:05:59,446 --> 00:06:03,136 That's just when you're doing animating and it's just like a timeline on a lot 125 00:06:03,136 --> 00:06:04,906 of different softwares, even 2D softwares. 126 00:06:05,246 --> 00:06:08,356 It's where you can come and scroll through on different frames 127 00:06:08,356 --> 00:06:13,156 and go to different time intervals within your 3D scene and then you can change things 128 00:06:13,156 --> 00:06:15,546 and this is where you would be doing your animation and stuff like that. 129 00:06:15,546 --> 00:06:19,286 So not to worry about that right now because that's not what we're doing, 130 00:06:19,466 --> 00:06:21,676 but you get the general idea here. 131 00:06:21,676 --> 00:06:24,286 So just these three main ones, keep them in your mind. 132 00:06:24,556 --> 00:06:26,976 Okay, so now we're going to talk a little bit about navigation. 133 00:06:26,976 --> 00:06:29,286 It's actually pretty simple, but before we can even get into that, 134 00:06:29,356 --> 00:06:32,756 we have to talk about the number pad on the keyboard. 135 00:06:32,756 --> 00:06:36,176 So if you have ever seen a keyboard, you know that it has a little number pad down here. 136 00:06:36,506 --> 00:06:41,806 Now, some computers or more like laptops don't have this number pad and if that's the case, 137 00:06:41,806 --> 00:06:43,546 there's something you can do about that 138 00:06:43,606 --> 00:06:47,026 where you can make these numbers up here emulate a number pad. 139 00:06:47,026 --> 00:06:49,756 So let's just quickly go over into Edit. 140 00:06:49,986 --> 00:06:54,796 Once we have Blender open, Preferences and then you're going to go over here to the input, 141 00:06:55,206 --> 00:07:00,146 go up to keyboard and make sure emulate number pad is enabled if you don't have a number pad. 142 00:07:00,146 --> 00:07:02,666 For me, I have a number pad, so I'm not going to have that enabled. 143 00:07:02,666 --> 00:07:07,246 Then I'm going to close that and now you should be able to use your number pad as well. 144 00:07:07,966 --> 00:07:12,396 So while we're on the subject of number pad, you could actually go over here to view, 145 00:07:12,396 --> 00:07:17,016 go to viewport and then go to, for example, the front view or go over here 146 00:07:17,016 --> 00:07:20,486 and go to the right view, but it's just good to use the number pad. 147 00:07:20,486 --> 00:07:23,686 So if you use 1 on your number pad, you can go into the front orthographic view. 148 00:07:23,686 --> 00:07:25,806 You can see over here it says front orthographic. 149 00:07:26,146 --> 00:07:29,406 If you press 3 on your number pad, you can go into the right orthographic view, 150 00:07:29,406 --> 00:07:31,136 so you see it says right over here. 151 00:07:31,276 --> 00:07:35,196 7 goes to the top and if you want to, for example, go to the bottom, you can just hold 152 00:07:35,196 --> 00:07:38,356 and control or command seven and then go to the bottom. 153 00:07:38,356 --> 00:07:39,676 So it just does the opposite of. 154 00:07:39,676 --> 00:07:41,416 So for example, it's the same with 1. 155 00:07:41,416 --> 00:07:43,556 If you press 1 on your number pad, it goes to the front view. 156 00:07:43,736 --> 00:07:44,856 What if you want to look from the back? 157 00:07:45,116 --> 00:07:47,466 So to make it the opposite of, you just hold and control 158 00:07:47,466 --> 00:07:50,046 and then press 1 and now you're at the back view. 159 00:07:50,046 --> 00:07:51,316 So very, very easy. 160 00:07:51,316 --> 00:07:54,636 You can note that down, write it down and it's super simple. 161 00:07:54,636 --> 00:07:57,276 So just experiment with the numbers on your number pad 162 00:07:57,276 --> 00:07:59,036 and that will take you into different views. 163 00:07:59,036 --> 00:08:02,796 Primarily, you're going to be working in 1 or the front orthographic view. 164 00:08:02,796 --> 00:08:06,916 So you'll almost always be using one or sometimes even three to see the side view. 165 00:08:06,916 --> 00:08:09,936 So not really that much you have to learn as far as changing the views. 166 00:08:09,936 --> 00:08:12,216 That's about the main thing we have to cover for now. 167 00:08:12,776 --> 00:08:16,966 But as far as actually moving around with the mouse, if you hold in the middle mouse button 168 00:08:16,966 --> 00:08:19,246 on your mouse and you hold it in and you move the mouse, 169 00:08:19,276 --> 00:08:21,326 you can actually rotate around like this. 170 00:08:21,676 --> 00:08:22,746 And that's pretty simple. 171 00:08:22,746 --> 00:08:27,246 So just middle mouse button holding it in, and if you wanted to go side to side like pan, 172 00:08:27,246 --> 00:08:31,516 all you have to do is hold and shift, then the middle mouse button, and hold that in 173 00:08:31,516 --> 00:08:36,006 and just move side to side, and then if you wanted to zoom in and out, 174 00:08:36,006 --> 00:08:38,306 you can literally just roll the middle mouse button. 175 00:08:38,576 --> 00:08:43,296 There's also the option of holding and control and then the middle mouse button, holding it in 176 00:08:43,296 --> 00:08:46,296 and then moving the mouse, but it really is just simpler 177 00:08:46,296 --> 00:08:48,346 and more intuitive just to roll the middle mouse button. 178 00:08:48,346 --> 00:08:51,276 So Blender's navigations are actually really easy. 179 00:08:51,276 --> 00:08:55,486 So just a quick recap, middle mouse button by itself, you can rotate, shift, 180 00:08:55,486 --> 00:08:58,276 middle mouse button, you can move side to side 181 00:08:58,356 --> 00:09:01,016 and then just rolling the middle mouse button, you can zoom in and out. 182 00:09:01,116 --> 00:09:02,096 Extremely simple. 183 00:09:02,096 --> 00:09:05,446 There's a lot more you could probably say but those are some of the fundamental things as far 184 00:09:05,446 --> 00:09:08,626 as navigation goes and this isn't really navigation but what 185 00:09:08,626 --> 00:09:10,136 if you actually want to move an object? 186 00:09:10,266 --> 00:09:12,206 Well, all you have to do is left click on an object. 187 00:09:12,206 --> 00:09:16,296 And you can just come over here to these things here, they're called the tool panels 188 00:09:16,296 --> 00:09:17,656 but you have this one here called the move. 189 00:09:18,136 --> 00:09:21,506 You can click on it and then you can just click on any one of these handles here. 190 00:09:21,506 --> 00:09:28,596 So the red one is the X axis, the green here is the Y and the blue is the Z. If you press N 191 00:09:28,856 --> 00:09:32,216 on your keyboard, you can go over here to the control panel, go to item, 192 00:09:32,386 --> 00:09:35,156 and you can actually see here these are our transforms. 193 00:09:35,216 --> 00:09:39,846 So the Z here for example is the blue so you can actually come here to the Z under the location 194 00:09:40,286 --> 00:09:41,696 and move it that way or this way. 195 00:09:41,696 --> 00:09:44,646 It's just really the same thing, just a different way of doing it 196 00:09:45,126 --> 00:09:48,866 and if you just press G, G is the shortcut key for moving things. 197 00:09:48,866 --> 00:09:51,196 So just pressing G, you can actually move things. 198 00:09:51,626 --> 00:09:55,346 And also you can go G and then press Z to restrict it 199 00:09:55,346 --> 00:09:58,976 to the Z axis, X to the X or Y to the Y. 200 00:09:59,046 --> 00:10:01,486 So all the same thing, just a different way of doing it. 201 00:10:01,486 --> 00:10:05,656 If you don't really understand what I just did, don't worry, we'll be recapping it 202 00:10:05,656 --> 00:10:07,586 as we get into the modeling tutorial. 203 00:10:07,586 --> 00:10:12,436 So it's just something you need to be aware of and then you have this one here called rotate 204 00:10:12,436 --> 00:10:14,546 and scale, and it's the exact same thing. 205 00:10:14,696 --> 00:10:17,446 Obviously of rotation, you still have these axes here 206 00:10:17,446 --> 00:10:20,096 but now instead of moving, you're just rotating. 207 00:10:20,096 --> 00:10:23,666 So you can left click on 1 or maybe left click on this red one, 208 00:10:23,806 --> 00:10:25,976 so you can rotate around the X. And the exact same thing. 209 00:10:26,136 --> 00:10:28,726 Over here in the properties, you can just come to the rotation 210 00:10:29,086 --> 00:10:32,456 and do the same thing manually here on these different vectors. 211 00:10:32,826 --> 00:10:36,446 And scale, I mean [inaudible] explain the exact same principle, 212 00:10:36,736 --> 00:10:38,706 this time you're just dealing with scale. 213 00:10:38,706 --> 00:10:40,626 And you can also just click here on the tool. 214 00:10:41,456 --> 00:10:46,876 And by the way, the shortcuts here are S for scale and also R for rotate. 215 00:10:47,436 --> 00:10:51,396 So very, very easy navigation and also moving an object around. 216 00:10:51,396 --> 00:10:55,176 So I think we really have covered enough now just to get you to understand the basics. 217 00:10:55,176 --> 00:10:58,736 We'll now jump into the tutorial and if there's anything you haven't understood, 218 00:10:58,736 --> 00:11:00,086 we'll just cover it slowly. 219 00:11:00,086 --> 00:11:03,396 I'll go over it again if need be, but you should be able to get it now 220 00:11:03,396 --> 00:11:05,196 that you're up to speed on Blender. 221 00:11:05,366 --> 00:11:08,646 So before we get into Blender, and we do a little bit of modeling, you're probably going 222 00:11:08,646 --> 00:11:12,156 to need a model sheet and that's just something to give you a little bit of reference. 223 00:11:12,156 --> 00:11:15,286 So you can actually see here on the screen that's now recording, 224 00:11:15,286 --> 00:11:20,376 here is a picture of a screenshot that I actually took of a model 225 00:11:20,376 --> 00:11:21,666 that I've already modeled to practice. 226 00:11:21,986 --> 00:11:25,226 So what you can do is you can just use the print screen key on your keyboard 227 00:11:25,226 --> 00:11:27,326 or just use the snip tool that comes with Windows. 228 00:11:27,376 --> 00:11:30,796 Just about every operating system has some sort of built-in tool 229 00:11:30,796 --> 00:11:33,076 to allow you to do screenshots or snips. 230 00:11:33,076 --> 00:11:36,576 So just go ahead and you can also crop it if you want, just so you have the picture. 231 00:11:36,816 --> 00:11:41,286 And once you have that, you should just hit, like in this case, I just named mine Girl 232 00:11:41,546 --> 00:11:43,356 and here it is somewhere on my computer. 233 00:11:43,766 --> 00:11:45,766 What you're going to do is you're going to open up Blender. 234 00:11:45,766 --> 00:11:50,036 So in this case, I am using Blender 3.2. 235 00:11:50,156 --> 00:11:51,446 So I'm using Blender 3.2. 236 00:11:51,696 --> 00:11:52,986 And it's now opened up. 237 00:11:52,986 --> 00:11:54,716 Now the thing that's going to be different here for me, 238 00:11:54,716 --> 00:11:56,656 I'm just going to enable something that's an add-on. 239 00:11:57,006 --> 00:11:57,826 You don't have to do this. 240 00:11:57,826 --> 00:12:01,386 That just enables you guys to see over here the keys that I'm pressing. 241 00:12:01,386 --> 00:12:03,656 So that just should help you out a little bit. 242 00:12:03,706 --> 00:12:05,736 But you can see here we have the default scene 243 00:12:05,946 --> 00:12:08,186 as we've already kind of covered in the previous part. 244 00:12:08,186 --> 00:12:12,796 But what you can do is you can press 1 on your front orthographic to go 245 00:12:12,796 --> 00:12:13,896 into your front orthographic view. 246 00:12:13,896 --> 00:12:15,486 So the number pad 1. 247 00:12:15,586 --> 00:12:18,736 You can also just go to view, viewport and then go to front. 248 00:12:18,986 --> 00:12:21,246 And what you're going to do is you're going to get that image 249 00:12:21,606 --> 00:12:22,926 that you should have taken a screenshot of. 250 00:12:23,216 --> 00:12:25,566 So in this case, I have it somewhere on my computer. 251 00:12:25,566 --> 00:12:28,936 So I just named it girl and you're just going to click on it and just drag it 252 00:12:28,936 --> 00:12:30,276 into the front orthographic view. 253 00:12:30,276 --> 00:12:33,926 Make sure not to drag it onto the cube, but just drag it somewhere here in the empty space 254 00:12:34,456 --> 00:12:35,676 and you're going to see it adds it in. 255 00:12:35,676 --> 00:12:38,496 So now you can make it full screen again 256 00:12:38,496 --> 00:12:41,896 and you have this image here in your front orthographic view. 257 00:12:42,266 --> 00:12:46,546 Now you can press G while you have it active and if you're not sure if you have it active, 258 00:12:46,546 --> 00:12:48,536 what you can do, come up here to your scene collection. 259 00:12:48,536 --> 00:12:52,676 You can see the different objects and by default it's going to be named empty over here. 260 00:12:52,676 --> 00:12:53,836 See that object called empty? 261 00:12:53,836 --> 00:12:58,046 So if it's not active, just click on it and you should be able to go G and move it. 262 00:12:58,326 --> 00:13:03,796 And you can just move it over here and then when you have it roughly in place, just left click 263 00:13:04,326 --> 00:13:06,626 and what you can also do is while you have it active, you can go over here 264 00:13:06,626 --> 00:13:09,806 to your properties panel that we talked about earlier and you can go over here 265 00:13:09,806 --> 00:13:14,256 to object data properties down here on this little image and you can come 266 00:13:14,686 --> 00:13:17,116 to this option here called opacity and just click on it. 267 00:13:17,116 --> 00:13:21,906 And then just click here and drag that down a little bit so it's almost see-through like that. 268 00:13:21,906 --> 00:13:27,886 Okay, so just a little bit is fine and what you can now do is you can just hold your middle 269 00:13:27,886 --> 00:13:30,986 mouse button in and just move to the side like that. 270 00:13:30,986 --> 00:13:32,826 You can see here it's now in a 3D space. 