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Tutorial: Blender MODELLING For Absolute Beginners - Simple Human

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    >> If you've ever wanted to learn how to
    do things like 3D modeling in a 3D software
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    like Blender, for example, this tutorial is
    aimed at absolute beginners, by which I mean,
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    I'm going to be approaching
    it from the perspective
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    of somebody that's never even opened up Blender.
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    I'm going to be showing you how to move around,
    how to -- basic navigational things work.
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    And the goal of this tutorial is
    to show you how to get started
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    with modeling your first-ever object.
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    In this case, we're going to be modeling this
    really, really basic little character here.
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    It's not fancy or posh like some
    of the other tutorials I've done
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    and modeling techniques on my channel.
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    This one is really going to
    be kept absolutely basic.
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    Very low poly, by which I mean the amount
    of points and faces and things you're going
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    to be selecting are going to be to an absolute
    minimal to make it as simple as possible.
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    I'm also going to be showing you
    guys how to use modifiers in Blender,
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    which are these things over here.
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    So one I'm going to be showing
    you how to use a mirror modifier.
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    And this mirror modifier allows
    you to be modeling on one side
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    and it mirrors over to the other side.
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    And this is something that
    really saves you a lot of time,
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    and it makes for a more consistent,
    even topology.
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    And then I'm going to show you how to
    add a subdivision surface modifier,
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    which is this thing here, which
    just smooths out your model.
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    We're pretty much going to be starting
    with a default primitive object.
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    In this case, it's going to be the default cube.
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    And once we've modeled it, we're
    going to end up with this here.
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    So once again absolute beginners,
    I hope you enjoy this.
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    I hope you learn something, and this
    gets you a good start with Blender.
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    So let's get started with this
    absolute beginner's tutorial in Blender.
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    [ Music ]
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    So just in case you have not already downloaded
    Blender, I'm just going to quickly touch on it.
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    If you go to Blender.org, and then you go up to
    the top, and you click on the download section,
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    you can download a version of Blender.
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    So in this case it says download Blender 2.92.
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    For me, I downloaded it, and it made a
    zip folder which was in my downloads,
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    and then I just simply extracted
    that zip folder.
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    And then I took that file and I
    just put it into a Builds folder.
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    So I'll quickly show you here.
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    If I go to Builds.
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    I just put that extracted zip
    folder in the folder here.
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    And it can be anywhere on your computer.
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    So you're just going to open that up wherever
    it's extracted, and just run Blender.
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    You can also right-click and you
    can just pin it to your taskbar
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    or your Start, which is also what I did.
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    So in this case I'm just going to run this
    version of Blender, which is Blender 2.93.
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    Even if you use Blender 2.92,
    that should all be fine.
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    So go ahead and just run it
    once you've installed it.
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    And you do get options for
    Mac, Windows, and Linux.
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    So I'm going to run mine, which is for Windows.
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    And when you open up Blender, this
    is what you're going to see, right?
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    So it's not too complicated
    of a software to use.
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    I know it can look a little bit intimidating,
    but it's actually very well-organized,
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    and it's better than a lot of other
    softwares I've used in the past.
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    So what you're going to do is, if you want to
    move around in Blender, one of the main ways
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    to do that is you -- if you have a mouse,
    you're just going to click and hold
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    in the scroll button, the
    up and down scroll button.
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    And if you hold it in, you can move your
    mouse, and you can see you're actually able
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    to turn around in your scene, right?
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    So just practice that for a bit.
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    Just press your middle mouse button, and you
    can turn around and rotate around an object.
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    If you want to move side to
    side, you simply hold in Shift,
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    click the middle mouse button,
    and you can move side to side.
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    That's with Shift.
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    And you can also hold in Control if you want.
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    So just hold in Control or Command on a Mac,
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    your middle mouse button afterwards,
    and then you can zoom in or out.
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    So super simple commands to use.
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    To make it a little bit easier, I'm
    just going to hit N on my keyboard.
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    You guys don't have to do this.
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    And I've got an add-on in Blender that I'm using
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    that just allows you guys
    to see what I'm pressing.
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    So I'm just going to enable that.
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    This is not something that you guys
    will see in your version of Blender,
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    because I've specifically downloaded
    it and installed this as an add-on.
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    But you can now see down here the keys I
    am pressing are now visible to you guys,
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    if I press A or S or D or whatever.
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    So once again just quickly recapping, we hold
    in the middle mouse button to turn around.
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    We hold in Shift and then the middle
    mouse button to pan side to side.
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    And we hold in control or command and our
    middle mouse button to zoom in or out.
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    So once we have that kind of out of the way,
    how to actually move around in the interface.
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    I'll quickly show you what
    we have in a default scene.
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    So in a default scene, if I'm moving around here
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    with the middle mouse button,
    you can see we have a camera.
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    So if you just left-click, you can
    select the camera, or if you left-click
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    on the cube here, you can select that.
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    Or if you left-click on this object
    here, that's your lamp or your light.
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    And that's what's going to eventually -- we're
    not going to be talking about that today,
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    but that's what will light your
    scene if you were to do a render.
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    So for now the only thing we're going
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    to be interested is this default primitive
    here, which is just a default cube.
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    Now if you, for example, wanted to
    start with any other kind of primitive
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    to model it, you could just go Shift-A.
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    So if you hit Shift-A in Blender,
    that's what brings up your Add menu.
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    So usually when you're going to do
    modeling, the thing we're always going
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    to be starting with are our meshes.
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    These are the actual pieces
    of geometry in the 3D software
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    that you can manipulate and
    extrude and move around.
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    So in this case you can see
    there's the default cube.
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    Here's just a simple plane.
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    Here's the circle.
