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>> So perhaps you've always wanted to learn
how to make really cool stuff in 3D software.
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You might not have done it, you might
have dabbled in it a little bit.
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In this tutorial, what I'm going to be doing
is trying to take one video and introduce a lot
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of the fundamental things, the things
you really need to get started.
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And I'm going to show you how to do
it in a free software called Blender
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that you can very easily download without an
account or a password or anything like that.
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So you can see here, this is the final result.
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I'm going to show you, first of all, the
software itself, just the very basics,
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not covering all the thousands
of different things.
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And then I'm going to take you step
by step after that through the making
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of this character here, and how to
render it out as a final result.
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And you can use this same low poly modeling
technique here, which is really simple
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and beginner friendly to
make all sorts of things.
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So hopefully this video grabs your interest
if you want to learn as an absolute beginner.
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If you already know something about Blender,
maybe this is just a little bit too basic
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and repetitive, but this is
definitely more for absolute beginners,
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people who really don't know anything
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and they just want a simple video
that's going to make it make sense.
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And you can also, after an hour
or so, walk away with something
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that you can feel really
good about, a final result.
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And from there you can choose if you want
to go on and learn more about the discipline
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of 3D modeling, maybe even animation later on.
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So let's get into the video
and I hope you enjoy it.
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I will be adding some timestamps so it can make
it easier for you guys, the different chapters,
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and you can bounce back and
forth if you get stuck.
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Let's hop in.
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Getting your hands on Blender is quite simple.
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You go to your internet browser.
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You can type in blender.org, open
up the site, and you're going to go
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to the tab here called downloads.
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And what you can do is just
click on this blue button here.
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That's going to download an installation
file so you can install it on your computer.
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Another option, which I prefer to do, is to go
to this little drop down here and you're going
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to actually see the portable versions here.
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So it's for Windows and Mac.
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In my case, I have a Windows computer.
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I would click on the zip file here for the
Windows portable, download that zip folder,
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then extract it like you do with any zip folder,
and then just open that folder inside of there.
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There's going to be Blender.
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You click on it.
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You run the program.
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And when it runs for the first
time, you can just right click
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and pin that program to your taskbar.
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And there you have it.
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So very, very simple.
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No signing in, no passwords, no accounts.
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And you can do that anytime
there is a new release.
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You can even have multiple versions of Blender.
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So that is very self-explanatory, very easy.
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So I'm not going to go any more into that.
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Let's get into the next thing where we actually
open it up and I'll show you how to use it.
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So if you go ahead and open up Blender, you
may even be doing it for the very first time.
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And if you do, it may even
seem a little bit intimidating.
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But rest assured, all of these different
tabs and windows and features that you see,
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most of them you will not need to know
a thing about when just getting started.
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You'll learn that with time.
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Now this thing you see here, the
box when you first open up Blender,
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what most people do is they
just left click somewhere
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in the viewport and that box just pops away.
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Now getting on to the user interface itself,
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what you're going to see here
is the one that just stands out.
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And this is, like I said, the 3D viewport.
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This is where everything happens.
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This is where we see our objects, where we
add things in, where we can set up our layout.
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Now I'm not going to be covering
navigation just yet.
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I promise I'll get into that in a bit.
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But for now, I'm just explaining what these
different windows are or these different boxes.
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Going on to this little box that sits
up here, that is our scene outliner.
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And essentially what we see
here is the different items
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and objects that are in our scene.
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It really is a great organizational tool.
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And if you're a beginner, this
really makes things easier as well.
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Getting organized, especially when
your projects get a little bit bigger,
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is one of the most important
things you can learn as a beginner.
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And what you can see here is these collections.
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Now collections are essentially
just these things you can create
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where you can group different
objects in your 3D scene together.
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You can put them in that group.
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Look at it almost like layers in Photoshop.
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I'm not saying there are layers, but
you can almost look at it like that
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in a sense if that helps you visualize it.
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You can add in different collections and
you can also name the different objects.
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You can even directly come here and click
on these objects instead of actually coming
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into your scene and left-clicking on an object.
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The outliner is just another
way you can visualize what's
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in your scene and select things.
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You can even go to the drop-down and see
more information about certain objects
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or what relationship they
have to different objects.
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Now don't worry if that doesn't
make any sense to you.
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You don't need to know that right now.
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If it doesn't make sense, I will
explain it later on in the tutorial
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if it's relevant to what we're doing.
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But that is our scene outliner essentially.
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Now we have that out of the way, we
can come down here to our properties.
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And this is where different things that you
do in Blender, you can see their properties.
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For example, let me just click on an object.
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Say for example you just
left-click on the cube to select it.
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Then you can go over here to
all of the different properties.
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So if you click on this little tab,
which is the materials property,
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the properties of the material
that this thing has are here.
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So we can change values, we can
change different sets of information
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that relate to the materials on this cube.
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Now we have for example over here
one called the object properties.
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So over here we can see the
different transforms for this object.
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Now transforms essentially, I'll get into
that in a little bit, but it is the things
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that we can use to move an object in 3D space.
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So we have an X, Y, and a Z coordinate.
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You can see for example here in the
scene, we have the green line here,
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which is our Y coordinate and
the X is our X coordinate.
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So pretty simple.
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So essentially here you can see
all of these are set to zero
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and that's why our cube is
in the middle of our world.
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If we move any one of these on a certain axis,
you can see that the cube here is moving.
