-
>> If you've ever wanted to learn how to
do things like 3D modeling in a 3D software
-
like Blender, for example, this tutorial is
aimed at absolute beginners, by which I mean,
-
I'm going to be approaching
it from the perspective
-
of somebody that's never even opened up Blender.
-
I'm going to be showing you how to move around,
how to -- basic navigational things work.
-
And the goal of this tutorial is
to show you how to get started
-
with modeling your first-ever object.
-
In this case, we're going to be modeling this
really, really basic little character here.
-
It's not fancy or posh like some
of the other tutorials I've done
-
and modeling techniques on my channel.
-
This one is really going to
be kept absolutely basic.
-
Very low poly, by which I mean the amount
of points and faces and things you're going
-
to be selecting are going to be to an absolute
minimal to make it as simple as possible.
-
I'm also going to be showing you
guys how to use modifiers in Blender,
-
which are these things over here.
-
So one I'm going to be showing
you how to use a mirror modifier.
-
And this mirror modifier allows
you to be modeling on one side
-
and it mirrors over to the other side.
-
And this is something that
really saves you a lot of time,
-
and it makes for a more consistent,
even topology.
-
And then I'm going to show you how to
add a subdivision surface modifier,
-
which is this thing here, which
just smooths out your model.
-
We're pretty much going to be starting
with a default primitive object.
-
In this case, it's going to be the default cube.
-
And once we've modeled it, we're
going to end up with this here.
-
So once again absolute beginners,
I hope you enjoy this.
-
I hope you learn something, and this
gets you a good start with Blender.
-
So let's get started with this
absolute beginner's tutorial in Blender.
-
[ Music ]
-
So just in case you have not already downloaded
Blender, I'm just going to quickly touch on it.
-
If you go to Blender.org, and then you go up to
the top, and you click on the download section,
-
you can download a version of Blender.
-
So in this case it says download Blender 2.92.
-
For me, I downloaded it, and it made a
zip folder which was in my downloads,
-
and then I just simply extracted
that zip folder.
-
And then I took that file and I
just put it into a Builds folder.
-
So I'll quickly show you here.
-
If I go to Builds.
-
I just put that extracted zip
folder in the folder here.
-
And it can be anywhere on your computer.
-
So you're just going to open that up wherever
it's extracted, and just run Blender.
-
You can also right-click and you
can just pin it to your taskbar
-
or your Start, which is also what I did.
-
So in this case I'm just going to run this
version of Blender, which is Blender 2.93.
-
Even if you use Blender 2.92,
that should all be fine.
-
So go ahead and just run it
once you've installed it.
-
And you do get options for
Mac, Windows, and Linux.
-
So I'm going to run mine, which is for Windows.
-
And when you open up Blender, this
is what you're going to see, right?
-
So it's not too complicated
of a software to use.
-
I know it can look a little bit intimidating,
but it's actually very well-organized,
-
and it's better than a lot of other
softwares I've used in the past.
-
So what you're going to do is, if you want to
move around in Blender, one of the main ways
-
to do that is you -- if you have a mouse,
you're just going to click and hold
-
in the scroll button, the
up and down scroll button.
-
And if you hold it in, you can move your
mouse, and you can see you're actually able
-
to turn around in your scene, right?
-
So just practice that for a bit.
-
Just press your middle mouse button, and you
can turn around and rotate around an object.
-
If you want to move side to
side, you simply hold in Shift,
-
click the middle mouse button,
and you can move side to side.
-
That's with Shift.
-
And you can also hold in Control if you want.
-
So just hold in Control or Command on a Mac,
-
your middle mouse button afterwards,
and then you can zoom in or out.
-
So super simple commands to use.
-
To make it a little bit easier, I'm
just going to hit N on my keyboard.
-
You guys don't have to do this.
-
And I've got an add-on in Blender that I'm using
-
that just allows you guys
to see what I'm pressing.
-
So I'm just going to enable that.
-
This is not something that you guys
will see in your version of Blender,
-
because I've specifically downloaded
it and installed this as an add-on.
-
But you can now see down here the keys I
am pressing are now visible to you guys,
-
if I press A or S or D or whatever.