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    Here's your UV sphere.
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    It's all just like playschool-level stuff,
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    like little shapes you would have
    learned about in kindergarten.
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    So let's just not worry about that,
    because we already have the default cube.
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    And if we want to work in Blender,
    we have usually a front view.
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    So if you have a number pad on your
    keyboard, you can hit 1 and that'll take you
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    into the front orthographic view.
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    If you hit 3, that'll take you
    into the right orthographic view.
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    If you hit 7, it'll take you
    to the top orthographic view.
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    Now if you have a laptop and you don't
    have a number pad, you can go to Edit.
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    You can go over to Preferences.
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    And you can go over here to Inputs.
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    And you can go Emulate number pad.
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    So if you don't have a number pad, and
    you just have the basic 1, 2, 3, 4, 5, 6,
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    and so on on the top of your keyboard,
    you can press Emulate number pad,
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    and then you can close this
    and that'll do the same thing.
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    If you want to do it manually, you can just
    go to View and then you can go to Viewpoint,
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    and you can choose top, bottom, front, and left.
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    So up here in View, that's how you do that.
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    But I would definitely recommend getting
    accustomed to the viewpoint shortcut.
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    So for example, 1 is front orthographic
    view, 3 is the right orthographic view.
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    So what we're going to want to do is we're
    going to want to hit 1 on a number pad.
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    And you're going to see up here
    it says front orthographic.
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    You can see right up here
    it says front orthographic.
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    And once again, you can just go here
    to Viewpoint, and go into the front
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    if number pad didn't work for you.
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    And we're going to now select the default cube.
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    And the way you know it's selected,
    you can see it has this orange outline.
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    So if I quickly deselect it, you
    can see there's no orange outline.
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    But if I click on it, I can
    see it's an orange outline.
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    So I know it's what we call active.
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    And I can also look up here
    in my Scene Collections,
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    and I can see under this
    collection, here's my cube.
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    And the cube is highlighted.
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    It's got this blue bar around it, so I
    know it is an active element in my scene.
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    So it's not my light, it's not my camera,
    but it's the cube itself that is selected.
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    Mow we're currently in what we
    call object mode in Blender.
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    So that's this mode up here, right?
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    In Object mode, we can see objects.
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    We can also move them around and rotate them.
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    But what we want to do today is we actually
    want to edit the geometry itself, the mesh.
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    And to do that with this cube
    active, we need to actually go
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    up to Object mode and go into our Edit mode.
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    There are other things you
    can do in Object mode.
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    For example, if you hit the G key, you can move.
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    If you hit the R key, you can rotate.
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    If you hit the R key twice, you
    can rotate on all axes like this.
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    But if you also hit S, you can scale.
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    So that's super useful.
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    But we're not going to be
    focusing on that today.
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    We're going to actually be
    getting into the Edit mode.
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    So let's go over to our Edit
    mode with the cube active.
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    And what we can see here is all of these
    points here which we call vertices, right?
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    If it's a single vertice --
    or we call it a vertex, okay?
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    So what we're going to do now is, you
    can click on any one of these verts here,
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    and you can see they become active.
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    You can also see up here we are currently in
    Vertex Select mode, which means if we have
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    that enabled, we can select the vertex.
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    If we then want to select one of these edges,
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    we can click on the Edge Select
    mode, and then we can click on edges.
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    So if I click on this edge or this edge,
    you can see we are able to select them.
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    Then we have this thing here
    called Face Select mode,
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    which enables us to as the name
    implies, we can select individual faces.
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    So I'm selecting this face.
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    Now I can select this face.
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    So what we're going to be
    doing in this tutorial,
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    we'll be going in between
    these little modes often.
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    So let's start by just practicing
    some selection.
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    So with the Face Select enabled, if you want
    to select more than one face at a time, right,
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    so for example, I want to select both of these.
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    What you can do is you can click on the
    face first like this one for example.
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    And if you hold in Shift, you can click on
    the second face, and then the third face.
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    And then you can hold your middle mouse
    button, you can still move around.
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    Then just hold in Shift again,
    and you can keep selecting faces.
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    And holding in Shift will allow
    you to select multiple faces.
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    If I let go of Shift, and
    then I click on another face,
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    all of a sudden it just selects that face.
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    So that's how you do multiple face selections.
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    The exact same thing goes with edges.
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    If I select one edge and then I hold
    in Shift, I can select another one.
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    Hold in Shift, I can select
    the third one, and so on.
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    And the exact same thing
    applies to the vertices.
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    If I want to select one vertex,
    I can go over to the next one
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    by holding in Shift, and so on, so forth.
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    So you can see that's how it all works.
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    So that's just different ways of
    selecting essentially the same mesh,
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    but just in a different way.
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    So what we're going to do is we're going to hit
    1 now to go into our front orthographic view.
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    And once again, if you go to View, you can go to
    viewpoint, and do that over here by going front.
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    And if we want to be able to model
    this, one thing that I'm going
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    to teach you about are modifiers.
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    So modifiers are these things down here.
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    If you go and you click on
    the modifier Properties,
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    you can see something here called Add modifier.
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    So if we click on Add modifier, you're
    going to see a whole bunch of things
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    which we won't be focusing on today.
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    But they essentially give our mesh or geometry
    certain kind of properties that are applied
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    to them that can sometimes
    make things easier for us.
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    For example, if we go over
    down here under Generate,
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    we can go over to what's
    called a mirror modifier.
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    And the mirror modifier is essentially just
    going to take this geometry and take one side
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    of it and mirror it exactly
    the same on the opposite side.
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    So let's quickly go ahead
    and add in a mirror modifier.
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    And now we need to select our
    geometry and just move it to the side.