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Doesn't matter if you don't fully get it,
I'll definitely get into that more later.
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But that's what properties are, different
things relating to the objects in our scene.
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We can come over here and see their properties.
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Now sometimes some of these properties are
not relating to an object in our scene.
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For example, if you click over here,
we can see the world properties
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and the world properties has
to do with the environment,
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which you can't really see now
because we're not rendering.
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So these three windows here are just the
three main windows you need to know for now.
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Another thing I'll quickly mention
is obviously just this little thing
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down here called the timeline.
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That's just when you're doing animating
and it's just like a timeline on a lot
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of different softwares, even 2D softwares.
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It's where you can come and
scroll through on different frames
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and go to different time intervals within
your 3D scene and then you can change things
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and this is where you would be doing
your animation and stuff like that.
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So not to worry about that right now
because that's not what we're doing,
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but you get the general idea here.
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So just these three main
ones, keep them in your mind.
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Okay, so now we're going to talk
a little bit about navigation.
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It's actually pretty simple, but
before we can even get into that,
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we have to talk about the
number pad on the keyboard.
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So if you have ever seen a keyboard, you know
that it has a little number pad down here.
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Now, some computers or more like laptops don't
have this number pad and if that's the case,
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there's something you can do about that
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where you can make these numbers
up here emulate a number pad.
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So let's just quickly go over into Edit.
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Once we have Blender open, Preferences and
then you're going to go over here to the input,
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go up to keyboard and make sure emulate number
pad is enabled if you don't have a number pad.
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For me, I have a number pad, so
I'm not going to have that enabled.
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Then I'm going to close that and now you
should be able to use your number pad as well.
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So while we're on the subject of number pad,
you could actually go over here to view,
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go to viewport and then go to, for
example, the front view or go over here
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and go to the right view, but it's
just good to use the number pad.
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So if you use 1 on your number pad, you
can go into the front orthographic view.
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You can see over here it
says front orthographic.
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If you press 3 on your number pad, you
can go into the right orthographic view,
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so you see it says right over here.
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7 goes to the top and if you want to, for
example, go to the bottom, you can just hold
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and control or command seven
and then go to the bottom.
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So it just does the opposite of.
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So for example, it's the same with 1.
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If you press 1 on your number
pad, it goes to the front view.
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What if you want to look from the back?
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So to make it the opposite
of, you just hold and control
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and then press 1 and now
you're at the back view.
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So very, very easy.
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You can note that down, write
it down and it's super simple.
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So just experiment with the
numbers on your number pad
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and that will take you into different views.
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Primarily, you're going to be working
in 1 or the front orthographic view.
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So you'll almost always be using one or
sometimes even three to see the side view.
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So not really that much you have to
learn as far as changing the views.
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That's about the main thing
we have to cover for now.
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But as far as actually moving around with the
mouse, if you hold in the middle mouse button
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on your mouse and you hold
it in and you move the mouse,
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you can actually rotate around like this.
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And that's pretty simple.
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So just middle mouse button holding it in,
and if you wanted to go side to side like pan,
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all you have to do is hold and shift, then
the middle mouse button, and hold that in
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and just move side to side, and then
if you wanted to zoom in and out,
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you can literally just roll
the middle mouse button.
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There's also the option of holding and control
and then the middle mouse button, holding it in
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and then moving the mouse,
but it really is just simpler
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and more intuitive just to
roll the middle mouse button.
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So Blender's navigations
are actually really easy.
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So just a quick recap, middle mouse
button by itself, you can rotate, shift,
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middle mouse button, you can move side to side
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and then just rolling the middle
mouse button, you can zoom in and out.
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Extremely simple.
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There's a lot more you could probably say but
those are some of the fundamental things as far
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as navigation goes and this
isn't really navigation but what
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if you actually want to move an object?
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Well, all you have to do
is left click on an object.
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And you can just come over here to these
things here, they're called the tool panels
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but you have this one here called the move.
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You can click on it and then you can just
click on any one of these handles here.
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So the red one is the X axis, the green here
is the Y and the blue is the Z. If you press N
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on your keyboard, you can go over
here to the control panel, go to item,
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and you can actually see here
these are our transforms.
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So the Z here for example is the blue so you can
actually come here to the Z under the location
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and move it that way or this way.
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It's just really the same thing,
just a different way of doing it
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and if you just press G, G is the
shortcut key for moving things.
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So just pressing G, you can
actually move things.
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And also you can go G and
then press Z to restrict it
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to the Z axis, X to the X or Y to the Y.
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So all the same thing, just
a different way of doing it.
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If you don't really understand what I just
did, don't worry, we'll be recapping it
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as we get into the modeling tutorial.
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So it's just something you need to be aware of
and then you have this one here called rotate
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and scale, and it's the exact same thing.
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Obviously of rotation, you
still have these axes here
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but now instead of moving, you're just rotating.
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So you can left click on 1 or
maybe left click on this red one,
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so you can rotate around the
X. And the exact same thing.
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Over here in the properties, you
can just come to the rotation
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and do the same thing manually
here on these different vectors.
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And scale, I mean [inaudible]
explain the exact same principle,
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this time you're just dealing with scale.
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And you can also just click here on the tool.
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And by the way, the shortcuts here
are S for scale and also R for rotate.
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So very, very easy navigation
and also moving an object around.
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So I think we really have covered enough now
just to get you to understand the basics.