-
So once again just quickly recapping, we hold
in the middle mouse button to turn around.
-
We hold in Shift and then the middle
mouse button to pan side to side.
-
And we hold in control or command and our
middle mouse button to zoom in or out.
-
So once we have that kind of out of the way,
how to actually move around in the interface.
-
I'll quickly show you what
we have in a default scene.
-
So in a default scene, if I'm moving around here
-
with the middle mouse button,
you can see we have a camera.
-
So if you just left-click, you can
select the camera, or if you left-click
-
on the cube here, you can select that.
-
Or if you left-click on this object
here, that's your lamp or your light.
-
And that's what's going to eventually -- we're
not going to be talking about that today,
-
but that's what will light your
scene if you were to do a render.
-
So for now the only thing we're going
-
to be interested is this default primitive
here, which is just a default cube.
-
Now if you, for example, wanted to
start with any other kind of primitive
-
to model it, you could just go Shift-A.
-
So if you hit Shift-A in Blender,
that's what brings up your Add menu.
-
So usually when you're going to do
modeling, the thing we're always going
-
to be starting with are our meshes.
-
These are the actual pieces
of geometry in the 3D software
-
that you can manipulate and
extrude and move around.
-
So in this case you can see
there's the default cube.
-
Here's just a simple plane.
-
Here's the circle.
-
Here's your UV sphere.
-
It's all just like playschool-level stuff,
-
like little shapes you would have
learned about in kindergarten.
-
So let's just not worry about that,
because we already have the default cube.
-
And if we want to work in Blender,
we have usually a front view.
-
So if you have a number pad on your
keyboard, you can hit 1 and that'll take you
-
into the front orthographic view.
-
If you hit 3, that'll take you
into the right orthographic view.
-
If you hit 7, it'll take you
to the top orthographic view.
-
Now if you have a laptop and you don't
have a number pad, you can go to Edit.
-
You can go over to Preferences.
-
And you can go over here to Inputs.
-
And you can go Emulate number pad.
-
So if you don't have a number pad, and
you just have the basic 1, 2, 3, 4, 5, 6,
-
and so on on the top of your keyboard,
you can press Emulate number pad,
-
and then you can close this
and that'll do the same thing.
-
If you want to do it manually, you can just
go to View and then you can go to Viewpoint,
-
and you can choose top, bottom, front, and left.
-
So up here in View, that's how you do that.
-
But I would definitely recommend getting
accustomed to the viewpoint shortcut.
-
So for example, 1 is front orthographic
view, 3 is the right orthographic view.
-
So what we're going to want to do is we're
going to want to hit 1 on a number pad.
-
And you're going to see up here
it says front orthographic.
-
You can see right up here
it says front orthographic.
-
And once again, you can just go here
to Viewpoint, and go into the front
-
if number pad didn't work for you.
-
And we're going to now select the default cube.
-
And the way you know it's selected,
you can see it has this orange outline.
-
So if I quickly deselect it, you
can see there's no orange outline.
-
But if I click on it, I can
see it's an orange outline.
-
So I know it's what we call active.
-
And I can also look up here
in my Scene Collections,
-
and I can see under this
collection, here's my cube.
-
And the cube is highlighted.
-
It's got this blue bar around it, so I
know it is an active element in my scene.
-
So it's not my light, it's not my camera,
but it's the cube itself that is selected.
-
Mow we're currently in what we
call object mode in Blender.
-
So that's this mode up here, right?
-
In Object mode, we can see objects.
-
We can also move them around and rotate them.
-
But what we want to do today is we actually
want to edit the geometry itself, the mesh.
-
And to do that with this cube
active, we need to actually go
-
up to Object mode and go into our Edit mode.
-
There are other things you
can do in Object mode.
-
For example, if you hit the G key, you can move.
-
If you hit the R key, you can rotate.
-
If you hit the R key twice, you
can rotate on all axes like this.
-
But if you also hit S, you can scale.
-
So that's super useful.
-
But we're not going to be
focusing on that today.
-
We're going to actually be
getting into the Edit mode.
-
So let's go over to our Edit
mode with the cube active.
-
And what we can see here is all of these
points here which we call vertices, right?
-
If it's a single vertice --
or we call it a vertex, okay?