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    So what we're going to actually do is we
    can hit A to select all of the geometry.
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    Then in our front orthographic view, we
    can go G, X, and move it over to the side.
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    You can see it's actually
    mirrored on this side here.
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    And over here, you can see that's our x-axis.
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    The x-axis you can also see up here, this little
    gizmo, shows us the X goes this way, right?
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    The Z goes up and down like this,
    and then the Y goes like that.
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    But that's from our right orthographic
    view, which we're not working in currently.
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    So just hit 1 to go back to
    your front orthographic view.
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    And over here, you can see
    we have the cube mirrored
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    on the X. You can also change these by the way.
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    So you can change them like this if
    you want to work on different axes.
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    But we won't be doing that.
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    Just focus on the X for now.
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    But what we also want to do is we want
    to come over here and enable clipping.
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    When we enable clipping and we take this cube
    and we go G, X -- remember it's all selected,
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    because we hit A to select everything --
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    so we're going to go G, X,
    and we're going to move it in.
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    And you can see these are clipping together now.
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    They're in the middle.
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    So we're going to bring it
    in just about this much.
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    You can see they're clipping together.
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    See there.
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    And if we hit G and then X to move it back
    on the X. I hit G and X, move it this way.
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    You can see they're kind of stuck together.
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    And that's what clipping
    is for, which is all good.
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    Now they're fused together, and whatever we
    do on this side, we'll copy on that side.
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    But at the moment, if we hit Z,
    so if you hit A on your keyboard,
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    you can go to what we call wireframe.
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    So you can actually see through this.
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    And at the moment there is actually a face in
    between these two which we don't want, okay?
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    There's actually a face here.
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    If I just come over here and I hide the
    modifier, you can see there's a face in here.
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    So let's just go to Face Select,
    select this face by clicking
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    on it, then hit X and delete that face.
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    Once again, select it, hit
    X and just delete the face.
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    Now we can just bring that back,
    and make sure clipping is enabled.
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    So now what we can do is we can hit A
    again to select all of the geometry,
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    and this time we want to flatten it,
    but on the y-axis, this one over here.
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    So what we're going to do is we're going
    to hit S to scale, and we're going to go Y,
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    and we're going to scale it
    down on the wire to flatten it.
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    So about this much, okay?
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    If you hit 1 to go back to
    your front orthographic view,
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    you can hit G, X and you can move it like this.
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    So we want something that looks like this,
    and then from the side looks like that.
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    Doesn't have to be exact, but
    just roughly these proportions.
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    And then what we're going to do is we're
    going to go over to our Edge Select option,
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    and we're going to hit A
    twice to deselect everything.
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    So double-tap A.
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    And then we're going to select
    this face here or edge.
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    So make sure you're in your Edge Select.
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    And once you've clicked on it, hold in Shift, go
    to the other side, and then click on this edge.
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    Now they're both active, as you can see.
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    And then we're going to go S and we're
    going to hit Y and we're going to scale it
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    on the Y like this, as you can see.
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    That's really easy to do.
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    And then we're going to hit 1 to go
    into our front orthographic view.
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    And then what we're going to do is,
    we're going to hit Z on our keyboard
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    and we're going to go to wireframe.
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    Then we're going to go to
    our Vertex Select option.
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    I'm going to click here,
    and we're going to drag.
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    So click and drag.
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    And we're going to select
    just these bottom verts.
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    And then we're going to go G, Z and move
    them up to where that red line is here.
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    That's our x-axis.
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    So you can see it's our floor, pretty much.
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    And then we're going to go G,
    X and we're going to move these
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    in just a little bit on the X, like that.
  • 14:26 - 14:31
    Snd while we have those verts selected or
    active, we're going to go E to extrude,
  • 14:31 - 14:33
    and then Z. And we're going
    to extrude them down.
  • 14:34 - 14:39
    So extruding them down to about here, like that.
  • 14:39 - 14:42
    So you can see we have almost
    like an hourglass here.
  • 14:43 - 14:48
    And if you want to go back into solid view,
    you can go Z, and then just click on solid.
  • 14:48 - 14:49
    So now we're back in solid view.
  • 14:49 - 14:53
    And now we kind of have the torso
    of the body, as you can see.
  • 14:53 - 14:58
    The upper chest and the bottom of our
    model here, the bottom of the torso.
  • 14:58 - 15:01
    But what we want to do now, where this
    face is here, we want to extrude a leg.
  • 15:01 - 15:09
    So we went into our front view, and with those
    faces or verts still active in our front view,
  • 15:09 - 15:12
    we're just going to go R to rotate, and we're
    going to rotate it a little bit like this.
  • 15:12 - 15:16
    But one of the issues we're going to run
    into now, if we hit E to extrude and we try
  • 15:16 - 15:17
    to extrude that face in, they're kind
  • 15:17 - 15:19
    of clipping together here,
    which is not what we want.
  • 15:19 - 15:24
    So we're going to just hit
    Control-Z to undo that or Command-Z,
  • 15:24 - 15:26
    and we have to temporarily just
    come here under our modifiers
  • 15:26 - 15:29
    to our mirror modifier, and
    just untick clipping.
  • 15:30 - 15:35
    So now if we hit E to extrude and we
    extrude it out, so I just hit E to extrude.
  • 15:35 - 15:36
    So we're extruding it out.
  • 15:36 - 15:39
    And then just click somewhere
    here to stop that action.
  • 15:40 - 15:41
    You can see we've now extruded the legs.
  • 15:42 - 15:46
    We can now enable clipping again,
    as we do still need the clipping.
  • 15:47 - 15:52
    With these verts still selected or
    active, you can now go S to scale them.