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We'll now jump into the tutorial and if
there's anything you haven't understood,
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we'll just cover it slowly.
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I'll go over it again if need be,
but you should be able to get it now
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that you're up to speed on Blender.
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So before we get into Blender, and we do a
little bit of modeling, you're probably going
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to need a model sheet and that's just
something to give you a little bit of reference.
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So you can actually see here on
the screen that's now recording,
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here is a picture of a screenshot
that I actually took of a model
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that I've already modeled to practice.
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So what you can do is you can just use
the print screen key on your keyboard
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or just use the snip tool
that comes with Windows.
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Just about every operating system
has some sort of built-in tool
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to allow you to do screenshots or snips.
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So just go ahead and you can also crop it
if you want, just so you have the picture.
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And once you have that, you should just hit,
like in this case, I just named mine Girl
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and here it is somewhere on my computer.
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What you're going to do is
you're going to open up Blender.
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So in this case, I am using Blender 3.2.
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So I'm using Blender 3.2.
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And it's now opened up.
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Now the thing that's going
to be different here for me,
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I'm just going to enable
something that's an add-on.
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You don't have to do this.
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That just enables you guys to see
over here the keys that I'm pressing.
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So that just should help you out a little bit.
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But you can see here we have the default scene
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as we've already kind of
covered in the previous part.
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But what you can do is you can press
1 on your front orthographic to go
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into your front orthographic view.
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So the number pad 1.
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You can also just go to view,
viewport and then go to front.
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And what you're going to do is
you're going to get that image
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that you should have taken a screenshot of.
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So in this case, I have it
somewhere on my computer.
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So I just named it girl and you're just
going to click on it and just drag it
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into the front orthographic view.
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Make sure not to drag it onto the cube, but
just drag it somewhere here in the empty space
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and you're going to see it adds it in.
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So now you can make it full screen again
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and you have this image here in
your front orthographic view.
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Now you can press G while you have it active
and if you're not sure if you have it active,
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what you can do, come up here
to your scene collection.
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You can see the different objects and by
default it's going to be named empty over here.
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See that object called empty?
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So if it's not active, just click on it
and you should be able to go G and move it.
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And you can just move it over here and then when
you have it roughly in place, just left click
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and what you can also do is while you
have it active, you can go over here
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to your properties panel that we talked
about earlier and you can go over here
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to object data properties down here
on this little image and you can come
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to this option here called
opacity and just click on it.
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And then just click here and drag that down a
little bit so it's almost see-through like that.
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Okay, so just a little bit is fine and what
you can now do is you can just hold your middle
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mouse button in and just
move to the side like that.
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You can see here it's now in a 3D space.
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What you can do is you can go G,
Y and move it back in your scene.
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So G and then Y to restrict it to the
Y axis just so it's not intersecting
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with the object we're going to be modeling.
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And if you go into your front orthographic
view again by pressing 1 on your number pad,
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you can see here that we want the
front pose to be in the middle.
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So in this case, if it's not quite in the
middle, all you can do is go G and then X
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to move it along the X. And just
make sure it's in the middle
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as it could possibly be here and also over here.
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In fact, let's just quickly go and enable
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up here this thing called X-ray
and now we can see through.
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We still have this empty active.
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We can now make sure we have the feet sitting
on the ground so you can see this red line here
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that kind of represents where the ground is.
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So we're going to go G, Z,
and just move it down until
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that feet there are sitting
right kind of on that red line.
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So now we have this front pose right
in the middle there and we can use
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that as a reference and how do we get the side?
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So the side is simple.
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All we have to do now is go
Shift D with this active.
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So Shift D, just right click to let go,
and then type in RZ90 and hit enter.
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So RZ90 and if you press N to open up
your properties panel and go to item,
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you should be able to see here
that on the Z, it's rotated 90.
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So if it's not, just type in 90.
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Now press 3 on your number pad to
go to the right orthographic view.
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You can see up here, right orthographic view.
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And now you can go G, Y and move it on the Y
till the side image is lined up here and kind
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of in the middle of where
this cube is over here.
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You can also look at this
blue line here as a reference.
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That's just the Z coordinate that you see
in the right orthographic view and make sure
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that she is roughly in the middle here.
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So G, Y to move it.
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And make sure you restrict it to the Y when you
do because we don't want to be moving it down
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or up now because those feet
as you can see here are still
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on that floor there which is really good.
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So also with this one now on
the side, we want to go G,
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X and just move it over to the side like this.
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So we're going to our right orthographic
view and we model with this cube here.
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That image is not intersecting
with the mesh here.
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So now we have our front reference and if we go
into our right orthographic view by hitting 3
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on the number pad, we have our side reference.
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Now before we lose anything, let's save this.
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We're going to go File, Save as -- I'm going
to choose my desktop and I'm just going
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to call it Girl, low poly, and I'm
going to go save as and now it's saved.
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So when it comes to actually modeling something,
we can use something called primitive objects.
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So you can see here, for example, we have one
already in Blender called the default cube.
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So if you left click on it,
you can see it becomes active.
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Also up here in the scene
collection, you can see the cube.
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And you could make this into any
shape once you start editing it.
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And it's just so you understand.
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I'm going to quickly delete this.
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You don't have to follow along,
but just so you understand.
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So for example, you didn't have an object.
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What you can do is you can go shift
A. Shift A brings up this add menu
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and you can just go to the meshes.