-
So what we're going to do now is, you
can click on any one of these verts here,
-
and you can see they become active.
-
You can also see up here we are currently in
Vertex Select mode, which means if we have
-
that enabled, we can select the vertex.
-
If we then want to select one of these edges,
-
we can click on the Edge Select
mode, and then we can click on edges.
-
So if I click on this edge or this edge,
you can see we are able to select them.
-
Then we have this thing here
called Face Select mode,
-
which enables us to as the name
implies, we can select individual faces.
-
So I'm selecting this face.
-
Now I can select this face.
-
So what we're going to be
doing in this tutorial,
-
we'll be going in between
these little modes often.
-
So let's start by just practicing
some selection.
-
So with the Face Select enabled, if you want
to select more than one face at a time, right,
-
so for example, I want to select both of these.
-
What you can do is you can click on the
face first like this one for example.
-
And if you hold in Shift, you can click on
the second face, and then the third face.
-
And then you can hold your middle mouse
button, you can still move around.
-
Then just hold in Shift again,
and you can keep selecting faces.
-
And holding in Shift will allow
you to select multiple faces.
-
If I let go of Shift, and
then I click on another face,
-
all of a sudden it just selects that face.
-
So that's how you do multiple face selections.
-
The exact same thing goes with edges.
-
If I select one edge and then I hold
in Shift, I can select another one.
-
Hold in Shift, I can select
the third one, and so on.
-
And the exact same thing
applies to the vertices.
-
If I want to select one vertex,
I can go over to the next one
-
by holding in Shift, and so on, so forth.
-
So you can see that's how it all works.
-
So that's just different ways of
selecting essentially the same mesh,
-
but just in a different way.
-
So what we're going to do is we're going to hit
1 now to go into our front orthographic view.
-
And once again, if you go to View, you can go to
viewpoint, and do that over here by going front.
-
And if we want to be able to model
this, one thing that I'm going
-
to teach you about are modifiers.
-
So modifiers are these things down here.
-
If you go and you click on
the modifier Properties,
-
you can see something here called Add modifier.
-
So if we click on Add modifier, you're
going to see a whole bunch of things
-
which we won't be focusing on today.
-
But they essentially give our mesh or geometry
certain kind of properties that are applied
-
to them that can sometimes
make things easier for us.
-
For example, if we go over
down here under Generate,
-
we can go over to what's
called a mirror modifier.
-
And the mirror modifier is essentially just
going to take this geometry and take one side
-
of it and mirror it exactly
the same on the opposite side.
-
So let's quickly go ahead
and add in a mirror modifier.
-
And now we need to select our
geometry and just move it to the side.
-
So what we're going to actually do is we
can hit A to select all of the geometry.
-
Then in our front orthographic view, we
can go G, X, and move it over to the side.
-
You can see it's actually
mirrored on this side here.
-
And over here, you can see that's our x-axis.
-
The x-axis you can also see up here, this little
gizmo, shows us the X goes this way, right?
-
The Z goes up and down like this,
and then the Y goes like that.
-
But that's from our right orthographic
view, which we're not working in currently.
-
So just hit 1 to go back to
your front orthographic view.
-
And over here, you can see
we have the cube mirrored
-
on the X. You can also change these by the way.
-
So you can change them like this if
you want to work on different axes.
-
But we won't be doing that.
-
Just focus on the X for now.
-
But what we also want to do is we want
to come over here and enable clipping.
-
When we enable clipping and we take this cube
and we go G, X -- remember it's all selected,
-
because we hit A to select everything --
-
so we're going to go G, X,
and we're going to move it in.
-
And you can see these are clipping together now.
-
They're in the middle.
-
So we're going to bring it
in just about this much.
-
You can see they're clipping together.
-
See there.
-
And if we hit G and then X to move it back
on the X. I hit G and X, move it this way.
-
You can see they're kind of stuck together.
-
And that's what clipping
is for, which is all good.
-
Now they're fused together, and whatever we
do on this side, we'll copy on that side.
-
But at the moment, if we hit Z,
so if you hit A on your keyboard,
-
you can go to what we call wireframe.
-
So you can actually see through this.