  • 15:52 - 15:57
    And if you accidentally did deselect them, all
    you have to do is just click somewhere here,
  • 15:57 - 15:59
    just drag over them and select them.
  • 15:59 - 16:02
    You can also just go to your Face
    Select and just select the face.
  • 16:02 - 16:05
    So for now, let's just actually go
    to Face select and select the face.
  • 16:05 - 16:08
    Go into our front view again
    for that face active.
  • 16:09 - 16:14
    We're just going to go down to about
    here, which would be where our knees are.
  • 16:14 - 16:18
    Bring them in a little bit closer
    and then we're going to just rotate.
  • 16:18 - 16:19
    So hit R to rotate in your front view.
  • 16:20 - 16:23
    Flatten them out just a bit,
    and then E to extrude.
  • 16:24 - 16:25
    Bring them down to about here.
  • 16:25 - 16:28
    And then S to scale with that face still active.
  • 16:28 - 16:31
    And then G and just move it over to the side.
  • 16:31 - 16:34
    So hit G and just move it over like that.
  • 16:34 - 16:38
    So you can see now we have the
    legs coming down like that.
  • 16:38 - 16:41
    Very, very simple, very basic so far.
  • 16:42 - 16:43
    But let's get started with the top here.
  • 16:43 - 16:46
    So we're going to go -- so holding
    in my middle mouse button to rotate,
  • 16:46 - 16:48
    I'm going to select the top face here.
  • 16:48 - 16:51
    And then what we're going to do
    is go back into our front view,
  • 16:51 - 16:53
    and we're going to go R to rotate.
  • 16:53 - 16:56
    And we're going to rotate that
    face just a little bit like this.
  • 16:57 - 16:58
    Just to give a bit of a slant to the shoulder.
  • 16:59 - 17:03
    And then we're going to do something that might
    be a little bit tricky if you're new to it.
  • 17:03 - 17:05
    But we need to add in some extra geometry here.
  • 17:05 - 17:08
    And the way we're going to do that we're
    going to go over to our edge selector.
  • 17:08 - 17:09
    So click on Edge Select.
  • 17:10 - 17:12
    Then you're going to hover your
    cursor over this edge here.
  • 17:12 - 17:17
    And if you hit Control-R or Command-R,
    you should see this yellow line appearing.
  • 17:18 - 17:22
    And if you roll your middle mouse button,
    you can see these yellow lines increase.
  • 17:22 - 17:24
    If you roll it down, they decrease.
  • 17:24 - 17:26
    So that is what we call a cut.
  • 17:26 - 17:28
    We're adding in an edge loop here or a cut.
  • 17:29 - 17:35
    So once you see the yellow line, just
    left-click and you can move the cursor,
  • 17:35 - 17:37
    once you left-click, done
    your left-click, to slide it.
  • 17:38 - 17:43
    Once you've kind of let go of it -- so if you
    click again and that option is no longer there,
  • 17:43 - 17:46
    you can just hit G twice
    with that edge still active.
  • 17:46 - 17:47
    So hit G twice.
  • 17:47 - 17:49
    And that allows you to slide it along the edges.
  • 17:50 - 17:55
    So what I'm going to do now is I'm just
    going to slide it right down to about here.
  • 17:55 - 17:57
    And that gives us this square over here.
  • 17:57 - 18:00
    So let's quickly go to our Face Select option.
  • 18:00 - 18:01
    Click on the square.
  • 18:01 - 18:05
    And we're going to go into
    our front orthographic view.
  • 18:05 - 18:07
    And we're just going to go S to scale.
  • 18:07 - 18:09
    I'm going to scale that square down a bit.
  • 18:09 - 18:13
    So just S to scale and go
    back into your front view.
  • 18:14 - 18:19
    Rotate it a little bit more and then
    G to move it over to the side of it.
  • 18:19 - 18:22
    So just hit G. And then you're
    going to go E to extrude.
  • 18:24 - 18:28
    And then with that face still active,
    you're going to go R to rotate.
  • 18:28 - 18:32
    And once again I'm always going to my front
    orthographic view by hitting 1 on the numpad.
  • 18:33 - 18:35
    So we're just going to rotate
    that face like that.
  • 18:36 - 18:38
    Then we're going to click on this bottom face.
  • 18:39 - 18:40
    Once again back into our front view.
  • 18:41 - 18:47
    R to rotate it a little bit like this, G
    to move it up, and now we're going to go E,
  • 18:47 - 18:49
    and we're going to extrude that face out.
  • 18:51 - 18:53
    I'm going to bring it to about here.
  • 18:54 - 19:00
    And then S to scale it, and then hit
    G and move it just to the side here.
  • 19:00 - 19:03
    You can kind of use a bit
    of creative license here.
  • 19:03 - 19:04
    Place it however you want.
  • 19:04 - 19:06
    But I'm just going to put mine here.
  • 19:06 - 19:07
    And then we go R to rotate.
  • 19:09 - 19:11
    Then I'm going to go E to extrude.
  • 19:11 - 19:17
    And I'm going to go S, X and just
    flatten that face just like that for now.
  • 19:17 - 19:21
    And then I'm going to hover over
    this edge here with my cursor.
  • 19:21 - 19:23
    And I'm going to go Control-R.
  • 19:24 - 19:25
    Once again, we see the yellow line.
  • 19:25 - 19:26
    Just left-click.
  • 19:27 - 19:32
    You can move the cursor to move it, but I'm just
    going to leave it there by left-clicking again.
  • 19:32 - 19:36
    Go into your front view and then
    with that active, you can just hit G
  • 19:36 - 19:37
    and just move it out just a little bit.
  • 19:38 - 19:40
    And then R to rotate that edge.
  • 19:41 - 19:43
    So now we have the arms coming together.