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Now the meshes are the actual things,
the topology that we'll model in 3D,
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and you have a whole bunch of objects here.
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Now all of these are just a bunch of points or
vertices that make up an object in 3D space.
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So here is a cube, the one we already had.
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Here's a circle.
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Here's a UV sphere.
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So if I add in a UV sphere, you can see same
thing, but just it's shaped like a UV sphere.
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So I'm just going to go ahead,
add back in a cube.
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And the reason it is actually in the center
of the world here when it's added in is
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because of this little thing
here called the 3D cursor.
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Now over here, you can see above
the move tool, there's a 3D cursor.
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If you click on that, you can click
anywhere and it moves that 3D cursor.
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That 3D cursor is where things get
placed by default in your scene.
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It's also a point you can use
to rotate around as a transform.
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Won't get into that at the moment.
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But if I now went shift A after
moving that cursor and added
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in maybe a sphere, it adds it in there.
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So it's important if that
thing isn't in the center.
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First of all, just click back on
the move tool if you've done that.
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If there's ever a situation where you need
to get your cursor back to the center,
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you can go shift S and you can see
cursor to world origin as option here.
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You can actually set the cursor to all sorts
of places, but to have it in the center
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of the world, go to world origin.
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It's important that you understand
that as a beginner kind of concept.
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Also, when an object is added in, all objects
in Blender have what you call an origin point.
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So you can see this little
orange, yellow dot in the middle.
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If you come over here to this overlays and you
go to the dropdown, origins may not be ticked.
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So if it isn't, just make sure to click
on it so you can see that origin point.
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And that is actually the point
where things rotate around.
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So if you go R, it rotates around it.
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If you go S, it scales from that point.
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And G, all of those transforms
look at that origin point.
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So in 3D, I've already shown you
guys previously how you can scale,
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move things around, rotate things.
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But how do you actually edit
a piece of geometry?
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To do that, you can come up here
and this is the object mode.
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And for now, don't worry
about all of these options.
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Just focus on the edit mode.
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If you go into edit mode with an object
selected, you're going to now actually see,
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instead of seeing not only the whole object,
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but you actually now see the
vertices that make up these objects.
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In this case, you can see, you can
actually left click on an individual point.
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And just like you can move things in the object
mode, you can also go G and R. At the moment,
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you can't really notice rotation.
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You'd have to select more than two to see that.
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But exact same thing.
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And this is how you can actually
edit the shapes.
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You can see the origin point
is still there in the middle.
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But if I were to actually just
left click and drag to select all
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of this, and then go G to move it off.
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If I now go back into object mode, you can see
the origin point is still there where it is.
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So if I now go R to rotate,
it's not going to look
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at the object, but actually the origin point.
-
So it's important that you guys understand what
the origin point is and how that all works.
-
You can almost look in object mode, an object in
object mode as being just a collection of verts
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that are connected to this group.
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And the vertex is the center of it.
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Just look at it almost like a
collection of points in 3D space.
-
So now that you understand
that, let's actually model here.
-
So currently we have the X-ray toggled on.
-
You can also toggle it off
so you can see through.
-
I'm completely up to you.
-
But for now, I'm going to press 1 to
go into the front orthographic view.
-
We have our image set up and we have
our cube, which we're going to be using.
-
And let's go G and then Z to restrict
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to the Z. Let's just move it
roughly to where the body is here.
-
In fact, I'm going to turn the
X-ray on for now so I can see.
-
And let's go S and let's
scale this down to about here.
-
So it's almost the width of the body like that.
-
And as long as your cube is just roughly in
the middle, it can be down a little bit or up.
-
It doesn't really matter.
-
But what you're going to do is you're
going to press Tab to go into edit mode.
-
Or you can just come up here
and go into edit mode that way.
-
And inside of edit mode, you're going
to left-click and drag and just drag
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over these top vertices to
have them selected like that.
-
And then you're going to go S,
X, and scale them on the X axes.
-
You can even see up here that red is the X. And
you can actually see the numbers written here
-
on the different colors or the
letters on the different colors.
-
And then you're going to left-click
and drag and select the bottom ones.
-
And you can go S, X, and scale them along
the X. So now from the front, it looks okay.
-
But if we press free on the number pad,
-
we can see on the right orthographic
view that it's not quite matching up.
-
So we can select these at the top
by left clicking and dragging.
-
And we can go S, Y, and flatten it on the
Y. You can also just left click and drag
-
and just select just the front ones or the back
ones and go G and just move them like that.
-
So we're currently in the right orthographic.
-
And these ones here, they're
more or less in the right place.
-
But you can also move them if you wanted to.
-
So now we have that roughly in place.
-
What we can do now is we can
extrude this bottom face.
-
So one way to do that is just left click
and drag to select all of the bottom verts.
-
But I'll quickly mention you also have these
options up here for different selections.
-
You can also click on the face mode.
-
And now instead of selecting
verts, you can select a face,
-
which is a collection of verts and edges.
-
So now you can just left click on that face.
-
And then you can go back into your
right orthographic view by hitting free.
-
And you can go E. So E is
the shortcut to extrude.
-
And that'll extrude a face.
-
You can also come here and click
on the extrude button here.
-
And it'll bring up some options.
-
But it's easier just to use the shortcut.
-
So I've extruded it down
and then just left clicked.
-
And then I'm going to just go R. And
I'm going to slightly rotate that face.