271 00:13:33,266 --> 00:13:37,266 What you can do is you can go G, Y and move it back in your scene. 272 00:13:37,266 --> 00:13:41,116 So G and then Y to restrict it to the Y axis just so it's not intersecting 273 00:13:41,446 --> 00:13:43,056 with the object we're going to be modeling. 274 00:13:43,296 --> 00:13:48,316 And if you go into your front orthographic view again by pressing 1 on your number pad, 275 00:13:48,696 --> 00:13:53,406 you can see here that we want the front pose to be in the middle. 276 00:13:53,406 --> 00:13:58,946 So in this case, if it's not quite in the middle, all you can do is go G and then X 277 00:13:59,376 --> 00:14:02,386 to move it along the X. And just make sure it's in the middle 278 00:14:02,386 --> 00:14:06,006 as it could possibly be here and also over here. 279 00:14:06,266 --> 00:14:08,136 In fact, let's just quickly go and enable 280 00:14:08,136 --> 00:14:11,656 up here this thing called X-ray and now we can see through. 281 00:14:12,076 --> 00:14:13,816 We still have this empty active. 282 00:14:14,316 --> 00:14:18,146 We can now make sure we have the feet sitting on the ground so you can see this red line here 283 00:14:18,146 --> 00:14:20,436 that kind of represents where the ground is. 284 00:14:20,466 --> 00:14:22,906 So we're going to go G, Z, and just move it down until 285 00:14:22,906 --> 00:14:26,066 that feet there are sitting right kind of on that red line. 286 00:14:26,066 --> 00:14:29,996 So now we have this front pose right in the middle there and we can use 287 00:14:29,996 --> 00:14:32,256 that as a reference and how do we get the side? 288 00:14:32,256 --> 00:14:33,366 So the side is simple. 289 00:14:33,366 --> 00:14:35,676 All we have to do now is go Shift D with this active. 290 00:14:35,676 --> 00:14:43,626 So Shift D, just right click to let go, and then type in RZ90 and hit enter. 291 00:14:43,626 --> 00:14:48,396 So RZ90 and if you press N to open up your properties panel and go to item, 292 00:14:48,666 --> 00:14:51,786 you should be able to see here that on the Z, it's rotated 90. 293 00:14:51,786 --> 00:14:53,636 So if it's not, just type in 90. 294 00:14:54,136 --> 00:14:57,596 Now press 3 on your number pad to go to the right orthographic view. 295 00:14:57,596 --> 00:14:59,356 You can see up here, right orthographic view. 296 00:15:00,076 --> 00:15:06,346 And now you can go G, Y and move it on the Y till the side image is lined up here and kind 297 00:15:06,346 --> 00:15:08,666 of in the middle of where this cube is over here. 298 00:15:08,666 --> 00:15:11,156 You can also look at this blue line here as a reference. 299 00:15:11,186 --> 00:15:16,126 That's just the Z coordinate that you see in the right orthographic view and make sure 300 00:15:16,126 --> 00:15:17,976 that she is roughly in the middle here. 301 00:15:17,976 --> 00:15:20,296 So G, Y to move it. 302 00:15:20,296 --> 00:15:24,546 And make sure you restrict it to the Y when you do because we don't want to be moving it down 303 00:15:24,546 --> 00:15:27,266 or up now because those feet as you can see here are still 304 00:15:27,596 --> 00:15:29,756 on that floor there which is really good. 305 00:15:30,216 --> 00:15:33,186 So also with this one now on the side, we want to go G, 306 00:15:33,186 --> 00:15:35,256 X and just move it over to the side like this. 307 00:15:35,256 --> 00:15:38,696 So we're going to our right orthographic view and we model with this cube here. 308 00:15:38,766 --> 00:15:41,536 That image is not intersecting with the mesh here. 309 00:15:41,536 --> 00:15:46,496 So now we have our front reference and if we go into our right orthographic view by hitting 3 310 00:15:46,496 --> 00:15:49,016 on the number pad, we have our side reference. 311 00:15:49,356 --> 00:15:51,206 Now before we lose anything, let's save this. 312 00:15:51,206 --> 00:15:54,736 We're going to go File, Save as -- I'm going to choose my desktop and I'm just going 313 00:15:54,736 --> 00:16:00,476 to call it Girl, low poly, and I'm going to go save as and now it's saved. 314 00:16:00,896 --> 00:16:05,546 So when it comes to actually modeling something, we can use something called primitive objects. 315 00:16:05,616 --> 00:16:10,336 So you can see here, for example, we have one already in Blender called the default cube. 316 00:16:10,386 --> 00:16:13,006 So if you left click on it, you can see it becomes active. 317 00:16:13,006 --> 00:16:15,216 Also up here in the scene collection, you can see the cube. 318 00:16:15,686 --> 00:16:19,146 And you could make this into any shape once you start editing it. 319 00:16:19,146 --> 00:16:21,316 And it's just so you understand. 320 00:16:21,316 --> 00:16:22,556 I'm going to quickly delete this. 321 00:16:22,556 --> 00:16:24,326 You don't have to follow along, but just so you understand. 322 00:16:24,326 --> 00:16:26,136 So for example, you didn't have an object. 323 00:16:26,136 --> 00:16:29,636 What you can do is you can go shift A. Shift A brings up this add menu 324 00:16:29,636 --> 00:16:30,786 and you can just go to the meshes. 325 00:16:31,116 --> 00:16:35,466 Now the meshes are the actual things, the topology that we'll model in 3D, 326 00:16:35,776 --> 00:16:37,366 and you have a whole bunch of objects here. 327 00:16:37,366 --> 00:16:44,126 Now all of these are just a bunch of points or vertices that make up an object in 3D space. 328 00:16:44,126 --> 00:16:46,566 So here is a cube, the one we already had. 329 00:16:46,566 --> 00:16:47,476 Here's a circle. 330 00:16:47,476 --> 00:16:48,396 Here's a UV sphere. 331 00:16:48,396 --> 00:16:53,966 So if I add in a UV sphere, you can see same thing, but just it's shaped like a UV sphere. 332 00:16:53,966 --> 00:16:56,596 So I'm just going to go ahead, add back in a cube. 333 00:16:57,156 --> 00:17:00,976 And the reason it is actually in the center of the world here when it's added in is 334 00:17:00,976 --> 00:17:03,276 because of this little thing here called the 3D cursor. 335 00:17:03,716 --> 00:17:07,186 Now over here, you can see above the move tool, there's a 3D cursor. 336 00:17:07,186 --> 00:17:10,176 If you click on that, you can click anywhere and it moves that 3D cursor. 337 00:17:10,176 --> 00:17:14,076 That 3D cursor is where things get placed by default in your scene. 338 00:17:14,356 --> 00:17:18,266 It's also a point you can use to rotate around as a transform. 339 00:17:18,466 --> 00:17:19,836 Won't get into that at the moment. 340 00:17:20,326 --> 00:17:23,796 But if I now went shift A after moving that cursor and added 341 00:17:23,796 --> 00:17:25,506 in maybe a sphere, it adds it in there. 342 00:17:25,506 --> 00:17:27,796 So it's important if that thing isn't in the center. 343 00:17:27,856 --> 00:17:31,016 First of all, just click back on the move tool if you've done that. 344 00:17:31,016 --> 00:17:33,886 If there's ever a situation where you need to get your cursor back to the center, 345 00:17:33,886 --> 00:17:38,206 you can go shift S and you can see cursor to world origin as option here. 346 00:17:38,206 --> 00:17:42,196 You can actually set the cursor to all sorts of places, but to have it in the center 347 00:17:42,246 --> 00:17:43,856 of the world, go to world origin. 348 00:17:43,996 --> 00:17:46,796 It's important that you understand that as a beginner kind of concept. 349 00:17:46,796 --> 00:17:52,556 Also, when an object is added in, all objects in Blender have what you call an origin point. 350 00:17:52,556 --> 00:17:55,836 So you can see this little orange, yellow dot in the middle. 351 00:17:56,016 --> 00:18:02,106 If you come over here to this overlays and you go to the dropdown, origins may not be ticked. 352 00:18:02,106 --> 00:18:05,346 So if it isn't, just make sure to click on it so you can see that origin point. 353 00:18:05,406 --> 00:18:07,976 And that is actually the point where things rotate around. 354 00:18:07,976 --> 00:18:10,016 So if you go R, it rotates around it. 355 00:18:10,016 --> 00:18:11,716 If you go S, it scales from that point. 356 00:18:11,716 --> 00:18:16,096 And G, all of those transforms look at that origin point. 357 00:18:16,776 --> 00:18:20,686 So in 3D, I've already shown you guys previously how you can scale, 358 00:18:20,686 --> 00:18:22,706 move things around, rotate things. 359 00:18:23,056 --> 00:18:25,316 But how do you actually edit a piece of geometry? 360 00:18:25,316 --> 00:18:27,686 To do that, you can come up here and this is the object mode. 361 00:18:27,686 --> 00:18:29,846 And for now, don't worry about all of these options. 362 00:18:29,846 --> 00:18:32,126 Just focus on the edit mode. 363 00:18:32,126 --> 00:18:35,626 If you go into edit mode with an object selected, you're going to now actually see, 364 00:18:35,866 --> 00:18:38,036 instead of seeing not only the whole object, 365 00:18:38,036 --> 00:18:43,056 but you actually now see the vertices that make up these objects. 366 00:18:43,056 --> 00:18:46,576 In this case, you can see, you can actually left click on an individual point. 367 00:18:46,576 --> 00:18:52,156 And just like you can move things in the object mode, you can also go G and R. At the moment, 368 00:18:52,156 --> 00:18:53,456 you can't really notice rotation. 369 00:18:53,456 --> 00:18:56,686 You'd have to select more than two to see that. 370 00:18:57,056 --> 00:18:57,946 But exact same thing. 371 00:18:57,946 --> 00:19:01,696 And this is how you can actually edit the shapes. 372 00:19:01,696 --> 00:19:03,906 You can see the origin point is still there in the middle. 373 00:19:03,906 --> 00:19:06,426 But if I were to actually just left click and drag to select all 374 00:19:06,476 --> 00:19:08,256 of this, and then go G to move it off. 375 00:19:08,256 --> 00:19:13,156 If I now go back into object mode, you can see the origin point is still there where it is. 376 00:19:13,156 --> 00:19:15,766 So if I now go R to rotate, it's not going to look 377 00:19:15,766 --> 00:19:17,646 at the object, but actually the origin point. 378 00:19:17,646 --> 00:19:22,016 So it's important that you guys understand what the origin point is and how that all works. 379 00:19:22,516 --> 00:19:27,946 You can almost look in object mode, an object in object mode as being just a collection of verts 380 00:19:27,946 --> 00:19:29,886 that are connected to this group. 381 00:19:30,106 --> 00:19:32,146 And the vertex is the center of it. 382 00:19:32,146 --> 00:19:35,316 Just look at it almost like a collection of points in 3D space. 383 00:19:35,416 --> 00:19:37,936 So now that you understand that, let's actually model here. 384 00:19:38,126 --> 00:19:41,736 So currently we have the X-ray toggled on. 385 00:19:41,956 --> 00:19:43,946 You can also toggle it off so you can see through. 386 00:19:43,946 --> 00:19:45,086 I'm completely up to you. 387 00:19:45,086 --> 00:19:47,496 But for now, I'm going to press 1 to go into the front orthographic view. 388 00:19:47,826 --> 00:19:50,966 We have our image set up and we have our cube, which we're going to be using. 389 00:19:51,336 --> 00:19:54,886 And let's go G and then Z to restrict 390 00:19:54,886 --> 00:19:58,146 to the Z. Let's just move it roughly to where the body is here. 391 00:19:58,146 --> 00:20:01,636 In fact, I'm going to turn the X-ray on for now so I can see. 392 00:20:02,046 --> 00:20:05,726 And let's go S and let's scale this down to about here. 393 00:20:05,726 --> 00:20:08,766 So it's almost the width of the body like that. 394 00:20:09,266 --> 00:20:13,226 And as long as your cube is just roughly in the middle, it can be down a little bit or up. 395 00:20:13,226 --> 00:20:13,866 It doesn't really matter. 396 00:20:13,866 --> 00:20:17,256 But what you're going to do is you're going to press Tab to go into edit mode. 397 00:20:17,256 --> 00:20:19,476 Or you can just come up here and go into edit mode that way. 398 00:20:20,226 --> 00:20:24,626 And inside of edit mode, you're going to left-click and drag and just drag 399 00:20:24,626 --> 00:20:27,876 over these top vertices to have them selected like that. 400 00:20:27,876 --> 00:20:32,496 And then you're going to go S, X, and scale them on the X axes. 401 00:20:32,496 --> 00:20:37,846 You can even see up here that red is the X. And you can actually see the numbers written here 402 00:20:37,846 --> 00:20:40,866 on the different colors or the letters on the different colors. 403 00:20:41,006 --> 00:20:43,426 And then you're going to left-click and drag and select the bottom ones. 404 00:20:43,426 --> 00:20:48,356 And you can go S, X, and scale them along the X. So now from the front, it looks okay. 405 00:20:48,356 --> 00:20:49,906 But if we press free on the number pad, 406 00:20:49,906 --> 00:20:53,636 we can see on the right orthographic view that it's not quite matching up. 407 00:20:53,636 --> 00:20:56,206 So we can select these at the top by left clicking and dragging. 408 00:20:56,206 --> 00:21:01,996 And we can go S, Y, and flatten it on the Y. You can also just left click and drag 409 00:21:01,996 --> 00:21:06,736 and just select just the front ones or the back ones and go G and just move them like that. 410 00:21:07,436 --> 00:21:10,376 So we're currently in the right orthographic. 