  • 19:43 - 19:48
    It's still very primitive at this point, but
    we are trying to make this as basic as possible
  • 19:48 - 19:51
    for beginners to understand how modeling works.
  • 19:51 - 19:55
    So let's hold in Shift in our front
    view, just so we can move around.
  • 19:55 - 19:56
    Once again, just remember that.
  • 19:57 - 19:59
    And roll your middle mouse button to zoom in.
  • 20:00 - 20:02
    And now we're just going to hit Z
    and we're going to go into wireframe,
  • 20:04 - 20:06
    and we're going to go to
    our Vertex Select option.
  • 20:06 - 20:08
    And over here in the front, you
    can just click anywhere and drag.
  • 20:08 - 20:09
    And we can select vertices.
  • 20:09 - 20:12
    So I'm just going to select these guys here.
  • 20:12 - 20:18
    I'm going to hit G and I'm just going to move it
    up just to make the legs a little bit shorter.
  • 20:18 - 20:21
    And this is where you can come in and you
    can correct the proportions however you want.
  • 20:22 - 20:24
    So it's completely up to
    you how you want to do that.
  • 20:24 - 20:26
    But for now I'm just going to leave it as is.
  • 20:27 - 20:31
    And with these bottom verts actually selected
    here, what we're now going to do is we're going
  • 20:31 - 20:34
    to scale them just a little bit more,
    and we're going to make the feet.
  • 20:35 - 20:37
    So in your front view with those
    selected, we're going to go E
  • 20:37 - 20:39
    to extrude them down to about here.
  • 20:40 - 20:43
    And then what we're going to do is we're going
    to hit Z. We're going to go into Solid View.
  • 20:44 - 20:47
    Go to your Face Select, and once
    again select the face over here.
  • 20:47 - 20:50
    We're just moving over to the side a bit.
  • 20:50 - 20:53
    In fact, hit 3 on your number pad to
    go to the right orthographic view.
  • 20:53 - 20:58
    And with that face active, you're going to
    go E to extrude, and then Y and you're going
  • 20:58 - 21:00
    to extrude it forward on the Y like so.
  • 21:00 - 21:02
    Go to your Edge Select.
  • 21:04 - 21:07
    Select this edge here and then
    go G, Z and bring it down.
  • 21:07 - 21:08
    Go back to Face select.
  • 21:08 - 21:09
    Select the face here.
  • 21:09 - 21:15
    And then we're going to hit 7
    or Control-7 or Command-7 to go
  • 21:15 - 21:17
    into the bottom orthographic view.
  • 21:17 - 21:21
    You can also just go to View,
    Viewpoint, and then go to Bottom.
  • 21:21 - 21:26
    And with that face still active, we're
    going to go R to rotate it and then S,
  • 21:26 - 21:27
    X. I'm going to scale it a little bit
  • 21:27 - 21:31
    on the X. Maybe just rotate it a
    little bit like this by hitting R.
  • 21:32 - 21:38
    Then go to your Vertex Select option and
    holding in Shift, just click on this vertex
  • 21:38 - 21:40
    and this vertex so they're both active.
  • 21:41 - 21:43
    Control-7 again to go into
    the bottom orthographic view.
  • 21:43 - 21:47
    And then G just to move them out like that.
  • 21:49 - 21:52
    And then hold -- click on this one.
  • 21:52 - 21:53
    Hold in Shift and select this one.
  • 21:54 - 21:55
    Control-7 again to go to the bottom.
  • 21:56 - 22:02
    And you can just move that however you need to,
    just to kind of make the bottom of the foot.
  • 22:02 - 22:07
    So just use how much however
    much creative license you need.
  • 22:07 - 22:09
    But just something like that
    basic should be fine.
  • 22:10 - 22:14
    And then we can come over this
    corner here with our cursor.
  • 22:14 - 22:17
    Hit Control-R and you can
    see a yellow line appearing.
  • 22:18 - 22:21
    Just left-click and then move down to here.
  • 22:22 - 22:27
    Left-click again and then just S to scale
    that in, to kind of make a bit of an ankle.
  • 22:28 - 22:29
    And that's how simple that is.
  • 22:31 - 22:33
    Double-tap A to deselect everything.
  • 22:33 - 22:34
    Shift and Alt.
  • 22:34 - 22:38
    So if you hold Shift and Alt in,
    you can actually click on an edge
  • 22:38 - 22:39
    and that will Loop select the whole edge.
  • 22:39 - 22:41
    So once again just practice that.
  • 22:41 - 22:44
    Shift-Alt, and then click on an edge.
  • 22:44 - 22:44
    It'll loop selected.
  • 22:45 - 22:48
    And you can go S to scale
    that as well however you want.
  • 22:48 - 22:50
    So I'm just going to scale
    that down just a little bit.
  • 22:51 - 22:53
    You can also just hit G in your
    front view just to move it like that.
  • 22:54 - 22:58
    So just position the knees where you feel
    you need to, but about here should be okay.
  • 22:58 - 23:01
    So far it's all coming together pretty well.
  • 23:01 - 23:03
    So let's start working on the upper body here.
  • 23:03 - 23:07
    To come to the upper body,
    select this vertex here,
  • 23:07 - 23:09
    and then double-tap G just
    to slide it back a bit.
  • 23:09 - 23:12
    And then we're going to go
    to our Face Select option.
  • 23:12 - 23:14
    We're going to select this face here.
  • 23:15 - 23:17
    And now we're going to hit E to extrude.
  • 23:17 - 23:21
    And once we've hit that, we're going
    to hit S right after it to scale in.
  • 23:21 - 23:22
    So we're going to scale it into here.