-
And I'm going to go G. And I'm
just going to move it back.
-
So one thing you'll notice is we're still using
a lot of the same G, S, and R to scale, rotate,
-
and move things, which is really cool.
-
So now let's go to our front view
by getting one on a number pad.
-
And you can see here it's
kind of right at the bottom.
-
But over here now it is lacking
the right dimension.
-
So what we can do to add in an edge is we can
just come over here, hovering over an edge.
-
And you can go Control R or
Command R if you're using a Mac.
-
And you're going to see this yellow line appear.
-
Once you see the yellow line, you can
just left click twice and it'll add it in.
-
Then go back into your front orthographic
view by hitting one on the number pad.
-
S, X with that edge selected.
-
And you can scale it out like that.
-
Now let's just say you accidentally
unselected that edge.
-
How do you select it?
-
By left clicking and dragging?
-
No, not necessarily.
-
Because now that it's an edge select, you
might select more edges than you wanted to.
-
In some cases that would happen.
-
So what you may want to do is you can
actually, when there's a loop like this,
-
you can go Shift Alt and then just left click
on an edge and it'll select the whole loop.
-
You can also just hold in Shift.
-
And while you're holding in Shift and you're
moving around, you can select multiple faces.
-
So that's one thing to keep in mind
if you guys struggle with that.
-
That's how you select edges.
-
So now we have that in there.
-
If we now go to our right orthographic view by
hitting free, we can see it's not quite right.
-
Let's go to our vertex select, left
click and drag to select these verts.
-
And let's just move them by pressing G.
And you can see what we're doing here.
-
It's not hard at all.
-
We're just creating the rough
shape from the front and the side.
-
And yes, it is boxy.
-
But what we can do now is we can
progressively add more topology.
-
So let's come here to the middle.
-
Control R, just like we did
hovering over one of these edges.
-
You should see the yellow line appear.
-
And then left click twice.
-
And now what we've done,
we've cut it in half here.
-
It's perfectly symmetrical.
-
But we can cheat a little bit.
-
We can actually mirror so
we only work in one side.
-
So let's now left click and drag and
just select these verts over here.
-
And let's press X and then go delete.
-
And what are we working with?
-
Vertices. So let's click delete vertices.
-
And now we only have half an object.
-
We can now go to the properties panel here.
-
And let's go to our modifiers.
-
Modifiers are just these cool
things we can add to an object.
-
I won't go into too much detail.
-
But let's just go to the add modifier.
-
And let's just go and give
this one under the generators.
-
And that's a mirror.
-
And all it's simply doing
here is mirroring this object.
-
So now we can't actually come here
and select anything on this side.
-
But if we select something on this side
and we press G to move it or rotate it,
-
you can see it updates on this side.
-
But one of the issues is if we start
moving things around, it pulls apart.
-
So what we're going to do is
we're going to come over here.
-
We're going to click on this
thing called clipping.
-
And now if you move it, it all sticks
together, which is really cool.
-
And it's going to help you a lot.
-
Now going back into the front orthographic
by pressing 1 on the number pad,
-
you can actually see that little origin point
that I talked about earlier is in the middle.
-
And that's actually what our mirror
modifier is looking at as a reference point.
-
So now that we have that mirrored, what we
can do is we can press 7 on our number pad
-
to go to the top orthographic view.
-
And this is looking boxy.
-
So let's go Control R. And with Control R, we're
going to see the yellow line appear over here.
-
Let's double click by left clicking.
-
And now what we can do is from the
top, we can left click and drag
-
and select the front verts
over here in the corner.
-
And we can go G and move them in a little bit.
-
And then left click.
-
And let's left click and drag
over here, selecting these verts.
-
And then let's go G. And
let's move them in like that.
-
Now we simply rounded that out.
-
So this is already starting
to look a lot better.
-
And we've just used some very
simple modeling techniques.
-
Let's also just select this vertex
down here by left clicking on it.
-
Let's just go X and delete that vertex.
-
So we now have this open like so.
-
And let's also select this one at the top here.
-
Let's go X and delete that vertex as well.
-
okay, so we want to go back into
the front orthographic view.
-
Let's continue extruding this topology
up and making the rest of the body.
-
okay, so what we're going to do is we're going
-
to make sure we have our
vertex select option enabled.
-
We're still in edit mode.
-
We're going to left-click and drag
in our front orthographic view.
-
And we're going to select these verts over here.
-
So once they are selected in
your front orthographic view,
-
remember 1 to go into front orthographic view.
-
You're going to go E to extrude and
then just move it up to about here
-
on the reference or just under the neck.
-
And then you're going to go R. So R to rotate
and rotate it this much and then left click.
-
And then just G again and
just move it till it's lined
-
up to the bottom of this V here, this delta.
-
Then you're going to press 3 to go
into your right orthographic view.
-
And then you're going to go SY
and flatten it on the Y like that.
-
Okay, back into the front orthographic view.
-
Let's go E to extrude and extrude it
up like so, and leave it about here.
-
Let's go into our right orthographic view.
-
And we're going to go SY and
scale it on the Y about that much.
-
And then we're going to go Ctrl R or
Command R, hovering over one of these edges.
-
You should see the yellow line.
-
And then you're going to just left click once.
-
And then if you move the mouse, you can slide.
-
So you can slide it to about
here and then left click again.
-
And that should put it in place.