411 00:21:10,616 --> 00:21:13,486 And these ones here, they're more or less in the right place. 412 00:21:13,486 --> 00:21:15,226 But you can also move them if you wanted to. 413 00:21:15,506 --> 00:21:18,126 So now we have that roughly in place. 414 00:21:18,126 --> 00:21:21,786 What we can do now is we can extrude this bottom face. 415 00:21:22,166 --> 00:21:25,666 So one way to do that is just left click and drag to select all of the bottom verts. 416 00:21:26,216 --> 00:21:29,416 But I'll quickly mention you also have these options up here for different selections. 417 00:21:29,916 --> 00:21:31,236 You can also click on the face mode. 418 00:21:31,236 --> 00:21:34,036 And now instead of selecting verts, you can select a face, 419 00:21:34,036 --> 00:21:35,876 which is a collection of verts and edges. 420 00:21:35,876 --> 00:21:37,966 So now you can just left click on that face. 421 00:21:38,076 --> 00:21:40,976 And then you can go back into your right orthographic view by hitting free. 422 00:21:40,976 --> 00:21:44,096 And you can go E. So E is the shortcut to extrude. 423 00:21:44,326 --> 00:21:45,936 And that'll extrude a face. 424 00:21:45,936 --> 00:21:49,186 You can also come here and click on the extrude button here. 425 00:21:49,186 --> 00:21:50,506 And it'll bring up some options. 426 00:21:50,576 --> 00:21:52,646 But it's easier just to use the shortcut. 427 00:21:52,746 --> 00:21:54,726 So I've extruded it down and then just left clicked. 428 00:21:54,726 --> 00:21:59,096 And then I'm going to just go R. And I'm going to slightly rotate that face. 429 00:21:59,096 --> 00:22:01,196 And I'm going to go G. And I'm just going to move it back. 430 00:22:01,376 --> 00:22:06,896 So one thing you'll notice is we're still using a lot of the same G, S, and R to scale, rotate, 431 00:22:06,956 --> 00:22:08,306 and move things, which is really cool. 432 00:22:08,486 --> 00:22:11,776 So now let's go to our front view by getting one on a number pad. 433 00:22:11,776 --> 00:22:14,596 And you can see here it's kind of right at the bottom. 434 00:22:14,826 --> 00:22:19,386 But over here now it is lacking the right dimension. 435 00:22:19,386 --> 00:22:24,486 So what we can do to add in an edge is we can just come over here, hovering over an edge. 436 00:22:24,486 --> 00:22:28,076 And you can go Control R or Command R if you're using a Mac. 437 00:22:28,076 --> 00:22:29,746 And you're going to see this yellow line appear. 438 00:22:30,066 --> 00:22:33,976 Once you see the yellow line, you can just left click twice and it'll add it in. 439 00:22:34,876 --> 00:22:39,086 Then go back into your front orthographic view by hitting one on the number pad. 440 00:22:39,086 --> 00:22:41,126 S, X with that edge selected. 441 00:22:41,606 --> 00:22:42,926 And you can scale it out like that. 442 00:22:42,926 --> 00:22:45,076 Now let's just say you accidentally unselected that edge. 443 00:22:45,496 --> 00:22:46,256 How do you select it? 444 00:22:46,256 --> 00:22:47,616 By left clicking and dragging? 445 00:22:48,496 --> 00:22:49,596 No, not necessarily. 446 00:22:49,596 --> 00:22:53,746 Because now that it's an edge select, you might select more edges than you wanted to. 447 00:22:53,746 --> 00:22:55,096 In some cases that would happen. 448 00:22:55,576 --> 00:23:00,156 So what you may want to do is you can actually, when there's a loop like this, 449 00:23:00,496 --> 00:23:05,666 you can go Shift Alt and then just left click on an edge and it'll select the whole loop. 450 00:23:06,056 --> 00:23:07,586 You can also just hold in Shift. 451 00:23:08,026 --> 00:23:12,306 And while you're holding in Shift and you're moving around, you can select multiple faces. 452 00:23:12,306 --> 00:23:15,756 So that's one thing to keep in mind if you guys struggle with that. 453 00:23:16,466 --> 00:23:17,676 That's how you select edges. 454 00:23:17,886 --> 00:23:19,096 So now we have that in there. 455 00:23:19,316 --> 00:23:23,706 If we now go to our right orthographic view by hitting free, we can see it's not quite right. 456 00:23:23,706 --> 00:23:27,706 Let's go to our vertex select, left click and drag to select these verts. 457 00:23:27,706 --> 00:23:31,966 And let's just move them by pressing G. And you can see what we're doing here. 458 00:23:31,966 --> 00:23:33,306 It's not hard at all. 459 00:23:33,306 --> 00:23:36,426 We're just creating the rough shape from the front and the side. 460 00:23:36,826 --> 00:23:38,116 And yes, it is boxy. 461 00:23:38,296 --> 00:23:42,986 But what we can do now is we can progressively add more topology. 462 00:23:42,986 --> 00:23:44,146 So let's come here to the middle. 463 00:23:44,556 --> 00:23:47,876 Control R, just like we did hovering over one of these edges. 464 00:23:47,876 --> 00:23:49,506 You should see the yellow line appear. 465 00:23:49,816 --> 00:23:50,896 And then left click twice. 466 00:23:51,376 --> 00:23:53,656 And now what we've done, we've cut it in half here. 467 00:23:53,966 --> 00:23:55,576 It's perfectly symmetrical. 468 00:23:55,576 --> 00:23:56,856 But we can cheat a little bit. 469 00:23:56,856 --> 00:23:59,496 We can actually mirror so we only work in one side. 470 00:23:59,496 --> 00:24:03,036 So let's now left click and drag and just select these verts over here. 471 00:24:03,036 --> 00:24:05,856 And let's press X and then go delete. 472 00:24:05,856 --> 00:24:06,786 And what are we working with? 473 00:24:06,966 --> 00:24:09,056 Vertices. So let's click delete vertices. 474 00:24:09,356 --> 00:24:11,366 And now we only have half an object. 475 00:24:11,366 --> 00:24:13,406 We can now go to the properties panel here. 476 00:24:13,406 --> 00:24:15,346 And let's go to our modifiers. 477 00:24:15,346 --> 00:24:17,866 Modifiers are just these cool things we can add to an object. 478 00:24:18,036 --> 00:24:19,726 I won't go into too much detail. 479 00:24:19,836 --> 00:24:21,756 But let's just go to the add modifier. 480 00:24:21,756 --> 00:24:24,176 And let's just go and give this one under the generators. 481 00:24:24,356 --> 00:24:25,436 And that's a mirror. 482 00:24:25,436 --> 00:24:28,226 And all it's simply doing here is mirroring this object. 483 00:24:28,326 --> 00:24:31,146 So now we can't actually come here and select anything on this side. 484 00:24:31,266 --> 00:24:35,376 But if we select something on this side and we press G to move it or rotate it, 485 00:24:35,376 --> 00:24:36,846 you can see it updates on this side. 486 00:24:36,886 --> 00:24:40,596 But one of the issues is if we start moving things around, it pulls apart. 487 00:24:40,596 --> 00:24:42,196 So what we're going to do is we're going to come over here. 488 00:24:42,196 --> 00:24:43,686 We're going to click on this thing called clipping. 489 00:24:43,866 --> 00:24:46,716 And now if you move it, it all sticks together, which is really cool. 490 00:24:46,716 --> 00:24:48,106 And it's going to help you a lot. 491 00:24:48,246 --> 00:24:51,666 Now going back into the front orthographic by pressing 1 on the number pad, 492 00:24:52,146 --> 00:24:55,906 you can actually see that little origin point that I talked about earlier is in the middle. 493 00:24:56,156 --> 00:25:00,576 And that's actually what our mirror modifier is looking at as a reference point. 494 00:25:01,226 --> 00:25:04,956 So now that we have that mirrored, what we can do is we can press 7 on our number pad 495 00:25:04,956 --> 00:25:06,106 to go to the top orthographic view. 496 00:25:06,106 --> 00:25:07,886 And this is looking boxy. 497 00:25:07,886 --> 00:25:12,936 So let's go Control R. And with Control R, we're going to see the yellow line appear over here. 498 00:25:12,936 --> 00:25:15,446 Let's double click by left clicking. 499 00:25:15,876 --> 00:25:19,066 And now what we can do is from the top, we can left click and drag 500 00:25:19,066 --> 00:25:22,306 and select the front verts over here in the corner. 501 00:25:22,306 --> 00:25:24,976 And we can go G and move them in a little bit. 502 00:25:25,326 --> 00:25:25,996 And then left click. 503 00:25:26,376 --> 00:25:29,556 And let's left click and drag over here, selecting these verts. 504 00:25:29,556 --> 00:25:32,696 And then let's go G. And let's move them in like that. 505 00:25:32,696 --> 00:25:34,546 Now we simply rounded that out. 506 00:25:35,066 --> 00:25:37,416 So this is already starting to look a lot better. 507 00:25:37,816 --> 00:25:40,346 And we've just used some very simple modeling techniques. 508 00:25:40,836 --> 00:25:43,906 Let's also just select this vertex down here by left clicking on it. 509 00:25:43,906 --> 00:25:46,276 Let's just go X and delete that vertex. 510 00:25:46,406 --> 00:25:48,356 So we now have this open like so. 511 00:25:48,356 --> 00:25:51,016 And let's also select this one at the top here. 512 00:25:51,226 --> 00:25:53,816 Let's go X and delete that vertex as well. 513 00:25:54,076 --> 00:25:56,926 okay, so we want to go back into the front orthographic view. 514 00:25:57,296 --> 00:26:01,976 Let's continue extruding this topology up and making the rest of the body. 515 00:26:01,976 --> 00:26:03,366 okay, so what we're going to do is we're going 516 00:26:03,366 --> 00:26:06,786 to make sure we have our vertex select option enabled. 517 00:26:06,816 --> 00:26:07,586 We're still in edit mode. 518 00:26:07,586 --> 00:26:10,576 We're going to left-click and drag in our front orthographic view. 519 00:26:10,576 --> 00:26:13,426 And we're going to select these verts over here. 520 00:26:13,426 --> 00:26:16,866 So once they are selected in your front orthographic view, 521 00:26:16,866 --> 00:26:19,046 remember 1 to go into front orthographic view. 522 00:26:19,046 --> 00:26:23,886 You're going to go E to extrude and then just move it up to about here 523 00:26:24,106 --> 00:26:26,046 on the reference or just under the neck. 524 00:26:26,046 --> 00:26:30,616 And then you're going to go R. So R to rotate and rotate it this much and then left click. 525 00:26:30,746 --> 00:26:33,286 And then just G again and just move it till it's lined 526 00:26:33,286 --> 00:26:35,716 up to the bottom of this V here, this delta. 527 00:26:35,876 --> 00:26:38,516 Then you're going to press 3 to go into your right orthographic view. 528 00:26:38,516 --> 00:26:43,596 And then you're going to go SY and flatten it on the Y like that. 529 00:26:43,596 --> 00:26:45,466 Okay, back into the front orthographic view. 530 00:26:45,466 --> 00:26:49,846 Let's go E to extrude and extrude it up like so, and leave it about here. 531 00:26:50,346 --> 00:26:52,516 Let's go into our right orthographic view. 532 00:26:52,756 --> 00:26:57,036 And we're going to go SY and scale it on the Y about that much. 533 00:26:57,216 --> 00:27:01,566 And then we're going to go Ctrl R or Command R, hovering over one of these edges. 534 00:27:01,566 --> 00:27:02,676 You should see the yellow line. 535 00:27:02,746 --> 00:27:04,426 And then you're going to just left click once. 536 00:27:04,656 --> 00:27:06,476 And then if you move the mouse, you can slide. 537 00:27:06,476 --> 00:27:09,236 So you can slide it to about here and then left click again. 538 00:27:09,236 --> 00:27:10,466 And that should put it in place. 539 00:27:11,016 --> 00:27:17,166 And while that is still active, you can go Alt S. And what is different about this, 540 00:27:17,216 --> 00:27:21,046 and I won't really get into normals at the moment too much, 541 00:27:21,086 --> 00:27:23,506 but you have these things on the faces called normals. 542 00:27:23,546 --> 00:27:28,486 They're like these directional points that the face is kind of -- 543 00:27:28,486 --> 00:27:30,186 I'll quickly show you because it's kind of hard to explain. 544 00:27:30,186 --> 00:27:31,236 I'm just going to enable something. 545 00:27:31,236 --> 00:27:35,396 You guys don't have to do this, but it's just so you understand kind of what's going on here. 546 00:27:35,396 --> 00:27:36,276 I'll quickly show you. 547 00:27:36,276 --> 00:27:38,416 So these things here, right, the normals. 548 00:27:38,736 --> 00:27:42,206 Now, if you just press S by itself, it just scales everything as like an average. 549 00:27:42,256 --> 00:27:47,526 But if you go Alt S, it looks at these normals and it scales out along the normals. 550 00:27:47,526 --> 00:27:49,076 And it does it a little bit in a different way. 551 00:27:49,076 --> 00:27:52,836 So going Alt S will scale that out like this, nice and evenly. 552 00:27:53,466 --> 00:27:55,376 So I'm just going to turn that off that I turned 553 00:27:55,376 --> 00:27:57,386 on because I don't need to have that on right now. 554 00:27:58,116 --> 00:27:59,816 But you guys should understand where I'm coming from. 555 00:27:59,816 --> 00:28:02,116 So I want to go back into the front orthographic view. 556 00:28:02,116 --> 00:28:06,356 I'm going to come over here, Control R over one of these edges, left click once 557 00:28:06,356 --> 00:28:07,916 and then move the mouse to bring it down. 558 00:28:07,986 --> 00:28:11,216 And then Alt S and scale it out like that. 559 00:28:11,216 --> 00:28:15,476 And then just like that, we have this little thing forming here quite easily. 560 00:28:15,956 --> 00:28:18,716 And what we can do as well, just Control R hovering 561 00:28:18,716 --> 00:28:22,446 over this edge here, double click to add an edge. 562 00:28:22,446 --> 00:28:26,086 And over here as well, the back, Control R and then double click. 563 00:28:26,496 --> 00:28:28,186 And now we have a bit more topology. 