  • 23:23 - 23:26
    And then we're going to go G,
    Y and we're going to move it --
  • 23:26 - 23:31
    or G, X and we're going to move it in like this.
  • 23:31 - 23:36
    And I'm going to go G, Z and just
    move it up a little bit like that.
  • 23:37 - 23:42
    And then to flatten it, we're going to go S
    and then Z. So S and Z, and we're just going
  • 23:42 - 23:44
    to flatten it on the Z just a little bit.
  • 23:44 - 23:46
    We're then going to go E to extrude.
  • 23:47 - 23:48
    move it up like this.
  • 23:49 - 23:52
    And then G, X to move it in a bit.
  • 23:52 - 23:56
    And now what we can do with that face
    still active, we can hit Control-Plus
  • 23:56 - 23:59
    or Command-Plus just to grow the selection once.
  • 23:59 - 24:04
    Then we can go G, Y, and that'll allow us
    to move that all back just a little bit.
  • 24:04 - 24:08
    If you now hit 3 on your number pad, you
    can go to the side of orthographic view,
  • 24:08 - 24:12
    and over here you can also hit G if you
    want to move it around a little bit easier.
  • 24:13 - 24:16
    So just about here we don't want the
    neck too forward or right in the middle.
  • 24:16 - 24:17
    Just a little bit more back.
  • 24:18 - 24:22
    Then you can go to Vertex Select and you
    can select these chest vertices here,
  • 24:22 - 24:27
    and just move them to flatten them out a bit,
    just so the chest isn't as pointy at the front.
  • 24:28 - 24:35
    So just like that, you can also select the
    verts at the back and just move them in.
  • 24:35 - 24:38
    The ones on the shoulder
    here, you can also move it in.
  • 24:38 - 24:40
    The arm itself should not be
    sitting too forward in the body.
  • 24:40 - 24:45
    In fact, an easy way to solve this is just
    to go Shift-Alt, click on an edge down here
  • 24:45 - 24:51
    to loop selected, go Control-Plus and grow
    the selection till the whole arm is active.
  • 24:52 - 24:54
    So that should be enough.
  • 24:56 - 25:01
    And so just make sure it's only these
    here that are selected, the arm.
  • 25:02 - 25:04
    Go to your thing here called
    Proportional editing.
  • 25:04 - 25:10
    So if you click on that, you can
    now go G, Y and move it back.
  • 25:10 - 25:12
    And if you roll your middle
    mouse button while you're doing
  • 25:12 - 25:15
    that you can control the falloff,
    so how much goes along with it.
  • 25:15 - 25:18
    So we're going to roll the middle
    mouse button until it's quite small.
  • 25:18 - 25:23
    And I'm only going to move the arm back
    on the Y just a little bit like that.
  • 25:23 - 25:28
    So once again I just hit G, Y to move it
    along to Y. So just back a little bit.
  • 25:28 - 25:30
    You can go into your right
    orthographic view by hitting 3.
  • 25:31 - 25:33
    And you can actually see the arm
    doesn't need to be in the middle,
  • 25:33 - 25:35
    just a little bit back like that.
  • 25:37 - 25:42
    And what we can also do is just select this
    vert down here, and just bring that in a bit.
  • 25:42 - 25:46
    It doesn't need to be so
    thick here at the front.
  • 25:46 - 25:50
    So just using proportional
    editing here, you can select verts.
  • 25:51 - 25:55
    You can move them around and you can roll your
    middle mouse button to control the falloff.
  • 25:56 - 25:59
    So this is a really powerful modeling tool here.
  • 25:59 - 26:01
    I use it a lot in my own work.
  • 26:01 - 26:04
    At the moment, the waist here is a
    little bit thick, so if you come here
  • 26:04 - 26:07
    to the edge here, you can go Control-R.
  • 26:08 - 26:09
    Just click twice.
  • 26:10 - 26:14
    Disable Proportional editing,
    and then just go G, Y --
  • 26:14 - 26:18
    or G, X. So G, X and just move
    it in a little bit like that.
  • 26:20 - 26:22
    So we already have this little
    guy coming together quite well.
  • 26:23 - 26:24
    So let's go over to our head.
  • 26:24 - 26:27
    So we're going to go over to our Face Select.
  • 26:27 - 26:28
    Select this face here.
  • 26:29 - 26:32
    And then we're going to go E to extrude.
  • 26:32 - 26:34
    We're going to extrude it up to here.
  • 26:34 - 26:37
    And then we're going to go E one more
    time to extrude it about this much.
  • 26:38 - 26:40
    And then we're going to select this face.
  • 26:40 - 26:43
    Holding in Shift, we're going
    to select this face as well.
  • 26:43 - 26:47
    And then we're going to go E
    to extrude forward, and then S,
  • 26:48 - 26:50
    and we're going to scale that like so.
  • 26:51 - 26:54
    We're then going to select this back face here.
  • 26:54 - 26:59
    Go into your right orthographic view,
    and then go G and just move that back.
  • 27:00 - 27:01
    And then select this top face here.
  • 27:02 - 27:05
    And just G and move it up in your side view.
  • 27:05 - 27:10
    You can also just hit G, Z;
    G, Z to move it up on the Z.
  • 27:10 - 27:11
    But we're going to move it up to about here.
  • 27:12 - 27:13
    And we're just making a really basic head.
  • 27:13 - 27:18
    If you hit 1 to go to your front orthographic
    view, you can just rotate that face like so.
  • 27:20 - 27:26
    And you can also just select these
    side faces here in your front view.
  • 27:27 - 27:28
    G just to move them over to the side.
  • 27:29 - 27:31
    And at the moment, the neck's a bit thick.