-
And while that is still active, you can go
Alt S. And what is different about this,
-
and I won't really get into
normals at the moment too much,
-
but you have these things
on the faces called normals.
-
They're like these directional
points that the face is kind of --
-
I'll quickly show you because
it's kind of hard to explain.
-
I'm just going to enable something.
-
You guys don't have to do this, but it's just
so you understand kind of what's going on here.
-
I'll quickly show you.
-
So these things here, right, the normals.
-
Now, if you just press S by itself, it
just scales everything as like an average.
-
But if you go Alt S, it looks at these
normals and it scales out along the normals.
-
And it does it a little bit in a different way.
-
So going Alt S will scale that
out like this, nice and evenly.
-
So I'm just going to turn that off that I turned
-
on because I don't need to
have that on right now.
-
But you guys should understand
where I'm coming from.
-
So I want to go back into
the front orthographic view.
-
I'm going to come over here, Control R
over one of these edges, left click once
-
and then move the mouse to bring it down.
-
And then Alt S and scale it out like that.
-
And then just like that, we have this
little thing forming here quite easily.
-
And what we can do as well,
just Control R hovering
-
over this edge here, double
click to add an edge.
-
And over here as well, the back,
Control R and then double click.
-
And now we have a bit more topology.
-
I'm also just going to come in here,
Control R hovering over one of these edges
-
and just double click once to add in an edge.
-
And that's most of the body done now.
-
So let's just quickly make the leg.
-
So instead of using existing topology in
here, what we're going to do is we're going
-
to go back into our object mode up here.
-
And earlier I showed you
guys how to add in an object.
-
So we're going to go Shift A. We're
going to go to our mesh options.
-
We're going to add in something
called a cylinder.
-
So go ahead and add that in.
-
Now this has got way too much geometry.
-
So let's go over here to this
add cylinder option down here.
-
Just left click on it.
-
It'll open it up.
-
And currently this consists of 32 vertices.
-
So let's click on here and type in five.
-
So now you can see it's a lot less topology.
-
That's more like we want.
-
We're going for low poly workflow here.
-
And you can also come here
to the type and change it
-
from whatever it's at and change it to nothing.
-
So it won't have the caps on here on the end.
-
Okay, so if you quickly go to your
X-ray mode and just turn it off up here,
-
you can kind of see it a little bit better.
-
So for now I'm just turning off
the X-ray up here to toggle.
-
And this is now a new object.
-
So if we selected this, you can see up here,
-
the cylinder is active up
here in the scene collection.
-
And we press tab to go into edit mode or we
can also come up here and go into edit mode.
-
You should now see that you
can't edit this object over here.
-
You have to actually go back into object
mode and then click on this again.
-
But what you can do is you can hold and shift
after you've selected one of the objects
-
and then select the second object.
-
Then when both were selected,
you can see they're both active.
-
You can press tab or go into edit mode.
-
And now both, you can work with both of them.
-
And when you go back into object mode,
they're still both separate objects.
-
Something interesting about objects
that you guys can keep in mind.
-
So we're in object mode again,
just select this guy here.
-
And remember that origin point,
see that little orange dot?
-
Same thing as the cube.
-
We're going to go S and just scale the whole
thing down in object mode to about this scale.
-
And then left click once you're done and
then go G and move it over here roughly.
-
Okay, then you're going to go
and press free on your number pad
-
to go to your right orthographic.
-
And you're just going to move it forward a
little bit like that, just roughly in place.
-
And now we can tab into edit mode.
-
And while we're in a right orthographic view,
let's just turn on our X-ray again up here.
-
And this is left click and drag
and just select these bottom verts.
-
And let's just go G, move them down to here and
then go R to rotate them and S to scale a bit.
-
Then we're going to select these
ones up here, move them forward,
-
S to scale them a bit, just like that.
-
now we have a leg starting to form here.
-
And let's just click and drag and
select these bottom verts again.
-
And what we're going to do is we're going
to go E to extrude and then we're going
-
to go S to scale to about this much.
-
We're going to go G and move
all of that forward a bit.
-
And then we're going to go E
to extrude, bring it to here.
-
And then we're going to go E to
extrude, S to scale about that much.
-
Back in your right orthographic view,
you can just move this whole thing back
-
by pressing G, S to scale it just a little bit.
-
And then we're going to go E to extrude
and extrude it down to here, R to rotate
-
and then S to scale till it matches up.
-
And then what we're going to do
is we're going to press 1 to go
-
into our front orthographic view.
-
And you can see over here, this
comes out a little bit too much.
-
So let's just select these verts over here
and let's just go G, move them in, left click
-
and drag, select these two
and then G to move them in.
-
Now you can see it's all
starting to look pretty good.
-
So how do we mirror this
leg onto the other side?
-
So we can do the exact same thing
we did up here with the body.
-
So we're going to go over
here and this time we're going
-
to give it a mirror again under the modifiers.
-
And we don't have to enable clipping
-
because these two objects are not actually
touching like this one is over here.
-
But you can notice there's
not anything appearing here
-
on the other side and why is that?
-
So if we tab back into object mode,
what we have to do in this case,
-
because that origin point is not in the middle,
this one has its origin point in the middle,
-
we have to actually select a
mirror object as a reference.
-
So in this case, we're going to click on
this little eyedropper and we're going
-
to click on the body as a reference.
-
And now it'll put it right in the middle
or the point where it's mirroring is going
-
to be right in the middle of that body.
