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