  • 27:31 - 27:38
    So if we come in here over this corner, we can
    hit Control-R, click twice, and then S to scale.
  • 27:39 - 27:42
    And now we can just add a little bit
    of -- more definition to the neck.
  • 27:44 - 27:47
    And we can also go Shift-Alt
    and click on this edge here.
  • 27:48 - 27:51
    And in our front view, we
    can go G to move it around.
  • 27:51 - 27:55
    And this is an easy way to kind
    of define the neck a little bit.
  • 27:55 - 27:56
    It really depends on the
    character you're making.
  • 27:56 - 28:00
    You might want a bit of a thicker neck, but
    just something like this should be fine.
  • 28:00 - 28:03
    So you can now kind of see we're getting
    this guy coming together quite well.
  • 28:03 - 28:07
    In the front view as well, you can just
    select some of these points on the face.
  • 28:07 - 28:09
    Just kind of move them around.
  • 28:09 - 28:13
    And by no means are we trying to
    make this look really accurate.
  • 28:13 - 28:14
    This is very low poly.
  • 28:14 - 28:16
    We're just going to select this face here,
  • 28:16 - 28:19
    and we're going to go G and
    just also move that down.
  • 28:20 - 28:22
    So just creating a super basic head model here.
  • 28:23 - 28:27
    Maybe just grab this edge here,
    hit G and just move it in a bit.
  • 28:27 - 28:31
    So now we have a very low poly
    character here, but what we can do
  • 28:31 - 28:35
    to make this look even better, once
    again we can go to our Modifiers tab,
  • 28:35 - 28:38
    and now on top of this modifier
    here, let's go down, click on it.
  • 28:39 - 28:39
    Go to Generate.
  • 28:39 - 28:41
    Let's add a subdivision surface modifier.
  • 28:41 - 28:47
    What the subdivision surface modifier does
    essentially, it just subdivides each face.
  • 28:48 - 28:50
    And it's something that you can turn on and off.
  • 28:50 - 28:54
    And you can also come here to the
    Viewpoint level and increase that.
  • 28:54 - 28:57
    The render here is simply just what it's
    going to be when it does a final render.
  • 28:57 - 29:00
    But we're going to be focusing
    on here is actually just
  • 29:01 - 29:04
    at the moment the viewpoint display,
    because that's what we're actually seeing.
  • 29:05 - 29:08
    So I've clicked on that now,
    and I've bumped it up to 2.
  • 29:08 - 29:10
    And now we can see it's a lot smoother.
  • 29:10 - 29:16
    But we're still seeing this cage out here,
    like the rough cage we originally modeled.
  • 29:17 - 29:19
    If you want that to kind of
    hug against that modifier,
  • 29:20 - 29:22
    you can come over here and
    click on this cage on.
  • 29:22 - 29:26
    And it'll put that on it like so,
    and it looks a little bit nicer.
  • 29:26 - 29:28
    So I'm going to click on that.
  • 29:29 - 29:30
    And now we can just do the exact same thing.
  • 29:30 - 29:31
    You can go into your front view.
  • 29:32 - 29:34
    You can just select edges.
  • 29:34 - 29:36
    So I still have my Edge Select here.
  • 29:36 - 29:38
    You can hit G to move it.
  • 29:38 - 29:43
    You can enable Proportional editing to
    control the falloff, whatever you need.
  • 29:43 - 29:46
    So this is where you can kind of
    look at a reference image and kind
  • 29:46 - 29:50
    of just define the shape of your model
    or your character a little bit more.
  • 29:51 - 29:54
    And that's a very, very fun
    and powerful tool to use.
  • 29:55 - 29:58
    And you can select different edges on the torso.
  • 29:58 - 30:03
    Bring them in a bit just define the mesh
    a little bit more and stuff like that.
  • 30:04 - 30:06
    You can come over here to your leg.
  • 30:07 - 30:09
    Shift-Alt, just click on this edge here.
  • 30:09 - 30:09
    Go to your right view.
  • 30:10 - 30:15
    And just go G and just move the leg
    forward a bit to give it some dynamic.
  • 30:16 - 30:19
    And you can also go hit Z. Go to wireframe.
  • 30:20 - 30:23
    Go to Vertex Select, and then just click
    and select these bottom verts and go G,
  • 30:24 - 30:27
    Y and just move them back a bit like so.
  • 30:28 - 30:30
    Just create a little bit of
    a bend in the legs there.
  • 30:31 - 30:34
    So here you can see, using some very basic
  • 30:34 - 30:36
    and rudimentary modeling techniques,
    we've kind of made a figure.
  • 30:37 - 30:40
    And once again I'm keeping this
    super basic for absolute beginners.
  • 30:40 - 30:44
    That's why it's a very basic-looking
    model with no like big features.
  • 30:44 - 30:47
    It's just getting the main
    proportions established.
  • 30:47 - 30:50
    So what we can do now if we want
    to make some very basic hands,
  • 30:51 - 30:52
    is we can simply just go to our Face Select.
  • 30:53 - 30:55
    Then just select this face down here.
  • 30:56 - 31:00
    And with that active, we're going to
    hit G and just move it in a little bit.
  • 31:00 - 31:02
    I'm in my front orthographic view.
  • 31:03 - 31:05
    And then just E to extrude it a little bit more.
  • 31:07 - 31:11
    And then I'm going to come over here over
    this edge here, and I'm going to go Control-R.
  • 31:12 - 31:13
    Click twice.
  • 31:14 - 31:16
    And then double G just to slide it up a bit.
  • 31:16 - 31:20
    Then I'm going to go to my Face select, and
    I'm going to select this face right here.
  • 31:21 - 31:22
    Then I'm going to go to my
    right orthographic view.