564 00:28:28,186 --> 00:28:32,046 I'm also just going to come in here, Control R hovering over one of these edges 565 00:28:32,046 --> 00:28:35,136 and just double click once to add in an edge. 566 00:28:35,276 --> 00:28:36,896 And that's most of the body done now. 567 00:28:36,896 --> 00:28:38,846 So let's just quickly make the leg. 568 00:28:39,096 --> 00:28:42,006 So instead of using existing topology in here, what we're going to do is we're going 569 00:28:42,006 --> 00:28:44,056 to go back into our object mode up here. 570 00:28:44,246 --> 00:28:46,576 And earlier I showed you guys how to add in an object. 571 00:28:46,576 --> 00:28:49,296 So we're going to go Shift A. We're going to go to our mesh options. 572 00:28:49,296 --> 00:28:51,396 We're going to add in something called a cylinder. 573 00:28:51,396 --> 00:28:52,546 So go ahead and add that in. 574 00:28:52,756 --> 00:28:54,716 Now this has got way too much geometry. 575 00:28:54,716 --> 00:28:57,176 So let's go over here to this add cylinder option down here. 576 00:28:57,176 --> 00:28:57,926 Just left click on it. 577 00:28:57,926 --> 00:28:58,696 It'll open it up. 578 00:28:58,846 --> 00:29:01,866 And currently this consists of 32 vertices. 579 00:29:01,866 --> 00:29:04,016 So let's click on here and type in five. 580 00:29:04,016 --> 00:29:06,346 So now you can see it's a lot less topology. 581 00:29:06,626 --> 00:29:07,606 That's more like we want. 582 00:29:07,606 --> 00:29:09,356 We're going for low poly workflow here. 583 00:29:09,556 --> 00:29:13,296 And you can also come here to the type and change it 584 00:29:13,296 --> 00:29:15,576 from whatever it's at and change it to nothing. 585 00:29:15,576 --> 00:29:18,036 So it won't have the caps on here on the end. 586 00:29:18,036 --> 00:29:21,056 Okay, so if you quickly go to your X-ray mode and just turn it off up here, 587 00:29:21,416 --> 00:29:22,576 you can kind of see it a little bit better. 588 00:29:22,576 --> 00:29:24,906 So for now I'm just turning off the X-ray up here to toggle. 589 00:29:24,976 --> 00:29:26,556 And this is now a new object. 590 00:29:26,556 --> 00:29:28,926 So if we selected this, you can see up here, 591 00:29:28,926 --> 00:29:31,016 the cylinder is active up here in the scene collection. 592 00:29:31,016 --> 00:29:35,136 And we press tab to go into edit mode or we can also come up here and go into edit mode. 593 00:29:35,136 --> 00:29:38,026 You should now see that you can't edit this object over here. 594 00:29:38,286 --> 00:29:41,166 You have to actually go back into object mode and then click on this again. 595 00:29:41,516 --> 00:29:45,526 But what you can do is you can hold and shift after you've selected one of the objects 596 00:29:45,526 --> 00:29:46,716 and then select the second object. 597 00:29:47,366 --> 00:29:49,966 Then when both were selected, you can see they're both active. 598 00:29:49,966 --> 00:29:52,366 You can press tab or go into edit mode. 599 00:29:52,366 --> 00:29:54,456 And now both, you can work with both of them. 600 00:29:54,456 --> 00:29:57,886 And when you go back into object mode, they're still both separate objects. 601 00:29:57,886 --> 00:30:00,206 Something interesting about objects that you guys can keep in mind. 602 00:30:00,296 --> 00:30:02,606 So we're in object mode again, just select this guy here. 603 00:30:02,606 --> 00:30:04,886 And remember that origin point, see that little orange dot? 604 00:30:04,886 --> 00:30:05,746 Same thing as the cube. 605 00:30:05,746 --> 00:30:09,586 We're going to go S and just scale the whole thing down in object mode to about this scale. 606 00:30:09,586 --> 00:30:13,586 And then left click once you're done and then go G and move it over here roughly. 607 00:30:13,916 --> 00:30:17,556 Okay, then you're going to go and press free on your number pad 608 00:30:17,556 --> 00:30:18,846 to go to your right orthographic. 609 00:30:18,846 --> 00:30:22,036 And you're just going to move it forward a little bit like that, just roughly in place. 610 00:30:22,286 --> 00:30:24,716 And now we can tab into edit mode. 611 00:30:24,956 --> 00:30:29,236 And while we're in a right orthographic view, let's just turn on our X-ray again up here. 612 00:30:29,236 --> 00:30:32,076 And this is left click and drag and just select these bottom verts. 613 00:30:32,076 --> 00:30:35,936 And let's just go G, move them down to here and then go R to rotate them and S to scale a bit. 614 00:30:36,056 --> 00:30:39,706 Then we're going to select these ones up here, move them forward, 615 00:30:39,706 --> 00:30:42,196 S to scale them a bit, just like that. 616 00:30:42,196 --> 00:30:43,766 now we have a leg starting to form here. 617 00:30:43,946 --> 00:30:47,016 And let's just click and drag and select these bottom verts again. 618 00:30:47,256 --> 00:30:50,746 And what we're going to do is we're going to go E to extrude and then we're going 619 00:30:50,746 --> 00:30:53,586 to go S to scale to about this much. 620 00:30:53,586 --> 00:30:55,866 We're going to go G and move all of that forward a bit. 621 00:30:55,866 --> 00:30:58,946 And then we're going to go E to extrude, bring it to here. 622 00:30:58,946 --> 00:31:02,666 And then we're going to go E to extrude, S to scale about that much. 623 00:31:02,856 --> 00:31:06,616 Back in your right orthographic view, you can just move this whole thing back 624 00:31:06,616 --> 00:31:09,496 by pressing G, S to scale it just a little bit. 625 00:31:09,496 --> 00:31:13,516 And then we're going to go E to extrude and extrude it down to here, R to rotate 626 00:31:13,596 --> 00:31:16,166 and then S to scale till it matches up. 627 00:31:16,166 --> 00:31:18,306 And then what we're going to do is we're going to press 1 to go 628 00:31:18,306 --> 00:31:19,546 into our front orthographic view. 629 00:31:19,546 --> 00:31:22,006 And you can see over here, this comes out a little bit too much. 630 00:31:22,006 --> 00:31:26,796 So let's just select these verts over here and let's just go G, move them in, left click 631 00:31:26,796 --> 00:31:30,006 and drag, select these two and then G to move them in. 632 00:31:30,146 --> 00:31:32,856 Now you can see it's all starting to look pretty good. 633 00:31:32,856 --> 00:31:35,826 So how do we mirror this leg onto the other side? 634 00:31:35,826 --> 00:31:38,116 So we can do the exact same thing we did up here with the body. 635 00:31:38,116 --> 00:31:40,186 So we're going to go over here and this time we're going 636 00:31:40,186 --> 00:31:42,366 to give it a mirror again under the modifiers. 637 00:31:42,796 --> 00:31:46,316 And we don't have to enable clipping 638 00:31:46,316 --> 00:31:49,516 because these two objects are not actually touching like this one is over here. 639 00:31:49,516 --> 00:31:52,416 But you can notice there's not anything appearing here 640 00:31:52,416 --> 00:31:53,506 on the other side and why is that? 641 00:31:53,506 --> 00:31:57,866 So if we tab back into object mode, what we have to do in this case, 642 00:31:57,866 --> 00:32:02,246 because that origin point is not in the middle, this one has its origin point in the middle, 643 00:32:02,246 --> 00:32:05,066 we have to actually select a mirror object as a reference. 644 00:32:05,406 --> 00:32:08,496 So in this case, we're going to click on this little eyedropper and we're going 645 00:32:08,496 --> 00:32:10,196 to click on the body as a reference. 646 00:32:10,196 --> 00:32:15,866 And now it'll put it right in the middle or the point where it's mirroring is going 647 00:32:15,866 --> 00:32:17,236 to be right in the middle of that body. 648 00:32:18,106 --> 00:32:21,306 So it's almost using the origin point of this one now, which is really good. 649 00:32:21,306 --> 00:32:23,776 So now it's nice and mirrored like that. 650 00:32:23,776 --> 00:32:25,036 And it's all starting to look really good. 651 00:32:25,036 --> 00:32:27,056 So let's just select these legs again, tab into edit mode. 652 00:32:27,326 --> 00:32:30,306 This is press free to go into our right orthographic view, click and drag, 653 00:32:30,306 --> 00:32:33,396 select these bottom verts and then go E to extrude, bring them down. 654 00:32:33,576 --> 00:32:35,706 R to rotate them, to flatten them out a bit. 655 00:32:35,706 --> 00:32:36,826 And then this is really simple. 656 00:32:36,826 --> 00:32:39,136 Just click and drag and select these verts over here. 657 00:32:39,476 --> 00:32:44,046 E to extrude and bring them forward and then bring these two verts down like that. 658 00:32:44,286 --> 00:32:46,486 Click and drag, select these bottom verts, bring them up. 659 00:32:46,516 --> 00:32:48,456 Then go into your front orthographic view. 660 00:32:48,786 --> 00:32:51,076 And in this case, you may actually just have to come 661 00:32:51,076 --> 00:32:54,016 and select just these verts over here like that. 662 00:32:54,016 --> 00:32:57,886 So clicking, dragging over them, go to your front view and then go G 663 00:32:57,886 --> 00:32:59,376 and just move them to the side a little bit. 664 00:32:59,376 --> 00:33:02,106 And you can do the same thing over here just to widen that foot. 665 00:33:02,396 --> 00:33:04,246 So that's looking a lot better. 666 00:33:04,246 --> 00:33:06,066 And then you can come in here, add in more topology. 667 00:33:06,066 --> 00:33:09,756 You can go control R and instead of just leaving at one cut, 668 00:33:09,756 --> 00:33:11,896 you can just roll the middle mouse button up once. 669 00:33:11,896 --> 00:33:15,036 That's going to add in two segments and then click left twice. 670 00:33:15,156 --> 00:33:18,376 And then you can come in here, control R over one of these edges 671 00:33:18,376 --> 00:33:19,596 and you should see a loop appearing. 672 00:33:19,766 --> 00:33:24,456 Just double click once and then go alt S and scale it out a little bit 673 00:33:24,566 --> 00:33:26,346 on the normals, just to round things out. 674 00:33:26,346 --> 00:33:28,906 And there we have a simple foot forming. 675 00:33:28,996 --> 00:33:33,296 We can refine things a little bit later, but the foot or leg area is now done mostly. 676 00:33:33,606 --> 00:33:36,586 And let's just toggle off the x-ray for now, see what things are looking like. 677 00:33:36,586 --> 00:33:37,906 And you can see how simple this is. 678 00:33:37,906 --> 00:33:42,086 Even if you're a beginner, these are very, very simple techniques and are very easy to follow. 679 00:33:42,546 --> 00:33:45,846 So the legs or the arms are going to be very similar to the legs. 680 00:33:45,846 --> 00:33:50,686 In fact, to save a little bit of time, what you can do is you can actually select the leg here 681 00:33:50,846 --> 00:33:54,746 and in your front orthographic view, you can go shift D. That's going to make a duplication 682 00:33:54,746 --> 00:33:56,396 and you're going to move this duplication up here. 683 00:33:56,596 --> 00:33:59,106 Left click and then you can go R and rotate. 684 00:33:59,106 --> 00:34:01,546 Remember, it's rotating around this origin point. 685 00:34:01,756 --> 00:34:02,746 That's why we have it at the top. 686 00:34:02,746 --> 00:34:06,576 So we're going to go R to rotate and just roughly line it up with the arms. 687 00:34:06,576 --> 00:34:07,616 It can be very rough. 688 00:34:07,676 --> 00:34:10,606 And if you need to enable the x-ray, make sure to do that. 689 00:34:10,666 --> 00:34:14,846 Then you can go G and just move it so this origin point is the top of the shoulder here. 690 00:34:15,106 --> 00:34:17,066 And these things can be roughly lined up. 691 00:34:17,066 --> 00:34:18,866 In fact, let's just quickly, while we have 692 00:34:18,866 --> 00:34:22,256 that cylinder 001 active, let's just tab into edit mode. 693 00:34:23,006 --> 00:34:27,896 Left click and drag and just select all of these bottom parts and then go G and just move it 694 00:34:27,896 --> 00:34:31,716 so this middle bit is kind of where this sleeve is over here. 695 00:34:32,646 --> 00:34:35,626 And then what you can do is while that's also active, 696 00:34:35,626 --> 00:34:38,596 you can press X and then go delete faces. 697 00:34:38,856 --> 00:34:42,196 Now we only have this cylinder here roughly in place. 698 00:34:42,196 --> 00:34:44,876 And if you go 3 on your number pad, you can see it from the side. 699 00:34:45,136 --> 00:34:48,616 And in the side here, you can just left click and drag, select all of these top parts 700 00:34:48,616 --> 00:34:52,426 and go G. Just move them back a little bit and then go S to scale and then click 701 00:34:52,426 --> 00:34:56,436 and drag these ones, G and move them a little bit to the middle and then go S to scale up. 702 00:34:56,656 --> 00:34:59,956 And now that we have that roughly in place, go back to our front orthographic view 703 00:35:00,066 --> 00:35:02,866 and we're now going to quickly model our arm as well. 704 00:35:02,866 --> 00:35:06,396 So what we're going to do in edit mode with our arm, 705 00:35:06,396 --> 00:35:08,116 let's just select these top verts over here. 706 00:35:08,116 --> 00:35:09,436 We're still in our X-ray mode. 707 00:35:09,436 --> 00:35:12,166 We're just going to select them and we're going to go R to rotate them 708 00:35:12,286 --> 00:35:13,896 and G to move them here a little bit. 709 00:35:13,896 --> 00:35:15,516 And then we're going to select this bottom vert here. 710 00:35:15,666 --> 00:35:18,436 And we're just going to come up to this thing here called our proportional editing. 711 00:35:18,436 --> 00:35:22,426 I'm not going to get into these settings too much, but if you select one vertex now down here 712 00:35:22,426 --> 00:35:25,746 and you press G to move it, you can see the rest of them kind of drag along. 