-
And at the moment there is actually a face in
between these two which we don't want, okay?
-
There's actually a face here.
-
If I just come over here and I hide the
modifier, you can see there's a face in here.
-
So let's just go to Face Select,
select this face by clicking
-
on it, then hit X and delete that face.
-
Once again, select it, hit
X and just delete the face.
-
Now we can just bring that back,
and make sure clipping is enabled.
-
So now what we can do is we can hit A
again to select all of the geometry,
-
and this time we want to flatten it,
but on the y-axis, this one over here.
-
So what we're going to do is we're going
to hit S to scale, and we're going to go Y,
-
and we're going to scale it
down on the wire to flatten it.
-
So about this much, okay?
-
If you hit 1 to go back to
your front orthographic view,
-
you can hit G, X and you can move it like this.
-
So we want something that looks like this,
and then from the side looks like that.
-
Doesn't have to be exact, but
just roughly these proportions.
-
And then what we're going to do is we're
going to go over to our Edge Select option,
-
and we're going to hit A
twice to deselect everything.
-
So double-tap A.
-
And then we're going to select
this face here or edge.
-
So make sure you're in your Edge Select.
-
And once you've clicked on it, hold in Shift, go
to the other side, and then click on this edge.
-
Now they're both active, as you can see.
-
And then we're going to go S and we're
going to hit Y and we're going to scale it
-
on the Y like this, as you can see.
-
That's really easy to do.
-
And then we're going to hit 1 to go
into our front orthographic view.
-
And then what we're going to do is,
we're going to hit Z on our keyboard
-
and we're going to go to wireframe.
-
Then we're going to go to
our Vertex Select option.
-
I'm going to click here,
and we're going to drag.
-
So click and drag.
-
And we're going to select
just these bottom verts.
-
And then we're going to go G, Z and move
them up to where that red line is here.
-
That's our x-axis.
-
So you can see it's our floor, pretty much.
-
And then we're going to go G,
X and we're going to move these
-
in just a little bit on the X, like that.
-
Snd while we have those verts selected or
active, we're going to go E to extrude,
-
and then Z. And we're going
to extrude them down.
-
So extruding them down to about here, like that.
-
So you can see we have almost
like an hourglass here.
-
And if you want to go back into solid view,
you can go Z, and then just click on solid.
-
So now we're back in solid view.
-
And now we kind of have the torso
of the body, as you can see.
-
The upper chest and the bottom of our
model here, the bottom of the torso.
-
But what we want to do now, where this
face is here, we want to extrude a leg.
-
So we went into our front view, and with those
faces or verts still active in our front view,
-
we're just going to go R to rotate, and we're
going to rotate it a little bit like this.
-
But one of the issues we're going to run
into now, if we hit E to extrude and we try
-
to extrude that face in, they're kind
-
of clipping together here,
which is not what we want.
-
So we're going to just hit
Control-Z to undo that or Command-Z,
-
and we have to temporarily just
come here under our modifiers
-
to our mirror modifier, and
just untick clipping.
-
So now if we hit E to extrude and we
extrude it out, so I just hit E to extrude.
-
So we're extruding it out.
-
And then just click somewhere
here to stop that action.
-
You can see we've now extruded the legs.
-
We can now enable clipping again,
as we do still need the clipping.
-
With these verts still selected or
active, you can now go S to scale them.
-
And if you accidentally did deselect them, all
you have to do is just click somewhere here,
-
just drag over them and select them.
-
You can also just go to your Face
Select and just select the face.
-
So for now, let's just actually go
to Face select and select the face.
-
Go into our front view again
for that face active.
-
We're just going to go down to about
here, which would be where our knees are.
-
Bring them in a little bit closer
and then we're going to just rotate.
-
So hit R to rotate in your front view.
-
Flatten them out just a bit,
and then E to extrude.
-
Bring them down to about here.
-
And then S to scale with that face still active.
-
And then G and just move it over to the side.
-
So hit G and just move it over like that.
-
So you can see now we have the
legs coming down like that.
-
Very, very simple, very basic so far.
-
But let's get started with the top here.
-
So we're going to go -- so holding
in my middle mouse button to rotate,
-
I'm going to select the top face here.