  • 31:22 - 31:27
    And I'm going to go R to rotate,
    and then G to move it forward a bit.
  • 31:27 - 31:31
    Then I'm going to go E to extrude like so.
  • 31:31 - 31:33
    And then E to extrude one more time.
  • 31:33 - 31:38
    And then I'm going to disable Proportional
    editing, and with that face active,
  • 31:38 - 31:40
    I'm just going to go Control-Plus.
  • 31:40 - 31:44
    And then I'm going to go S, X and I'm
    just going to scale that down a bit.
  • 31:45 - 31:47
    Just to make a very, very simple-looking thumb.
  • 31:48 - 31:50
    We can select this face here.
  • 31:50 - 31:52
    We can go G, Y and just move back a bit.
  • 31:52 - 31:59
    And then if you come over this edge, Control-R,
    click twice, double G to slide down to here.
  • 31:59 - 32:02
    And then S just to scale it like that.
  • 32:02 - 32:03
    Just create a basic wrist.
  • 32:04 - 32:06
    So this is a very, very simple character.
  • 32:06 - 32:10
    You can just select edges
    anytime you want, G to move them.
  • 32:11 - 32:13
    So I might want to select this edge here.
  • 32:13 - 32:14
    G to move that.
  • 32:14 - 32:15
    Very, very simple.
  • 32:16 - 32:20
    All I'm doing is I'm with my Edge Select
    here, I'm moving around just clicking
  • 32:20 - 32:22
    on edges, and I'm hitting G to move them.
  • 32:23 - 32:25
    Let's hit 1 to go back into
    our front orthographic view,
  • 32:25 - 32:29
    and here you can see we have
    the basic character done.
  • 32:29 - 32:33
    So I'm just going to go back
    into Object mode over here.
  • 32:33 - 32:34
    So go into Object mode.
  • 32:35 - 32:38
    You can also hit the Tab key
    as a shortcut to do that.
  • 32:38 - 32:39
    And at the moment it's not looking very smooth.
  • 32:39 - 32:44
    So with this cube still active, we're
    going to go to Object mode up here,
  • 32:44 - 32:46
    and we're going to go Shades Smooth.
  • 32:46 - 32:48
    Now we have nice smooth shading on here.
  • 32:49 - 32:55
    And if you want this guy -- so example, in
    Object mode, if I were to hit R to rotate him,
  • 32:55 - 32:57
    you can see he's actually
    rotating around this point here,
  • 32:57 - 32:59
    which is what we call an origin point.
  • 32:59 - 33:03
    But what we wanted that origin point
    to be is at the bottom of the feet.
  • 33:03 - 33:09
    A quick way to do that is just to tab into Edit
    mode, hit A to select everything, and then go G,
  • 33:10 - 33:12
    Z and just move it up 'til his feet are
  • 33:12 - 33:16
    where that little orange dot
    is, or where the floor is.
  • 33:16 - 33:17
    So you should be sitting right on the floor.
  • 33:19 - 33:23
    Then we're going to go back into
    Object mode, and now if we hit R,
  • 33:23 - 33:25
    you can see he rotates around that origin point.
  • 33:25 - 33:30
    So here now in our scene, we have this
    character here that's really low poly.
  • 33:31 - 33:33
    So that means there's very
    few points you actually have
  • 33:33 - 33:35
    to edit when you go into Edit mode.
  • 33:36 - 33:40
    But he also has a subdivision surface
    modifier which makes him look nice and smooth.
  • 33:41 - 33:48
    So once you've learned these basic extrusion
    techniques, and also just how to select verts,
  • 33:49 - 33:55
    how to select edges, and how to select
    faces, and also how to scale them,
  • 33:55 - 33:59
    rotate them, and extrude them, right?
  • 33:59 - 34:03
    Once you've learned that, you can
    pretty much make anything in a 3D space,
  • 34:03 - 34:06
    and you can also use your
    subdivision surface modifier.
  • 34:07 - 34:10
    You can at any time come over one
    of these edges here, hit Control-R.
  • 34:11 - 34:15
    Click twice, double G to slide,
    and add in more geometry.
  • 34:16 - 34:17
    And that's how simple this is.
  • 34:17 - 34:23
    I hope you guys enjoyed this absolute
    beginner tutorial on modeling in Blender.
  • 34:23 - 34:26
    I know it's a little bit lengthy,
    but it is for absolute beginners.
  • 34:26 - 34:31
    So this is probably -- if you're really new to
    this, this might be one of your first creations
  • 34:31 - 34:33
    in Blender, and I really hope you enjoyed it.
  • 34:34 - 34:38
    I'm just going to go back into object
    mode here and yeah, that's pretty much it.
  • 34:38 - 34:41
    I'll quickly show you guys the one I
    made earlier when I was practicing this.
  • 34:43 - 34:45
    You can see this one, exact same thing.
  • 34:45 - 34:47
    I just spent a little bit more time on it.
  • 34:47 - 34:51
    Defined the proportions a little bit more,
    but it's pretty much the exact same technique.
  • 34:52 - 34:54
    And I kept it really simple for beginners.
  • 34:55 - 34:58
    So I will see you guys next
    time for another tutorial,
  • 34:58 - 35:00
    and if you want to see some more
    advanced things, you can check out some
  • 35:00 - 35:04
    of my other tutorials where I go over
    things in a little bit more detail,
  • 35:05 - 35:07
    but they're also a little bit more advanced.
  • 35:07 - 35:08
    So I'll see you guys next time.
  • 35:09 - 35:16
    [ Music ]
Title:
Tutorial: Blender MODELLING For Absolute Beginners - Simple Human
Description:

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Video Language:
English (United States)
Duration:
35:17

English (United States) subtitles

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