-
So it's almost using the origin point
of this one now, which is really good.
-
So now it's nice and mirrored like that.
-
And it's all starting to look really good.
-
So let's just select these
legs again, tab into edit mode.
-
This is press free to go into our right
orthographic view, click and drag,
-
select these bottom verts and then
go E to extrude, bring them down.
-
R to rotate them, to flatten them out a bit.
-
And then this is really simple.
-
Just click and drag and select
these verts over here.
-
E to extrude and bring them forward and
then bring these two verts down like that.
-
Click and drag, select these
bottom verts, bring them up.
-
Then go into your front orthographic view.
-
And in this case, you may
actually just have to come
-
and select just these verts over here like that.
-
So clicking, dragging over them,
go to your front view and then go G
-
and just move them to the side a little bit.
-
And you can do the same thing
over here just to widen that foot.
-
So that's looking a lot better.
-
And then you can come in
here, add in more topology.
-
You can go control R and instead
of just leaving at one cut,
-
you can just roll the middle
mouse button up once.
-
That's going to add in two
segments and then click left twice.
-
And then you can come in here,
control R over one of these edges
-
and you should see a loop appearing.
-
Just double click once and then go
alt S and scale it out a little bit
-
on the normals, just to round things out.
-
And there we have a simple foot forming.
-
We can refine things a little bit later,
but the foot or leg area is now done mostly.
-
And let's just toggle off the x-ray for
now, see what things are looking like.
-
And you can see how simple this is.
-
Even if you're a beginner, these are very, very
simple techniques and are very easy to follow.
-
So the legs or the arms are going
to be very similar to the legs.
-
In fact, to save a little bit of time, what you
can do is you can actually select the leg here
-
and in your front orthographic view, you can
go shift D. That's going to make a duplication
-
and you're going to move
this duplication up here.
-
Left click and then you can go R and rotate.
-
Remember, it's rotating around
this origin point.
-
That's why we have it at the top.
-
So we're going to go R to rotate and
just roughly line it up with the arms.
-
It can be very rough.
-
And if you need to enable the
x-ray, make sure to do that.
-
Then you can go G and just move it so this
origin point is the top of the shoulder here.
-
And these things can be roughly lined up.
-
In fact, let's just quickly, while we have
-
that cylinder 001 active,
let's just tab into edit mode.
-
Left click and drag and just select all of these
bottom parts and then go G and just move it
-
so this middle bit is kind of
where this sleeve is over here.
-
And then what you can do is
while that's also active,
-
you can press X and then go delete faces.
-
Now we only have this cylinder
here roughly in place.
-
And if you go 3 on your number
pad, you can see it from the side.
-
And in the side here, you can just left
click and drag, select all of these top parts
-
and go G. Just move them back a little
bit and then go S to scale and then click
-
and drag these ones, G and move them a little
bit to the middle and then go S to scale up.
-
And now that we have that roughly in place,
go back to our front orthographic view
-
and we're now going to quickly
model our arm as well.
-
So what we're going to do
in edit mode with our arm,
-
let's just select these top verts over here.
-
We're still in our X-ray mode.
-
We're just going to select them and
we're going to go R to rotate them
-
and G to move them here a little bit.
-
And then we're going to select
this bottom vert here.
-
And we're just going to come up to this
thing here called our proportional editing.
-
I'm not going to get into these settings too
much, but if you select one vertex now down here
-
and you press G to move it, you can see
the rest of them kind of drag along.
-
Now if you roll down your
middle mouse button or up,
-
you can see you have this influence
factor here and that controls more
-
or less depending on how much you roll it.
-
So this allows you to grab one point and
then kind of gradually over a gradient
-
to the area affect the rest of the verts.
-
So I'm going to drag that down like that and
then I'm going to disable it again up here
-
and I'm just going to click and
drag to select these bottom verts.
-
And then what I'm going to do is going to
double tap R, pressing R twice to rotate it
-
and then just rotating it till
it's a little bit more flat.
-
And then I'm going to go G and I'm going to
move it here and I'm going to go E to extrude
-
to here and then S to scale down.
-
And now let's go to our right orthographic view
-
and make sure everything is
looking okay here from the side.
-
At the moment, it kind of is.
-
So maybe just move this out a little bit more
here, but just more or less trying to line
-
that up to what we see here on the side.
-
That's looking okay.
-
So let's go back to the front
view and just click and drag
-
to select just these verts down here.
-
I'm going to go shift D to duplicate them,
right click to let go and then E to extrude,
-
S to scale, and then G, let's move them down
a little bit and then R to rotate like that.
-
And I'm going to go E to extrude them here,
S to scale and then E to extrude, S to scale.
-
I'm going to scale them in like that.
-
So S to scale.
-
Now we have that simple little sleeve there.
-
In fact, we can just select any vertex
on this part here and go control L
-
or command L. It'll then just select anything
that is loose and connected to that vertex.
-
I'm going to go G and just move it up in there
a little bit just so it's nicely embedded
-
and then select these bottom
bits and move them down again.
-
So now if you go to your right view, you should
see it more or less that that is also lining up.
-
Go back to the front view and
let's make a simple hand over here.
-
In fact, let's just tab back
out into object mode.
-
and we're going to go shift
A and I'm going to go
-
to my front orthographic view by pressing one.
-
I'm going to go shift A and
I'm going to get a cube.