713 00:35:25,746 --> 00:35:28,366 Now if you roll down your middle mouse button or up, 714 00:35:28,366 --> 00:35:31,776 you can see you have this influence factor here and that controls more 715 00:35:31,776 --> 00:35:33,356 or less depending on how much you roll it. 716 00:35:33,356 --> 00:35:38,346 So this allows you to grab one point and then kind of gradually over a gradient 717 00:35:38,846 --> 00:35:40,996 to the area affect the rest of the verts. 718 00:35:40,996 --> 00:35:45,516 So I'm going to drag that down like that and then I'm going to disable it again up here 719 00:35:45,516 --> 00:35:48,106 and I'm just going to click and drag to select these bottom verts. 720 00:35:48,376 --> 00:35:53,686 And then what I'm going to do is going to double tap R, pressing R twice to rotate it 721 00:35:53,686 --> 00:35:56,876 and then just rotating it till it's a little bit more flat. 722 00:35:57,296 --> 00:36:01,016 And then I'm going to go G and I'm going to move it here and I'm going to go E to extrude 723 00:36:01,016 --> 00:36:02,546 to here and then S to scale down. 724 00:36:02,746 --> 00:36:04,746 And now let's go to our right orthographic view 725 00:36:04,746 --> 00:36:07,256 and make sure everything is looking okay here from the side. 726 00:36:07,256 --> 00:36:08,916 At the moment, it kind of is. 727 00:36:08,916 --> 00:36:13,176 So maybe just move this out a little bit more here, but just more or less trying to line 728 00:36:13,176 --> 00:36:14,826 that up to what we see here on the side. 729 00:36:15,136 --> 00:36:16,096 That's looking okay. 730 00:36:16,096 --> 00:36:18,566 So let's go back to the front view and just click and drag 731 00:36:18,566 --> 00:36:20,326 to select just these verts down here. 732 00:36:20,326 --> 00:36:24,566 I'm going to go shift D to duplicate them, right click to let go and then E to extrude, 733 00:36:24,926 --> 00:36:29,676 S to scale, and then G, let's move them down a little bit and then R to rotate like that. 734 00:36:29,676 --> 00:36:35,076 And I'm going to go E to extrude them here, S to scale and then E to extrude, S to scale. 735 00:36:35,076 --> 00:36:36,876 I'm going to scale them in like that. 736 00:36:36,876 --> 00:36:37,966 So S to scale. 737 00:36:38,586 --> 00:36:40,396 Now we have that simple little sleeve there. 738 00:36:40,556 --> 00:36:44,686 In fact, we can just select any vertex on this part here and go control L 739 00:36:44,686 --> 00:36:49,256 or command L. It'll then just select anything that is loose and connected to that vertex. 740 00:36:49,256 --> 00:36:53,136 I'm going to go G and just move it up in there a little bit just so it's nicely embedded 741 00:36:53,136 --> 00:36:55,516 and then select these bottom bits and move them down again. 742 00:36:55,516 --> 00:37:00,306 So now if you go to your right view, you should see it more or less that that is also lining up. 743 00:37:00,556 --> 00:37:04,636 Go back to the front view and let's make a simple hand over here. 744 00:37:04,636 --> 00:37:07,636 In fact, let's just tab back out into object mode. 745 00:37:07,896 --> 00:37:10,826 and we're going to go shift A and I'm going to go 746 00:37:10,826 --> 00:37:12,716 to my front orthographic view by pressing one. 747 00:37:12,756 --> 00:37:16,256 I'm going to go shift A and I'm going to get a cube. 748 00:37:16,516 --> 00:37:18,846 The cube is down here and I'm going to go G to move the cube. 749 00:37:19,086 --> 00:37:23,926 Over to where the hand is and then S to scale it down quite a bit and then I'm going 750 00:37:23,926 --> 00:37:25,986 to go into my right orthographic view. 751 00:37:25,986 --> 00:37:27,466 Make sure it's in the middle of the hand. 752 00:37:27,626 --> 00:37:28,536 Okay, that's all good. 753 00:37:28,716 --> 00:37:32,246 So going back to the front orthographic view and we're going to tab into edit mode 754 00:37:32,246 --> 00:37:35,506 and then just select all of this and then R to rotate it like so. 755 00:37:35,726 --> 00:37:39,536 Then click and drag and just select these verts over here like that. 756 00:37:39,536 --> 00:37:43,416 And then what you're going to do is you're going to go G, move them to about here and then S 757 00:37:43,416 --> 00:37:46,466 to scale them a little bit and then E to extrude and then click 758 00:37:46,466 --> 00:37:48,336 about here and then go G, move them here. 759 00:37:48,446 --> 00:37:50,736 R to rotate and then S to scale a little bit. 760 00:37:50,796 --> 00:37:53,976 Now if you go to your right orthographic view by hitting 3 on the number pad, 761 00:37:53,976 --> 00:37:57,376 you're going to see things don't quite line up so you're going to select these ones over here. 762 00:37:57,376 --> 00:37:58,226 You're going to move them back. 763 00:37:58,326 --> 00:38:02,906 Select this one over here, move it here and then select these two and then bring these ones 764 00:38:02,906 --> 00:38:06,506 to the corner of the thumb intersection there and then move these ones out a bit too. 765 00:38:06,886 --> 00:38:10,036 We're then going to come in here and you can see we have a face here. 766 00:38:10,216 --> 00:38:11,756 In fact, let's just add an extra loop. 767 00:38:11,756 --> 00:38:15,496 We're going to go control R or command R hovering over this edge. 768 00:38:15,496 --> 00:38:16,486 Add in an extra loop. 769 00:38:16,686 --> 00:38:18,526 Then we're going to go to our face select option here. 770 00:38:18,746 --> 00:38:19,546 Click on this face. 771 00:38:19,806 --> 00:38:23,276 Go back to our right orthographic view and then we're going to go G and move this one 772 00:38:23,276 --> 00:38:25,136 out to here and then R to rotate. 773 00:38:25,136 --> 00:38:31,366 And then we're going to go E to extrude that one about this much and then S to scale, R to rotate 774 00:38:31,366 --> 00:38:34,076 and then G and we're going to move that one back like that. 775 00:38:34,146 --> 00:38:38,916 And now we have a face over here and that face in our front orthographic view we're just going 776 00:38:38,916 --> 00:38:42,776 to go E to extrude it, and then S to scale it, and then G to move it, 777 00:38:42,916 --> 00:38:44,976 and that's going to be a simple thumb. 778 00:38:45,216 --> 00:38:48,056 And this hand here is about as simple as you can get. 779 00:38:48,056 --> 00:38:54,486 You can come in here control R to add an extra loop and control R in here to add an extra loop. 780 00:38:54,606 --> 00:38:57,746 Then if you press A to select all of this geometry you can come 781 00:38:57,746 --> 00:39:01,816 to this tool here called the smooth tool and then just drag in this little gizmo 782 00:39:01,816 --> 00:39:03,926 and it'll smooth it all out like that. 783 00:39:04,156 --> 00:39:06,066 And then just go back to the move tool when you're done. 784 00:39:06,356 --> 00:39:08,406 So you can see that's looking pretty cool. 785 00:39:08,566 --> 00:39:11,006 So let's just tab back out into object mode. 786 00:39:11,466 --> 00:39:14,796 We've got a hand instead of adding a mirror to that hand you can just hold 787 00:39:14,796 --> 00:39:20,496 in shift while you have that hand selected, and select the arm, and then go control J 788 00:39:20,496 --> 00:39:23,326 and it'll join that mesh to that arm. 789 00:39:23,326 --> 00:39:24,666 So now that's all one object. 790 00:39:24,986 --> 00:39:28,876 Let's just quickly disable our x-ray so we can see what it's all looking like. 791 00:39:29,206 --> 00:39:31,246 So pretty easy so far, isn't it? 792 00:39:31,596 --> 00:39:33,646 And it's looking really cool, very stylized. 793 00:39:33,936 --> 00:39:37,876 Let's quickly get into making the head which is actually pretty simple despite the fact 794 00:39:37,876 --> 00:39:39,336 that it looks a little bit complicated. 795 00:39:39,486 --> 00:39:42,326 So let's go shift A, add in a cube. 796 00:39:42,326 --> 00:39:45,886 And with this cube we're going to go G, Z and move it to the top of the head. 797 00:39:45,886 --> 00:39:49,246 I'm going to go S to scale that cube down to about the size of the head. 798 00:39:49,386 --> 00:39:51,706 Let's enable our x-ray once again go 799 00:39:51,706 --> 00:39:55,006 into our right orthographic view by pressing 3 on the number pad. 800 00:39:55,126 --> 00:39:58,756 And let's tab into edit mode and go contol R over one 801 00:39:58,756 --> 00:40:02,046 of these edges to add in a loop, double click. 802 00:40:02,356 --> 00:40:06,946 And let's just with that still selected go G and move it just down a little bit. 803 00:40:07,046 --> 00:40:10,676 And let's get to our vertex select option, select this vertex over here, these two. 804 00:40:10,676 --> 00:40:13,456 And then go G and move that forward a bit 805 00:40:13,456 --> 00:40:16,946 and then select these two back ones here or these four I should say. 806 00:40:16,946 --> 00:40:20,666 And then go G and move it like that and then you're going to select these two 807 00:40:20,956 --> 00:40:24,026 or these four verts at the top by clicking and dragging over them, 808 00:40:24,336 --> 00:40:25,606 and you're going to move them here. 809 00:40:25,606 --> 00:40:28,836 And you're going to go E to extrude them up and then S to scale like that. 810 00:40:28,996 --> 00:40:32,966 It's still looking very boxy so now if we go control R while hovering 811 00:40:32,966 --> 00:40:37,396 over this edge we can add in a loop, double click go to your front view and what we're going 812 00:40:37,396 --> 00:40:40,076 to do is we're going to go control R hovering over one of these edges. 813 00:40:40,206 --> 00:40:44,066 You can see the yellow line, double click then select half of the verts 814 00:40:44,066 --> 00:40:45,846 over here and press X and delete. 815 00:40:45,846 --> 00:40:49,396 You can see that origin point is nice and, in the middle, there so just like we did 816 00:40:49,396 --> 00:40:52,056 with our body originally if we now go to our modifiers, 817 00:40:52,056 --> 00:40:57,926 we can give it a mirror modifier enable clipping so it doesn't pull apart and now it's mirrored. 818 00:40:57,926 --> 00:41:03,106 So what we can do is come in here control R to add in another edge here double click. 819 00:41:03,356 --> 00:41:06,776 And let's just select this vertex down here let's go 820 00:41:06,776 --> 00:41:08,966 to our proportional editing by enabling it. 821 00:41:08,966 --> 00:41:12,706 And then we're going to go G and if you have too little 822 00:41:12,706 --> 00:41:17,176 or too much influence you can roll the middle mouse button while you move to control that. 823 00:41:17,176 --> 00:41:18,916 So we're just going to select that vert and move it in. 824 00:41:19,166 --> 00:41:23,546 Then select these verts here and then go G. And just move them in as well. 825 00:41:23,866 --> 00:41:26,306 Then just select these ones bring them down a little bit. 826 00:41:26,306 --> 00:41:30,196 And you can figure this out yourself it's actually pretty easy all you're doing now is 827 00:41:30,196 --> 00:41:36,586 going to the different views and you can select verts, and you can go G and just move them 828 00:41:36,636 --> 00:41:40,586 and roll the middle mouse button while you have that proportional editing just 829 00:41:40,586 --> 00:41:42,156 to select things and round them out. 830 00:41:42,156 --> 00:41:43,796 It's actually really simple. 831 00:41:44,316 --> 00:41:48,586 So I'm going to select this corner one here in the right orthographic view and then this one 832 00:41:48,986 --> 00:41:51,326 so just rounding things out and if you're not sure 833 00:41:51,326 --> 00:41:53,486 which one you're pressing just go into the normal view. 834 00:41:54,046 --> 00:41:56,096 Left click then press free to go back 835 00:41:56,096 --> 00:41:59,146 into the right orthographic view and just repeat like that. 836 00:41:59,626 --> 00:42:00,856 You can even select everything. 837 00:42:01,056 --> 00:42:04,066 Once again go to that smooth tool and just slightly smooth it 838 00:42:04,066 --> 00:42:05,766 out then go back to the move tool. 839 00:42:05,766 --> 00:42:07,326 So you can see how we're making the head here. 840 00:42:07,326 --> 00:42:11,976 So what I'm going to do is I'm just going to come in here ctrl R over this edge 841 00:42:11,976 --> 00:42:13,926 to add in another loop, click it in. 842 00:42:14,116 --> 00:42:17,856 Select these two here and just move them forward to create a bit more dimension to the face, 843 00:42:18,106 --> 00:42:21,196 and then ctrl R over here to add double click. 844 00:42:21,506 --> 00:42:26,146 Select these ones at the front and then G and move them in and down, then select this brow 845 00:42:26,146 --> 00:42:29,736 over here and move it forward and that just creates a bit more of that area 846 00:42:29,736 --> 00:42:31,046 where the eyes would kind of sit. 847 00:42:31,046 --> 00:42:32,136 It just gives that feel of it. 848 00:42:32,136 --> 00:42:37,586 And then we're going to just move some of this topology back a little bit by just selecting it, 849 00:42:38,276 --> 00:42:41,526 pressing G to move it, going back to the front you can kind 850 00:42:41,526 --> 00:42:43,936 of see how this head is coming together. 851 00:42:44,296 --> 00:42:45,006 Pretty cool. 852 00:42:45,006 --> 00:42:51,596 So let's now tab back out into object mode and let's just go shift A add in a cylinder. 853 00:42:52,006 --> 00:42:56,086 Once again, let's just come to the vertices and let's just make it five then we're going 854 00:42:56,086 --> 00:42:59,926 to go G, Z, move it up, S to scale, and there you have a neck. 855 00:43:00,006 --> 00:43:03,076 So go into your right orthographic view if you wish in edit mode. 856 00:43:03,076 --> 00:43:06,446 You can just select the different points, rotate them. 857 00:43:06,966 --> 00:43:09,376 And this is just like we've done before at this point. 