-
And then what we're going to do
is go back into our front view,
-
and we're going to go R to rotate.
-
And we're going to rotate that
face just a little bit like this.
-
Just to give a bit of a slant to the shoulder.
-
And then we're going to do something that might
be a little bit tricky if you're new to it.
-
But we need to add in some extra geometry here.
-
And the way we're going to do that we're
going to go over to our edge selector.
-
So click on Edge Select.
-
Then you're going to hover your
cursor over this edge here.
-
And if you hit Control-R or Command-R,
you should see this yellow line appearing.
-
And if you roll your middle mouse button,
you can see these yellow lines increase.
-
If you roll it down, they decrease.
-
So that is what we call a cut.
-
We're adding in an edge loop here or a cut.
-
So once you see the yellow line, just
left-click and you can move the cursor,
-
once you left-click, done
your left-click, to slide it.
-
Once you've kind of let go of it -- so if you
click again and that option is no longer there,
-
you can just hit G twice
with that edge still active.
-
So hit G twice.
-
And that allows you to slide it along the edges.
-
So what I'm going to do now is I'm just
going to slide it right down to about here.
-
And that gives us this square over here.
-
So let's quickly go to our Face Select option.
-
Click on the square.
-
And we're going to go into
our front orthographic view.
-
And we're just going to go S to scale.
-
I'm going to scale that square down a bit.
-
So just S to scale and go
back into your front view.
-
Rotate it a little bit more and then
G to move it over to the side of it.
-
So just hit G. And then you're
going to go E to extrude.
-
And then with that face still active,
you're going to go R to rotate.
-
And once again I'm always going to my front
orthographic view by hitting 1 on the numpad.
-
So we're just going to rotate
that face like that.
-
Then we're going to click on this bottom face.
-
Once again back into our front view.
-
R to rotate it a little bit like this, G
to move it up, and now we're going to go E,
-
and we're going to extrude that face out.
-
I'm going to bring it to about here.
-
And then S to scale it, and then hit
G and move it just to the side here.
-
You can kind of use a bit
of creative license here.
-
Place it however you want.
-
But I'm just going to put mine here.
-
And then we go R to rotate.
-
Then I'm going to go E to extrude.
-
And I'm going to go S, X and just
flatten that face just like that for now.
-
And then I'm going to hover over
this edge here with my cursor.
-
And I'm going to go Control-R.
-
Once again, we see the yellow line.
-
Just left-click.
-
You can move the cursor to move it, but I'm just
going to leave it there by left-clicking again.
-
Go into your front view and then
with that active, you can just hit G
-
and just move it out just a little bit.
-
And then R to rotate that edge.
-
So now we have the arms coming together.
-
It's still very primitive at this point, but
we are trying to make this as basic as possible
-
for beginners to understand how modeling works.
-
So let's hold in Shift in our front
view, just so we can move around.
-
Once again, just remember that.
-
And roll your middle mouse button to zoom in.
-
And now we're just going to hit Z
and we're going to go into wireframe,
-
and we're going to go to
our Vertex Select option.
-
And over here in the front, you
can just click anywhere and drag.
-
And we can select vertices.
-
So I'm just going to select these guys here.
-
I'm going to hit G and I'm just going to move it
up just to make the legs a little bit shorter.
-
And this is where you can come in and you
can correct the proportions however you want.
-
So it's completely up to
you how you want to do that.
-
But for now I'm just going to leave it as is.
-
And with these bottom verts actually selected
here, what we're now going to do is we're going
-
to scale them just a little bit more,
and we're going to make the feet.
-
So in your front view with those
selected, we're going to go E
-
to extrude them down to about here.
-
And then what we're going to do is we're going
to hit Z. We're going to go into Solid View.
-
Go to your Face Select, and once
again select the face over here.
-
We're just moving over to the side a bit.
-
In fact, hit 3 on your number pad to
go to the right orthographic view.
-
And with that face active, you're going to
go E to extrude, and then Y and you're going
-
to extrude it forward on the Y like so.
-
Go to your Edge Select.
-
Select this edge here and then
go G, Z and bring it down.
-
Go back to Face select.
-
Select the face here.
-
And then we're going to hit 7
or Control-7 or Command-7 to go
-
into the bottom orthographic view.