858 00:43:09,526 --> 00:43:12,326 You guys should be able to start getting how this all works. 859 00:43:12,326 --> 00:43:16,216 So selecting the verts, scaling them, moving them by pressing G, 860 00:43:16,526 --> 00:43:18,106 and just matching it up to that neck. 861 00:43:18,106 --> 00:43:19,956 So just a very simple cylinder like that. 862 00:43:20,016 --> 00:43:22,816 You can delete these caps on the end by just dragging 863 00:43:22,816 --> 00:43:25,046 over them, and going X and delete faces. 864 00:43:25,266 --> 00:43:28,156 And there we have it that neck is very, very easy. 865 00:43:28,486 --> 00:43:29,796 Let's go back into object mode. 866 00:43:30,116 --> 00:43:34,166 Let's un-enable the x-ray, we don't need to see it at the moment. 867 00:43:34,346 --> 00:43:36,976 And you can see it's actually coming together pretty well. 868 00:43:37,106 --> 00:43:40,226 Before we get into the hair let's just quickly select the body here. 869 00:43:40,516 --> 00:43:44,266 Shift A, left click on this edge to loop, select it over here. 870 00:43:44,266 --> 00:43:49,796 Let's just go E to extrude S to scale, and then G just move it in a little bit, 871 00:43:49,796 --> 00:43:52,186 you can disable proportional editing at this point. 872 00:43:52,436 --> 00:43:59,266 Move it down a bit and then E, Z, and extrude that down, and then S to scale it, like that. 873 00:43:59,266 --> 00:44:01,626 So just bringing that in like that. 874 00:44:01,626 --> 00:44:03,496 Okay so we're pretty much now done with most of this. 875 00:44:03,496 --> 00:44:06,146 You can add some ears as well like I did. 876 00:44:06,326 --> 00:44:12,436 A very simple way to do that is to go shift A, just add in a cube G to move that cube forward. 877 00:44:12,606 --> 00:44:17,756 S to scale that cube, and of this cube here, just get roughly the size of the ear. 878 00:44:17,976 --> 00:44:21,416 Then tab into edit mode, and if you want to enable the x-ray just do 879 00:44:21,416 --> 00:44:25,826 that so you can select the top face, G to move it, R to rotate. 880 00:44:26,026 --> 00:44:28,676 Then select these bottom ones, G to move it down. 881 00:44:28,786 --> 00:44:31,346 R to rotate, then go to your right orthographic view. 882 00:44:31,346 --> 00:44:34,516 Select the whole thing and then go S, Y, to flatten it. 883 00:44:34,516 --> 00:44:37,016 And then R to rotate it just at a bit of an angle. 884 00:44:37,306 --> 00:44:43,616 And at this point, you can do something where you go control R, roll in two extra loops. 885 00:44:43,866 --> 00:44:47,236 Control R over this edge, roll your middle mouse, button up, and then double click. 886 00:44:47,466 --> 00:44:50,246 Now you have a little bit more topology and in your front view. 887 00:44:50,246 --> 00:44:53,116 You can kind of pull these points around selecting them, 888 00:44:53,266 --> 00:44:55,736 and just evening things out just a little bit. 889 00:44:55,736 --> 00:44:59,576 And then to make that divot there, it's actually really simple, you can go to your face, 890 00:44:59,576 --> 00:45:01,776 select option disable the mirror for now. 891 00:45:02,036 --> 00:45:06,126 And then holding and shift, you can just click on all of these front faces like so. 892 00:45:06,586 --> 00:45:09,286 While you're holding shift, and go E to extrude, S to scale. 893 00:45:09,566 --> 00:45:11,476 Left click, and then E to extrude in. 894 00:45:11,476 --> 00:45:16,266 And then S to scale, and then you can just select the whole thing by pressing A. 895 00:45:16,506 --> 00:45:20,686 So you select all of the topology, go to your little smooth tool again and then just drag 896 00:45:20,686 --> 00:45:23,286 that little gizmo and smooth it out just slightly. 897 00:45:23,886 --> 00:45:28,426 And there you have a very simple ear to which you can also add a mirror modifier. 898 00:45:29,006 --> 00:45:33,976 Make sure to click on the little eyedropper, and select something like the head for a reference. 899 00:45:35,056 --> 00:45:36,036 And there we have it. 900 00:45:36,336 --> 00:45:41,656 Ears. You can scale them up a little bit, go back into object mode. 901 00:45:41,836 --> 00:45:45,546 And with the head here, you can always just go into edit mode again. 902 00:45:45,806 --> 00:45:48,806 Go to this edge, select option, and then select an edge. 903 00:45:49,026 --> 00:45:53,696 And you can enable proportional editing, and at this point, you can very simply select edges 904 00:45:53,806 --> 00:45:59,536 and just adjust accordingly to make that all look a little bit better by bringing it all out. 905 00:45:59,806 --> 00:46:01,826 Maybe go to vertex select if it's easier. 906 00:46:02,036 --> 00:46:05,836 But at this point you guys see what we're doing here just how simple all of this is. 907 00:46:06,386 --> 00:46:10,366 So an easier way to make the hair is to kind of use an existing mesh like the head. 908 00:46:10,406 --> 00:46:11,646 So let's just select the head. 909 00:46:11,976 --> 00:46:12,986 Go into edit mode. 910 00:46:13,386 --> 00:46:16,666 And one thing that might make things a little bit simpler here is maybe 911 00:46:16,666 --> 00:46:18,376 to round the head out just a bit. 912 00:46:18,376 --> 00:46:22,576 So I'm going to go into the x-ray again by toggling it, selecting just these here. 913 00:46:22,576 --> 00:46:24,496 And then with proportional editing. 914 00:46:24,496 --> 00:46:28,416 I'm just going to press G, and move them in a bit and the same here with the squareness 915 00:46:28,416 --> 00:46:29,656 of the head, just bringing it in. 916 00:46:29,986 --> 00:46:33,796 Optionally, maybe go CTRL R, add in an extra loop here. 917 00:46:33,836 --> 00:46:39,216 CTRL R hovering over this edge, see the yellow line and double click A to select everything. 918 00:46:39,216 --> 00:46:42,136 And then just with that smooth tool enabled, 919 00:46:42,316 --> 00:46:45,496 just drag the little gizmo and smooth it out a little bit. 920 00:46:45,496 --> 00:46:50,056 So now we can select the scalp and start turning into hair. 921 00:46:50,056 --> 00:46:52,616 So let's just go to the face select option here. 922 00:46:52,896 --> 00:46:55,676 And let's just double tap A to deselect everything in edit mode. 923 00:46:55,676 --> 00:47:00,546 And if you now press C on your keyboard, so C. And you roll your middle mouse button 924 00:47:00,546 --> 00:47:02,416 up you're going to have this selection tool here. 925 00:47:02,606 --> 00:47:06,136 So you can make it whatever size you want by rolling the middle mouse button. 926 00:47:06,596 --> 00:47:09,296 Then you can left click and hold in the left click and drag, 927 00:47:09,896 --> 00:47:12,946 and then select all of these parts like this. 928 00:47:12,946 --> 00:47:14,666 Now remember this head isn't mirrored. 929 00:47:15,286 --> 00:47:19,686 Okay, this head is mirrored, so you should still make sure you have the x-ray enabled just 930 00:47:19,686 --> 00:47:21,366 so you select all of the faces. 931 00:47:21,446 --> 00:47:22,646 You don't want to miss any faces. 932 00:47:23,276 --> 00:47:24,596 So I'm going to just do it again. 933 00:47:25,096 --> 00:47:28,246 So any ones like this, just select them roughly. 934 00:47:29,016 --> 00:47:32,786 And go Shift D to duplicate, and then right click to let go. 935 00:47:33,546 --> 00:47:36,856 Then you can go Alt-S, and scale it out along the normal. 936 00:47:36,856 --> 00:47:39,886 So Alt-S. Remember I talked earlier about normals, 937 00:47:39,886 --> 00:47:42,906 and how they're different from just normal scaling. 938 00:47:42,906 --> 00:47:46,016 So Alt-S instead of just S. And we want 939 00:47:46,016 --> 00:47:48,566 to make this its own geometry, it's no longer part of this. 940 00:47:48,566 --> 00:47:51,816 And a simple way to do that is just while that's still selected, you can press P. 941 00:47:51,816 --> 00:47:53,696 And you're going to get the separate option. 942 00:47:53,696 --> 00:47:55,336 You're going to go separate by selection. 943 00:47:55,476 --> 00:47:57,236 Now this is actually a different object. 944 00:47:57,236 --> 00:48:00,356 So we need to go back into object mode, and now we get a click 945 00:48:00,356 --> 00:48:02,476 on this object, and it's its own new object. 946 00:48:02,656 --> 00:48:05,516 And we can tab into edit mode, and now we only have this. 947 00:48:05,736 --> 00:48:08,086 So I'm going to just disable the x-ray for now. 948 00:48:08,086 --> 00:48:10,866 I'm going to go into my right orthographic view, and what I'm going to do is I'm going 949 00:48:10,866 --> 00:48:13,246 to go Alt-S even more with all of that selected. 950 00:48:13,246 --> 00:48:16,606 Go to something like this, I'm going to enable the proportional editing. 951 00:48:16,756 --> 00:48:19,556 I'm going to go to the vertex select option, and then I'm just going 952 00:48:19,556 --> 00:48:21,226 to drag and select these verts here. 953 00:48:21,226 --> 00:48:24,696 I'm going to go G, and move them up to follow the reference. 954 00:48:24,696 --> 00:48:27,856 So you can see what I'm doing here, bringing this fringe forward. 955 00:48:28,136 --> 00:48:30,006 Same with these ones here, very simple. 956 00:48:30,056 --> 00:48:34,016 And then I'm going to select these ones here, I'm going to go G, 957 00:48:34,016 --> 00:48:36,516 and just bring them down, and bring these forward. 958 00:48:36,576 --> 00:48:38,226 So pretty simple stuff. 959 00:48:38,306 --> 00:48:41,406 Then go into the front orthographic view, and then select these ones here. 960 00:48:41,406 --> 00:48:44,976 And then go G, and then just move them out a little bit. 961 00:48:44,976 --> 00:48:46,846 Doesn't have to be perfect, but just more or less. 962 00:48:47,096 --> 00:48:50,476 And then what we need to do is enable the x-ray again, so we can see through. 963 00:48:50,706 --> 00:48:54,716 Let's just select this bottom vertex here, just this one by itself. 964 00:48:54,986 --> 00:48:57,866 And then go G, Z. We still have proportional editing, 965 00:48:58,076 --> 00:49:01,226 and you should just roll it just slightly and bring it up like that. 966 00:49:01,226 --> 00:49:06,076 And then select this one down here, and then G, and just move it down slightly. 967 00:49:06,366 --> 00:49:09,176 So now if we enable the x-ray, you can see here. 968 00:49:09,316 --> 00:49:11,656 That's what we have this kind of cute looking fringe. 969 00:49:11,776 --> 00:49:13,236 We're now going to just take this. 970 00:49:13,296 --> 00:49:17,776 Just kind of roll it in like that towards there, and while you have it selected hold 971 00:49:17,776 --> 00:49:19,636 in shift, and then click on this vertex. 972 00:49:19,826 --> 00:49:23,016 And then in this vertex, you have three of them selected like a triangle. 973 00:49:23,016 --> 00:49:27,386 And then if you press F, it'll add in a face between all of those like that. 974 00:49:27,386 --> 00:49:29,406 And then you're going to select this vertex down here, 975 00:49:29,406 --> 00:49:31,816 and we're going to go G, and just move it up here. 976 00:49:32,216 --> 00:49:36,056 Yours doesn't have to look exactly like that but just something along those lines should be fine. 977 00:49:36,336 --> 00:49:39,736 And then what you can do, click and drag and select these bottom vertices 978 00:49:39,736 --> 00:49:41,966 over here and go X, and delete vertices. 979 00:49:42,086 --> 00:49:44,486 And now what we can do is we're going to go to our modifiers. 980 00:49:44,486 --> 00:49:46,796 We're going to give this something called a solidify. 981 00:49:47,086 --> 00:49:49,856 And now if you come to the solidify, and you drag this value. 982 00:49:50,096 --> 00:49:52,076 You can see we're adding a bit of thickness to that. 983 00:49:52,076 --> 00:49:56,176 Now you can't actually edit that thickness, it's not actually geometry you can grab. 984 00:49:56,176 --> 00:50:00,926 But you can still see the thickness even if you edit the geometry here in edit mode. 985 00:50:01,046 --> 00:50:01,746 Which is really cool. 986 00:50:01,746 --> 00:50:02,906 So it's a modifier. 987 00:50:02,906 --> 00:50:06,116 It's modifying the mesh in real time while you're working with it. 988 00:50:06,406 --> 00:50:08,136 So now let's go to our right orthographic view. 989 00:50:08,276 --> 00:50:09,466 Let's enable x-ray again. 990 00:50:09,746 --> 00:50:13,206 Let's just click and drag and select these bottom verts over here, and let's just go G, 991 00:50:13,206 --> 00:50:15,186 and move them down a bit and rotate them. 992 00:50:15,186 --> 00:50:17,426 And I'm going to disable proportional editing for now. 993 00:50:17,546 --> 00:50:19,506 Then I'm going to go E, and I'm going to extrude them down a bit. 994 00:50:19,506 --> 00:50:21,086 Then I'm going to select this vertex here. 995 00:50:21,216 --> 00:50:23,866 G to move it in a bit, and this one here like that. 996 00:50:23,896 --> 00:50:27,116 Select all of these again, and I'm just going to continue E to extrude, 997 00:50:27,336 --> 00:50:30,406 S to scale, E to extrude, S to scale. 998 00:50:30,626 --> 00:50:36,136 Then I'm going to go into my back orthographic view and instead of pressing 1 on a number pad. 999 00:50:36,296 --> 00:50:40,796 You can hold in Ctrl or command and then press 1, and now you're seeing the back. 1000 00:50:40,796 --> 00:50:43,226 Let's just try and model it from the back here. 1001 00:50:43,226 --> 00:50:44,556 I'm just going to grab that vertex. 1002 00:50:44,756 --> 00:50:48,636 And I'm just moving these out just to round them out a little bit, moving this one in, 1003 00:50:48,636 --> 00:50:50,526 you don't have to do this precise. 1004 00:50:50,606 --> 00:50:51,556 But you get the idea here. 1005 00:50:51,556 --> 00:50:55,246 All we're trying to do is just even out the verts here at the back. 1006 00:50:55,246 --> 00:50:57,286 So we kind of have the hair just coming down like that. 1007 00:50:57,286 --> 00:50:59,516 Something very simple but it works. 1008 00:51:00,006 --> 00:51:03,006 And then if you wanted to, it's optional you can add these little bits at the side. 1009 00:51:03,076 --> 00:51:07,396 A very simple way to do that is to go to your edge select option up here in edit mode. 1010 00:51:07,456 --> 00:51:12,416 Select any edge up here go to your right orthographic view, shift D to duplicate it, 1011 00:51:12,606 --> 00:51:17,616 enable the x-ray, and then G, move it somewhere above where that hair should start. 1012 00:51:17,616 --> 00:51:21,056 And then E to extrude, S to scale, rotate. 1013 00:51:21,366 --> 00:51:27,696 E to extrude, S to scale, and then R to rotate, and then E to extrude down, and then S to scale. 1014 00:51:27,696 --> 00:51:34,846 Go to your front view, and now you can select these edges like that and you can move them 1015 00:51:34,846 --> 00:51:38,656 in a little bit, and edit them to make them look nicer from the front as well, 1016 00:51:38,786 --> 00:51:41,566 and it still has that modifier on it now. 1017 00:51:41,566 --> 00:51:44,996 You can notice that this one here, if I go to face select, and I select this face. 1018 00:51:45,486 --> 00:51:49,856 The solidify modifier here is making this the effect come in. 1019 00:51:49,946 --> 00:51:53,976 But this one here, if I select the face, the effect is happening towards the outside, 1020 00:51:53,976 --> 00:51:55,376 and that's got to do with the normals. 1021 00:51:55,476 --> 00:51:58,056 So what we may have to do in this case is correct the normals. 1022 00:51:58,056 --> 00:52:01,576 I'm not going to get into why that happens, it's a bit tricky to explain for beginners. 1023 00:52:01,576 --> 00:52:04,236 So just for now all you have to do is press A to select everything. 1024 00:52:04,336 --> 00:52:08,496 Alt N, and then go recalculate outside or inside depending on what the situation is. 1025 00:52:08,496 --> 00:52:11,286 So I'm going to go outside, and now all of these should be the same 1026 00:52:11,286 --> 00:52:13,366 so I'm just going to select a face here. 1027 00:52:13,366 --> 00:52:15,386 Go Ctrl L to select the whole thing. 1028 00:52:15,386 --> 00:52:17,086 And then G and just move it out a bit. 1029 00:52:17,086 --> 00:52:19,636 You guys can adjust this however you want. 1030 00:52:19,636 --> 00:52:24,296 You don't have to do it exactly like me -- completely up to you how you want to do that. 1031 00:52:24,466 --> 00:52:28,256 And once you're happy with that, you can also just select any vertex 1032 00:52:28,256 --> 00:52:33,416 of face Ctrl L. Select the whole thing and then go shift D in the right orthographic view, 1033 00:52:33,416 --> 00:52:36,056 move it back and then slightly edit the second piece, 1034 00:52:36,096 --> 00:52:38,966 and there you have these little hair droopy things coming off the side, 1035 00:52:39,176 --> 00:52:41,616 and you know very, very simple. 1036 00:52:41,616 --> 00:52:45,936 So based on what I've just shown you guys, you can make this however you want now 1037 00:52:45,936 --> 00:52:47,466 that you know the basic techniques. 1038 00:52:47,706 --> 00:52:50,846 But it's very boxy, very stylized, very low poly. 1039 00:52:50,846 --> 00:52:53,746 But that's a nice look, and that's actually what we're deliberately going for here. 1040 00:52:53,746 --> 00:52:54,486 So there we have it. 1041 00:52:54,486 --> 00:52:57,386 The character is pretty much done; add a nose if you want. 1042 00:52:57,386 --> 00:53:00,316 But what we're going to do next is we're going to add some nice colors 1043 00:53:00,316 --> 00:53:03,886 or materials what we call shaders, and then we'll add some nice lights, 1044 00:53:03,886 --> 00:53:06,866 and I'll show you how you can render this out as a nice looking result. 1045 00:53:06,946 --> 00:53:08,636 And then we're pretty much done. 1046 00:53:08,636 --> 00:53:12,736 So whenever we want to work with things, remember our properties panel over here, 1047 00:53:12,736 --> 00:53:16,426 so remember, we have this one here called the materials property. 1048 00:53:16,426 --> 00:53:18,286 I think I briefly mentioned this in the very beginning. 1049 00:53:18,476 --> 00:53:22,956 but over here if you click on it, says material properties here is we can actually add materials 1050 00:53:23,246 --> 00:53:24,586 and change their properties. 1051 00:53:24,586 --> 00:53:25,686 So how do you add a material? 1052 00:53:25,686 --> 00:53:26,936 It's actually very simple. 1053 00:53:27,426 --> 00:53:29,966 Let's just say you want to add a material to a certain object, 1054 00:53:29,966 --> 00:53:32,096 you just simply left click on it in object mode. 1055 00:53:32,716 --> 00:53:34,296 So let's start with the body, all right. 1056 00:53:34,296 --> 00:53:37,106 And then you go over here and you can see this button called new. 1057 00:53:37,106 --> 00:53:38,216 Now there's a little drop down here, 1058 00:53:38,216 --> 00:53:39,976 that's where pre-existing materials are materials you already have. 1059 00:53:41,236 --> 00:53:45,066 Let's just go new and now it's created the materials, given it a default name. 1060 00:53:45,066 --> 00:53:48,686 So you can actually double click here, or just click on it the name, and call it something. 1061 00:53:48,686 --> 00:53:51,496 So I'm going to call it Yellow, because I want it to be a yellow color. 1062 00:53:51,696 --> 00:53:54,386 And then over here you're going to see something called a preview. 1063 00:53:54,386 --> 00:53:56,796 This is where you can actually see a preview of your material 1064 00:53:57,106 --> 00:53:59,016 and under here is something you see the surface. 1065 00:53:59,016 --> 00:54:00,676 This is where you change a whole bunch of settings. 1066 00:54:00,676 --> 00:54:04,786 Now I'm not actually going to get into all of these settings here because that's a lot more 1067 00:54:04,786 --> 00:54:07,816 in depth, and this is something you'll learn as you grow as an artist. 1068 00:54:07,816 --> 00:54:11,596 But for now, we're just going to look at nothing more than the color, literally just the color. 1069 00:54:11,596 --> 00:54:12,766 At the moment, the color is white. 1070 00:54:12,886 --> 00:54:17,746 So we want yellow, so we click on this, and we go and click on yellow or wherever we want. 1071 00:54:17,746 --> 00:54:21,426 Not only can you change saturations here and colors, but you can also come 1072 00:54:21,426 --> 00:54:23,866 to the value slider and change the values. 1073 00:54:23,896 --> 00:54:27,876 So pretty simple not much more to say than that, and now you have that material. 1074 00:54:27,876 --> 00:54:30,506 Now, obviously, you're not seeing it, because you have to actually render, 1075 00:54:30,506 --> 00:54:34,606 so rendering is when we press Z on a keyboard, and we can click on this option called rendered. 1076 00:54:34,606 --> 00:54:38,436 Now we're no longer seeing just the shading viewport shading, 1077 00:54:38,436 --> 00:54:39,836 but we're seeing the actual material. 1078 00:54:39,946 --> 00:54:42,936 Now another thing to think about is when you go up to your properties, 1079 00:54:42,936 --> 00:54:44,156 go up here to this little camera. 1080 00:54:44,526 --> 00:54:45,606 That's your render properties. 1081 00:54:45,606 --> 00:54:48,816 Currently there's an engine, a render engine being used called Eevee. 1082 00:54:48,936 --> 00:54:50,836 That's more like a real-time rendering engine, 1083 00:54:50,986 --> 00:54:53,146 and we're going to change it to something called Cycles. 1084 00:54:53,146 --> 00:54:57,146 Now I'm not going to really get into the details here, Cycles does a lot more 1085 00:54:57,146 --> 00:55:00,006 like bounce sliding, ray tracing, a lot more advanced things. 1086 00:55:00,266 --> 00:55:04,946 But if you have a GPU under the device, you can enable it. 1087 00:55:05,106 --> 00:55:07,456 If you don't just leave it at CPU, it's not a big deal. 1088 00:55:07,456 --> 00:55:11,226 This isn't really a render processor intensive render anyway. 1089 00:55:11,226 --> 00:55:13,406 It's very low poly so probably doesn't matter. 1090 00:55:13,466 --> 00:55:14,886 So I'm changing mine to GPU. 1091 00:55:14,886 --> 00:55:16,496 We'll add lights in a bit. 1092 00:55:16,496 --> 00:55:20,456 But for now, I'm just going to go into the material preview which is kind of like a mix 1093 00:55:20,456 --> 00:55:25,226 between the just standard viewport solid shading and the render. 1094 00:55:25,326 --> 00:55:27,416 Co you can see here, we have the color. 1095 00:55:27,416 --> 00:55:28,166 So what we're going to do now. 1096 00:55:28,166 --> 00:55:30,166 Let's go back to our materials properties. 1097 00:55:30,266 --> 00:55:32,906 We have that shirt still selected or the body. 1098 00:55:33,136 --> 00:55:34,826 And remember we added that yellow material. 1099 00:55:34,826 --> 00:55:36,126 What if we want to add more? 1100 00:55:36,126 --> 00:55:40,976 So let's just tab into edit mode, and let's just say, for example, let's just go Ctrl R, 1101 00:55:41,426 --> 00:55:44,226 add in a loop here double click, double G to slide, 1102 00:55:44,646 --> 00:55:47,026 and then alt S to scale out along the normals. 1103 00:55:47,296 --> 00:55:47,976 Maybe move it up a bit. 1104 00:55:48,046 --> 00:55:50,026 Let's just say we want to add a little border here. 1105 00:55:50,026 --> 00:55:55,286 so what we can do, go to your face select, and then going shift alt with face select enabled. 1106 00:55:55,286 --> 00:55:59,226 You can just shift alt click on this edge over here, and it'll loop select these faces here, 1107 00:55:59,226 --> 00:56:02,326 and now what you can do is come here under your materials property. 1108 00:56:02,326 --> 00:56:05,506 Click on the plus again, and now you have a new thing here, you can go new. 1109 00:56:05,776 --> 00:56:07,556 And let's just call it red, for example. 1110 00:56:07,696 --> 00:56:12,736 And now we can go assign while those faces are selected, and has that material. 1111 00:56:13,156 --> 00:56:17,806 Now, we called it red, but we still have to come to the surface here, and just like we did 1112 00:56:17,806 --> 00:56:20,556 with the yellow, come to the base color and give it a color. 1113 00:56:20,556 --> 00:56:22,026 I'm going to go with an orangey kind of red, 1114 00:56:22,026 --> 00:56:24,526 so I'm going to quickly tab back out into object mode. 1115 00:56:24,626 --> 00:56:29,346 And now I'm going to select the shirt, and instead of this time still on the materials tab, 1116 00:56:29,346 --> 00:56:30,896 instead of coming creating a new material. 1117 00:56:30,896 --> 00:56:35,496 Let's just go to this drop down and create get the existing yellow, and then what we can do 1118 00:56:35,496 --> 00:56:39,666 as well is tab into edit mode, and then click on the plus here. 1119 00:56:39,776 --> 00:56:41,546 And we can create a new one, and once again, 1120 00:56:41,546 --> 00:56:44,046 we can just go down and select a pre-existing color. 1121 00:56:44,046 --> 00:56:44,846 So I'm going to go through red. 1122 00:56:45,366 --> 00:56:49,146 And this time if I wanted to be assigned to something, I have to actually select it. 1123 00:56:49,146 --> 00:56:52,026 So I'm going to click on a face here on the sleeve, 1124 00:56:52,026 --> 00:56:54,726 I'm going to go control L to select the whole thing. 1125 00:56:54,816 --> 00:56:56,846 And then click on the red and then assign. 1126 00:56:57,396 --> 00:56:58,436 How simple is that. 1127 00:56:58,736 --> 00:57:01,336 Now let's create a new thing, which is going to be the skin. 1128 00:57:01,336 --> 00:57:04,576 So let's just left click on the hand, or on any face on the hand. 1129 00:57:04,576 --> 00:57:06,286 Go control L to select the whole thing. 1130 00:57:06,406 --> 00:57:09,426 Then let's click plus over here, and this time we're going to create a new material. 1131 00:57:09,876 --> 00:57:10,806 Let's just call it skin. 1132 00:57:10,806 --> 00:57:15,376 And now we can go to the surface, and let's just give it something like a brownish blush. 1133 00:57:15,376 --> 00:57:18,986 I want to go for almost like a brown olive kind of color. 1134 00:57:18,986 --> 00:57:22,686 And then I'm going to go assign, you can make your skin whatever you want, perfectly fine. 1135 00:57:22,846 --> 00:57:24,086 So now we have that there. 1136 00:57:24,086 --> 00:57:25,256 I'm going to tab out. 1137 00:57:25,256 --> 00:57:28,406 And now we can actually select the head, and go to the drop down. 1138 00:57:28,406 --> 00:57:30,076 And we already now have that skin. 1139 00:57:30,076 --> 00:57:30,816 So let's select it. 1140 00:57:31,006 --> 00:57:34,686 Let's just also select the ear, go to the drop down, give it that same skin. 1141 00:57:34,856 --> 00:57:38,286 Select the neck, go to that drop down, give it the skin. 1142 00:57:38,386 --> 00:57:39,836 And let's select the hair. 1143 00:57:39,836 --> 00:57:42,546 Now the hair we haven't created a material for, so let's click on the hair, 1144 00:57:42,686 --> 00:57:44,996 create a new material, and call it hair. 1145 00:57:45,236 --> 00:57:46,836 And let's just come to the base color. 