-
You can also just go to View,
Viewpoint, and then go to Bottom.
-
And with that face still active, we're
going to go R to rotate it and then S,
-
X. I'm going to scale it a little bit
-
on the X. Maybe just rotate it a
little bit like this by hitting R.
-
Then go to your Vertex Select option and
holding in Shift, just click on this vertex
-
and this vertex so they're both active.
-
Control-7 again to go into
the bottom orthographic view.
-
And then G just to move them out like that.
-
And then hold -- click on this one.
-
Hold in Shift and select this one.
-
Control-7 again to go to the bottom.
-
And you can just move that however you need to,
just to kind of make the bottom of the foot.
-
So just use how much however
much creative license you need.
-
But just something like that
basic should be fine.
-
And then we can come over this
corner here with our cursor.
-
Hit Control-R and you can
see a yellow line appearing.
-
Just left-click and then move down to here.
-
Left-click again and then just S to scale
that in, to kind of make a bit of an ankle.
-
And that's how simple that is.
-
Double-tap A to deselect everything.
-
Shift and Alt.
-
So if you hold Shift and Alt in,
you can actually click on an edge
-
and that will Loop select the whole edge.
-
So once again just practice that.
-
Shift-Alt, and then click on an edge.
-
It'll loop selected.
-
And you can go S to scale
that as well however you want.
-
So I'm just going to scale
that down just a little bit.
-
You can also just hit G in your
front view just to move it like that.
-
So just position the knees where you feel
you need to, but about here should be okay.
-
So far it's all coming together pretty well.
-
So let's start working on the upper body here.
-
To come to the upper body,
select this vertex here,
-
and then double-tap G just
to slide it back a bit.
-
And then we're going to go
to our Face Select option.
-
We're going to select this face here.
-
And now we're going to hit E to extrude.
-
And once we've hit that, we're going
to hit S right after it to scale in.
-
So we're going to scale it into here.
-
And then we're going to go G,
Y and we're going to move it --
-
or G, X and we're going to move it in like this.
-
And I'm going to go G, Z and just
move it up a little bit like that.
-
And then to flatten it, we're going to go S
and then Z. So S and Z, and we're just going
-
to flatten it on the Z just a little bit.
-
We're then going to go E to extrude.
-
move it up like this.
-
And then G, X to move it in a bit.
-
And now what we can do with that face
still active, we can hit Control-Plus
-
or Command-Plus just to grow the selection once.
-
Then we can go G, Y, and that'll allow us
to move that all back just a little bit.
-
If you now hit 3 on your number pad, you
can go to the side of orthographic view,
-
and over here you can also hit G if you
want to move it around a little bit easier.
-
So just about here we don't want the
neck too forward or right in the middle.
-
Just a little bit more back.
-
Then you can go to Vertex Select and you
can select these chest vertices here,
-
and just move them to flatten them out a bit,
just so the chest isn't as pointy at the front.
-
So just like that, you can also select the
verts at the back and just move them in.
-
The ones on the shoulder
here, you can also move it in.
-
The arm itself should not be
sitting too forward in the body.
-
In fact, an easy way to solve this is just
to go Shift-Alt, click on an edge down here
-
to loop selected, go Control-Plus and grow
the selection till the whole arm is active.
-
So that should be enough.
-
And so just make sure it's only these
here that are selected, the arm.
-
Go to your thing here called
Proportional editing.
-
So if you click on that, you can
now go G, Y and move it back.
-
And if you roll your middle
mouse button while you're doing
-
that you can control the falloff,
so how much goes along with it.
-
So we're going to roll the middle
mouse button until it's quite small.
-
And I'm only going to move the arm back
on the Y just a little bit like that.
-
So once again I just hit G, Y to move it
along to Y. So just back a little bit.
-
You can go into your right
orthographic view by hitting 3.
-
And you can actually see the arm
doesn't need to be in the middle,
-
just a little bit back like that.
-
And what we can also do is just select this
vert down here, and just bring that in a bit.
-
It doesn't need to be so
thick here at the front.
-
So just using proportional
editing here, you can select verts.
-
You can move them around and you can roll your
middle mouse button to control the falloff.
-
So this is a really powerful modeling tool here.
-
I use it a lot in my own work.
-
At the moment, the waist here is a
little bit thick, so if you come here
-
to the edge here, you can go Control-R.
-
Just click twice.
-
Disable Proportional editing,
and then just go G, Y --
-
or G, X. So G, X and just move
it in a little bit like that.
-
So we already have this little
guy coming together quite well.
-
So let's go over to our head.
-
So we're going to go over to our Face Select.
-
Select this face here.
-
And then we're going to go E to extrude.
-
We're going to extrude it up to here.
-
And then we're going to go E one more
time to extrude it about this much.
-
And then we're going to select this face.
-
Holding in Shift, we're going
to select this face as well.
-
And then we're going to go E
to extrude forward, and then S,
-
and we're going to scale that like so.
-
We're then going to select this back face here.
-
Go into your right orthographic view,
and then go G and just move that back.
-
And then select this top face here.
-
And just G and move it up in your side view.
-
You can also just hit G, Z;
G, Z to move it up on the Z.
-
But we're going to move it up to about here.
-
And we're just making a really basic head.
-
If you hit 1 to go to your front orthographic
view, you can just rotate that face like so.
-
And you can also just select these
side faces here in your front view.
-
G just to move them over to the side.
-
And at the moment, the neck's a bit thick.
-
So if we come in here over this corner, we can
hit Control-R, click twice, and then S to scale.
-
And now we can just add a little bit
of -- more definition to the neck.
-
And we can also go Shift-Alt
and click on this edge here.
-
And in our front view, we
can go G to move it around.
-
And this is an easy way to kind
of define the neck a little bit.
-
It really depends on the
character you're making.
-
You might want a bit of a thicker neck, but
just something like this should be fine.
-
So you can now kind of see we're getting
this guy coming together quite well.
-
In the front view as well, you can just
select some of these points on the face.
-
Just kind of move them around.
-
And by no means are we trying to
make this look really accurate.
-
This is very low poly.
-
We're just going to select this face here,
-
and we're going to go G and
just also move that down.
-
So just creating a super basic head model here.
-
Maybe just grab this edge here,
hit G and just move it in a bit.
-
So now we have a very low poly
character here, but what we can do
-
to make this look even better, once
again we can go to our Modifiers tab,
-
and now on top of this modifier
here, let's go down, click on it.
-
Go to Generate.
-
Let's add a subdivision surface modifier.
-
What the subdivision surface modifier does
essentially, it just subdivides each face.
-
And it's something that you can turn on and off.
-
And you can also come here to the
Viewpoint level and increase that.
-
The render here is simply just what it's
going to be when it does a final render.
-
But we're going to be focusing
on here is actually just
-
at the moment the viewpoint display,
because that's what we're actually seeing.
-
So I've clicked on that now,
and I've bumped it up to 2.
-
And now we can see it's a lot smoother.
-
But we're still seeing this cage out here,
like the rough cage we originally modeled.
-
If you want that to kind of
hug against that modifier,
-
you can come over here and
click on this cage on.
-
And it'll put that on it like so,
and it looks a little bit nicer.
-
So I'm going to click on that.
-
And now we can just do the exact same thing.
-
You can go into your front view.
-
You can just select edges.
-
So I still have my Edge Select here.
-
You can hit G to move it.
-
You can enable Proportional editing to
control the falloff, whatever you need.
-
So this is where you can kind of
look at a reference image and kind
-
of just define the shape of your model
or your character a little bit more.
-
And that's a very, very fun
and powerful tool to use.
-
And you can select different edges on the torso.
-
Bring them in a bit just define the mesh
a little bit more and stuff like that.
-
You can come over here to your leg.
-
Shift-Alt, just click on this edge here.
-
Go to your right view.
-
And just go G and just move the leg
forward a bit to give it some dynamic.
-
And you can also go hit Z. Go to wireframe.
-
Go to Vertex Select, and then just click
and select these bottom verts and go G,
-
Y and just move them back a bit like so.
-
Just create a little bit of
a bend in the legs there.
-
So here you can see, using some very basic
-
and rudimentary modeling techniques,
we've kind of made a figure.