1146 00:57:46,836 --> 00:57:50,446 I'm going to go with a brownish kind of red like that, and there I have it. 1147 00:57:50,806 --> 00:57:51,886 And that's now the hair. 1148 00:57:52,156 --> 00:57:54,146 So let's go to the legs. 1149 00:57:54,146 --> 00:57:54,876 Let's click on the legs. 1150 00:57:55,246 --> 00:57:58,516 Let's go new I'm going to call this blue. 1151 00:57:58,516 --> 00:58:03,066 And I'm going to make it kind of like a robin's egg kind of blue, like cyan almost. 1152 00:58:03,166 --> 00:58:08,916 Then I'm going to click on the plus again, go new, and I'm going to call this one darker blue. 1153 00:58:09,216 --> 00:58:13,336 And if I want to assign it to any specific part, we have to go into edit mode. 1154 00:58:13,486 --> 00:58:17,266 In this case, I'm going to make sure face select is enabled. 1155 00:58:17,266 --> 00:58:18,656 I'm going to go shift alt. 1156 00:58:19,226 --> 00:58:22,106 Click on this edge over here to loop select these faces. 1157 00:58:22,816 --> 00:58:26,246 Ctrl plus or command plus to grow the selection just once. 1158 00:58:26,366 --> 00:58:27,836 So we have this part here selected. 1159 00:58:27,956 --> 00:58:30,146 I'm going to click on the dark blue and go assign, 1160 00:58:30,856 --> 00:58:35,366 and then under the base color let's make it something that fits the description, like that. 1161 00:58:35,366 --> 00:58:37,086 And the exact same thing for the rest. 1162 00:58:37,086 --> 00:58:40,716 In fact, I'm going to turn on my x-ray here and I'm just going to click and drag, 1163 00:58:40,716 --> 00:58:42,526 and just select these bottom faces. 1164 00:58:42,556 --> 00:58:43,346 They're all selected. 1165 00:58:43,516 --> 00:58:47,086 And I'm going to do the same thing, I'm going to come here plus, I'm going to go assign, 1166 00:58:47,086 --> 00:58:51,576 I'm going to click new, and I'm going to make this like a leathery kind of brown color, 1167 00:58:51,696 --> 00:58:54,306 bring that value down and there you have it. 1168 00:58:54,586 --> 00:58:55,506 Pretty cool. 1169 00:58:55,506 --> 00:58:57,906 And you can even click on here and name it something. 1170 00:58:57,906 --> 00:59:00,806 I'm going to call it leather, and there we have it. 1171 00:59:00,926 --> 00:59:02,406 How simple is that. 1172 00:59:02,406 --> 00:59:05,206 I'm going to go back into object mode, and now we've added all 1173 00:59:05,206 --> 00:59:06,926 of these materials as you can see. 1174 00:59:06,966 --> 00:59:09,436 Once again, if you want to see this, you actually have to press Z 1175 00:59:09,436 --> 00:59:12,166 and go into material preview like I said. 1176 00:59:12,166 --> 00:59:13,676 So there you have it. 1177 00:59:13,676 --> 00:59:17,106 So press Z and go into either rendered or material preview. 1178 00:59:17,106 --> 00:59:19,586 So now all we have to do is just render this out. 1179 00:59:19,716 --> 00:59:22,926 We've already gone to our render engine and given it the cycles engine. 1180 00:59:22,926 --> 00:59:24,526 But we do need to add some lights. 1181 00:59:24,526 --> 00:59:27,896 So let's go shift A and we've been adding meshes before. 1182 00:59:27,896 --> 00:59:29,686 But let's go down to our lights. 1183 00:59:30,256 --> 00:59:34,866 Add in this thing called an area light, and we're going to go G Z 1184 00:59:34,866 --> 00:59:36,816 and move it just like we've moved anything else. 1185 00:59:36,816 --> 00:59:37,836 I'm going to move it up to here. 1186 00:59:38,036 --> 00:59:40,006 So we've moved it up on the Z axis. 1187 00:59:40,666 --> 00:59:42,706 And then we're going to go R, and we're going to rotate it. 1188 00:59:43,026 --> 00:59:43,576 Like this. 1189 00:59:43,756 --> 00:59:44,966 And then G to move it. 1190 00:59:44,966 --> 00:59:48,766 Now you can pick whatever lighting direction you want once you have a position 1191 00:59:48,766 --> 00:59:51,406 where you want your light to come from, go over to your properties. 1192 00:59:51,406 --> 00:59:53,646 And you're going to see this little light bulb, and that's your light settings. 1193 00:59:53,646 --> 00:59:56,106 And why is this our properties like I've mentioned before, 1194 00:59:56,106 --> 00:59:58,016 because we edit our properties here. 1195 00:59:58,096 --> 01:00:01,976 So you can go to the power and just as you might assume that's got to do with the strength. 1196 01:00:02,096 --> 01:00:06,956 So the more you put this level up here, the watts, the more power you're going to get. 1197 01:00:07,106 --> 01:00:08,266 Pretty common sense. 1198 01:00:08,416 --> 01:00:11,896 And then also the size that's going to make it a bit of a softer light. 1199 01:00:12,046 --> 01:00:16,276 The smaller you have that, the point of the light, just like you do in real life, 1200 01:00:16,276 --> 01:00:17,406 you're going to have a sharper light. 1201 01:00:17,496 --> 01:00:20,646 And the broader the light is and closer to the subject here, 1202 01:00:20,646 --> 01:00:21,996 it's going to be a bit more scattered. 1203 01:00:21,996 --> 01:00:25,496 So I like to increase the size a little bit bigger than the default. 1204 01:00:25,606 --> 01:00:30,086 Something like that, and if we now go Z and we go rendered, we can see we have this light. 1205 01:00:30,086 --> 01:00:33,956 So it's up to you how much you want to tweak the power amount here for your light. 1206 01:00:33,956 --> 01:00:34,956 You can drag it up as much as you want. 1207 01:00:35,156 --> 01:00:38,526 You can even change the color of your light to give it some mood. 1208 01:00:38,636 --> 01:00:39,616 Very simple stuff. 1209 01:00:39,676 --> 01:00:43,286 But once you're happy with it you can also go shift D with that light selected 1210 01:00:43,346 --> 01:00:44,996 to duplicate it like anything else. 1211 01:00:45,096 --> 01:00:49,486 And then rotate it, and you can duplicate and make as many of these lights as you want. 1212 01:00:49,706 --> 01:00:53,416 So I'm happy with that I'm going to go shift A, I'm going to add in one more object. 1213 01:00:53,416 --> 01:00:55,386 And that's just a plane on the floor here. 1214 01:00:55,476 --> 01:00:59,656 I'm going to go S to scale that plane up like that, and then tab into edit mode. 1215 01:00:59,656 --> 01:01:04,176 And I'm just going to go into my solid work press a Z and then go solid. 1216 01:01:04,426 --> 01:01:05,706 And you can go to your edge select. 1217 01:01:05,826 --> 01:01:10,196 Select this back edge, and then go E, Z and extrude it up on a Z like that. 1218 01:01:10,446 --> 01:01:15,576 Select this edge here, and then you can go Ctrl B and Ctrl B allows you to make a bevel 1219 01:01:15,576 --> 01:01:18,706 on an edge you can move it as big as you want by moving your mouse, 1220 01:01:18,736 --> 01:01:21,356 and then roll your middle mouse button to add in more segments. 1221 01:01:21,356 --> 01:01:23,086 And then just double click and it's added in. 1222 01:01:23,256 --> 01:01:27,556 Now you can go back into object mode, and you have this nice fancy backdrop, 1223 01:01:27,626 --> 01:01:29,866 and you can see here in our scene is a camera. 1224 01:01:29,866 --> 01:01:31,326 So you can literally click on that camera. 1225 01:01:31,586 --> 01:01:36,176 And with a camera active you can press zero on your number pad, and it goes into camera view. 1226 01:01:36,396 --> 01:01:40,436 And then with that camera selected you can double tap R and as you move your mouse, 1227 01:01:40,466 --> 01:01:41,766 you can actually rotate the camera. 1228 01:01:42,066 --> 01:01:45,396 If you press R by itself, you can rotate just like this. 1229 01:01:45,696 --> 01:01:48,936 And then you can press G and G allows you to move it. 1230 01:01:48,936 --> 01:01:54,356 So you just press G and move the camera to where you want it, and then you can just 1231 01:01:54,356 --> 01:01:56,496 like anything else, you can come to your move tool, 1232 01:01:56,496 --> 01:02:00,996 and you can just move these little sliders, or you can just press G like we've been doing. 1233 01:02:00,996 --> 01:02:05,116 So G, and then Y to move along the Y or Z, whatever you want. 1234 01:02:05,116 --> 01:02:08,646 And if you want to go change the dimensions, just go to your output here. 1235 01:02:08,836 --> 01:02:10,406 And you can change your resolution. 1236 01:02:10,406 --> 01:02:11,306 So these are the pixels. 1237 01:02:11,306 --> 01:02:13,946 So 1020 by 1080 by 1920 here. 1238 01:02:13,946 --> 01:02:18,636 I'm just going to drag this value here down a bit, just to make it a bit of a different ratio. 1239 01:02:18,886 --> 01:02:19,526 Just like that. 1240 01:02:19,526 --> 01:02:23,206 And then I'm going to just move my camera in a little bit, something like that. 1241 01:02:23,206 --> 01:02:24,956 You can also come here to your camera settings. 1242 01:02:24,986 --> 01:02:28,186 I'm not going to get into all the advanced things here there's a lot that can be said. 1243 01:02:28,316 --> 01:02:31,956 But just as a beginner here, let's just go to the focal length and change that. 1244 01:02:31,956 --> 01:02:34,616 So if so those of you who are familiar with photography, 1245 01:02:34,616 --> 01:02:36,726 a lot of this would make more sense to you. 1246 01:02:36,796 --> 01:02:40,236 But once again it's not what we're focusing on here as this is more just 1247 01:02:40,236 --> 01:02:44,256 about a very beginner's tutorial for the modeling and things like that. 1248 01:02:44,256 --> 01:02:47,916 So here we have our camera set up, we have our scene, we're pretty much done. 1249 01:02:47,916 --> 01:02:50,346 So let's just select these two reference images. 1250 01:02:50,346 --> 01:02:51,376 I'm holding in shift. 1251 01:02:51,446 --> 01:02:53,286 And remember these collections I told you about. 1252 01:02:53,466 --> 01:02:58,706 If we now go M and we go new collection after we selected those two reference images, 1253 01:02:58,706 --> 01:03:01,976 we can go ref type whatever you want in here, and then go okay. 1254 01:03:01,976 --> 01:03:05,536 And under your collections here now, if you just drop down this main collection, 1255 01:03:05,536 --> 01:03:07,556 you can now see a collection called ref. 1256 01:03:07,756 --> 01:03:09,076 And now two references in there. 1257 01:03:09,076 --> 01:03:10,906 We can just untick it and they're out of the way. 1258 01:03:10,906 --> 01:03:13,156 So they're not deleted, but they're just out of the way 1259 01:03:13,156 --> 01:03:15,316 so if we want to ever bring them back, we can. 1260 01:03:15,656 --> 01:03:19,236 But that just organizes our scene a little bit and there you have it. 1261 01:03:19,236 --> 01:03:22,066 We now have this, if we press Z and we go rendered, 1262 01:03:22,396 --> 01:03:25,656 we have our subject in the view here of the camera. 1263 01:03:25,786 --> 01:03:30,156 And another cool thing you can do in camera view you can go Ctrl b and then click and drag, 1264 01:03:30,156 --> 01:03:34,466 and drag over the camera with Ctrl b. And it's just going to limit that render to the camera, 1265 01:03:34,596 --> 01:03:38,366 and that's going to free up a little bit of your processing as well. 1266 01:03:38,536 --> 01:03:39,746 So there we have it. 1267 01:03:39,746 --> 01:03:43,196 A fantastic looking low poly model that you guys can be proud of. 1268 01:03:43,196 --> 01:03:44,536 I hope you've enjoyed this. 1269 01:03:44,536 --> 01:03:48,206 And what you can do now is press z go back into solid mode. 1270 01:03:48,296 --> 01:03:50,276 And all you have to do is go to render, render image, 1271 01:03:50,276 --> 01:03:52,356 and it's going to render this image for you. 1272 01:03:52,526 --> 01:03:57,036 And in fact, I'll quickly just press escape to cancel this because I forgot to mention. 1273 01:03:57,186 --> 01:04:00,876 Under your render settings, just click on that and go down to the render, 1274 01:04:01,096 --> 01:04:05,076 and take the sample amount down to something like 80, because if you have it 1275 01:04:05,076 --> 01:04:07,356 at 4000 whatever, it's going to take forever to render. 1276 01:04:07,356 --> 01:04:09,546 So the more samples, the higher the quality is, 1277 01:04:09,616 --> 01:04:12,176 but if you have this little thing the denoiser enabled, 1278 01:04:12,386 --> 01:04:16,156 Blender's algorithm does a pretty good job at getting the noise out after you've rendered. 1279 01:04:16,156 --> 01:04:18,886 So just make sure you do that and then go render, render image, 1280 01:04:19,216 --> 01:04:20,686 and we'll see what that looks like. 1281 01:04:20,686 --> 01:04:25,286 So you can see here, this little sample count, it's 48 samples out of 80. 1282 01:04:25,436 --> 01:04:27,886 Okay, it's just finished, it's out of the denoising. 1283 01:04:27,966 --> 01:04:28,716 And there it is. 1284 01:04:28,716 --> 01:04:31,296 Now what you can do is you can go to image, save as, 1285 01:04:31,296 --> 01:04:33,686 and then save it wherever you want on your computer. 1286 01:04:33,816 --> 01:04:36,786 And that's it, that's how simple this is. 1287 01:04:36,786 --> 01:04:38,526 I hope you guys have learned something here. 1288 01:04:38,596 --> 01:04:41,976 I know I didn't go into detail on everything like I said in the beginning. 1289 01:04:42,076 --> 01:04:46,406 But this is just absolutely to whet your appetite and get you started as a beginner. 1290 01:04:46,536 --> 01:04:47,866 I hope you guys have enjoyed this. 1291 01:04:47,866 --> 01:04:50,176 I will be putting this Blender file on my Patreon, 1292 01:04:50,176 --> 01:04:52,806 and I'll probably do some more videos following up on this one. 1293 01:04:52,806 --> 01:04:54,816 We're going to do a little bit of rigging, animation, 1294 01:04:54,816 --> 01:04:56,676 so you guys can learn more about this. 1295 01:04:56,816 --> 01:05:00,416 And definitely leave your comments below and I hope you guys have a good time.