-
And once again I'm keeping this
super basic for absolute beginners.
-
That's why it's a very basic-looking
model with no like big features.
-
It's just getting the main
proportions established.
-
So what we can do now if we want
to make some very basic hands,
-
is we can simply just go to our Face Select.
-
Then just select this face down here.
-
And with that active, we're going to
hit G and just move it in a little bit.
-
I'm in my front orthographic view.
-
And then just E to extrude it a little bit more.
-
And then I'm going to come over here over
this edge here, and I'm going to go Control-R.
-
Click twice.
-
And then double G just to slide it up a bit.
-
Then I'm going to go to my Face select, and
I'm going to select this face right here.
-
Then I'm going to go to my
right orthographic view.
-
And I'm going to go R to rotate,
and then G to move it forward a bit.
-
Then I'm going to go E to extrude like so.
-
And then E to extrude one more time.
-
And then I'm going to disable Proportional
editing, and with that face active,
-
I'm just going to go Control-Plus.
-
And then I'm going to go S, X and I'm
just going to scale that down a bit.
-
Just to make a very, very simple-looking thumb.
-
We can select this face here.
-
We can go G, Y and just move back a bit.
-
And then if you come over this edge, Control-R,
click twice, double G to slide down to here.
-
And then S just to scale it like that.
-
Just create a basic wrist.
-
So this is a very, very simple character.
-
You can just select edges
anytime you want, G to move them.
-
So I might want to select this edge here.
-
G to move that.
-
Very, very simple.
-
All I'm doing is I'm with my Edge Select
here, I'm moving around just clicking
-
on edges, and I'm hitting G to move them.
-
Let's hit 1 to go back into
our front orthographic view,
-
and here you can see we have
the basic character done.
-
So I'm just going to go back
into Object mode over here.
-
So go into Object mode.
-
You can also hit the Tab key
as a shortcut to do that.
-
And at the moment it's not looking very smooth.
-
So with this cube still active, we're
going to go to Object mode up here,
-
and we're going to go Shades Smooth.
-
Now we have nice smooth shading on here.
-
And if you want this guy -- so example, in
Object mode, if I were to hit R to rotate him,
-
you can see he's actually
rotating around this point here,
-
which is what we call an origin point.
-
But what we wanted that origin point
to be is at the bottom of the feet.
-
A quick way to do that is just to tab into Edit
mode, hit A to select everything, and then go G,
-
Z and just move it up 'til his feet are
-
where that little orange dot
is, or where the floor is.
-
So you should be sitting right on the floor.
-
Then we're going to go back into
Object mode, and now if we hit R,
-
you can see he rotates around that origin point.
-
So here now in our scene, we have this
character here that's really low poly.
-
So that means there's very
few points you actually have
-
to edit when you go into Edit mode.
-
But he also has a subdivision surface
modifier which makes him look nice and smooth.
-
So once you've learned these basic extrusion
techniques, and also just how to select verts,
-
how to select edges, and how to select
faces, and also how to scale them,
-
rotate them, and extrude them, right?
-
Once you've learned that, you can
pretty much make anything in a 3D space,
-
and you can also use your
subdivision surface modifier.
-
You can at any time come over one
of these edges here, hit Control-R.
-
Click twice, double G to slide,
and add in more geometry.
-
And that's how simple this is.
-
I hope you guys enjoyed this absolute
beginner tutorial on modeling in Blender.
-
I know it's a little bit lengthy,
but it is for absolute beginners.
-
So this is probably -- if you're really new to
this, this might be one of your first creations
-
in Blender, and I really hope you enjoyed it.
-
I'm just going to go back into object
mode here and yeah, that's pretty much it.
-
I'll quickly show you guys the one I
made earlier when I was practicing this.
-
You can see this one, exact same thing.
-
I just spent a little bit more time on it.
-
Defined the proportions a little bit more,
but it's pretty much the exact same technique.
-
And I kept it really simple for beginners.
-
So I will see you guys next
time for another tutorial,
-
and if you want to see some more
advanced things, you can check out some
-
of my other tutorials where I go over
things in a little bit more detail,
-
but they're also a little bit more advanced.
-
So I'll see you guys next time.
-
[ Music ]