-
The cube is down here and I'm
going to go G to move the cube.
-
Over to where the hand is and then S to
scale it down quite a bit and then I'm going
-
to go into my right orthographic view.
-
Make sure it's in the middle of the hand.
-
Okay, that's all good.
-
So going back to the front orthographic
view and we're going to tab into edit mode
-
and then just select all of this
and then R to rotate it like so.
-
Then click and drag and just select
these verts over here like that.
-
And then what you're going to do is you're going
to go G, move them to about here and then S
-
to scale them a little bit and
then E to extrude and then click
-
about here and then go G, move them here.
-
R to rotate and then S to scale a little bit.
-
Now if you go to your right orthographic
view by hitting 3 on the number pad,
-
you're going to see things don't quite line up
so you're going to select these ones over here.
-
You're going to move them back.
-
Select this one over here, move it here and
then select these two and then bring these ones
-
to the corner of the thumb intersection
there and then move these ones out a bit too.
-
We're then going to come in here
and you can see we have a face here.
-
In fact, let's just add an extra loop.
-
We're going to go control R or
command R hovering over this edge.
-
Add in an extra loop.
-
Then we're going to go to
our face select option here.
-
Click on this face.
-
Go back to our right orthographic view and
then we're going to go G and move this one
-
out to here and then R to rotate.
-
And then we're going to go E to extrude that one
about this much and then S to scale, R to rotate
-
and then G and we're going to
move that one back like that.
-
And now we have a face over here and that face
in our front orthographic view we're just going
-
to go E to extrude it, and then S
to scale it, and then G to move it,
-
and that's going to be a simple thumb.
-
And this hand here is about
as simple as you can get.
-
You can come in here control R to add an extra
loop and control R in here to add an extra loop.
-
Then if you press A to select
all of this geometry you can come
-
to this tool here called the smooth tool
and then just drag in this little gizmo
-
and it'll smooth it all out like that.
-
And then just go back to the
move tool when you're done.
-
So you can see that's looking pretty cool.
-
So let's just tab back out into object mode.
-
We've got a hand instead of adding a
mirror to that hand you can just hold
-
in shift while you have that hand selected,
and select the arm, and then go control J
-
and it'll join that mesh to that arm.
-
So now that's all one object.
-
Let's just quickly disable our x-ray so
we can see what it's all looking like.
-
So pretty easy so far, isn't it?
-
And it's looking really cool, very stylized.
-
Let's quickly get into making the head which
is actually pretty simple despite the fact
-
that it looks a little bit complicated.
-
So let's go shift A, add in a cube.
-
And with this cube we're going to go G,
Z and move it to the top of the head.
-
I'm going to go S to scale that cube
down to about the size of the head.
-
Let's enable our x-ray once again go
-
into our right orthographic view
by pressing 3 on the number pad.
-
And let's tab into edit mode
and go contol R over one
-
of these edges to add in a loop, double click.
-
And let's just with that still selected
go G and move it just down a little bit.
-
And let's get to our vertex select option,
select this vertex over here, these two.
-
And then go G and move that forward a bit
-
and then select these two back ones
here or these four I should say.
-
And then go G and move it like that and
then you're going to select these two
-
or these four verts at the top by
clicking and dragging over them,
-
and you're going to move them here.
-
And you're going to go E to extrude
them up and then S to scale like that.
-
It's still looking very boxy so now
if we go control R while hovering
-
over this edge we can add in a loop, double
click go to your front view and what we're going
-
to do is we're going to go control
R hovering over one of these edges.
-
You can see the yellow line, double
click then select half of the verts
-
over here and press X and delete.
-
You can see that origin point is nice and,
in the middle, there so just like we did
-
with our body originally if
we now go to our modifiers,
-
we can give it a mirror modifier enable clipping
so it doesn't pull apart and now it's mirrored.
-
So what we can do is come in here control
R to add in another edge here double click.
-
And let's just select this
vertex down here let's go
-
to our proportional editing by enabling it.
-
And then we're going to go
G and if you have too little
-
or too much influence you can roll the middle
mouse button while you move to control that.
-
So we're just going to select
that vert and move it in.
-
Then select these verts here and then
go G. And just move them in as well.
-
Then just select these ones
bring them down a little bit.
-
And you can figure this out yourself it's
actually pretty easy all you're doing now is
-
going to the different views and you can select
verts, and you can go G and just move them
-
and roll the middle mouse button while
you have that proportional editing just
-
to select things and round them out.
-
It's actually really simple.
-
So I'm going to select this corner one here in
the right orthographic view and then this one
-
so just rounding things out
and if you're not sure
-
which one you're pressing
just go into the normal view.
-
Left click then press free to go back
-
into the right orthographic
view and just repeat like that.
-
You can even select everything.
-
Once again go to that smooth
tool and just slightly smooth it
-
out then go back to the move tool.
-
So you can see how we're making the head here.
-
So what I'm going to do is I'm just going
to come in here ctrl R over this edge
-
to add in another loop, click it in.
-
Select these two here and just move them forward
to create a bit more dimension to the face,
-
and then ctrl R over here to add double click.
-
Select these ones at the front and then G and
move them in and down, then select this brow
-
over here and move it forward and that
just creates a bit more of that area
-
where the eyes would kind of sit.
-
It just gives that feel of it.
-
And then we're going to just move some of this
topology back a little bit by just selecting it,
-
pressing G to move it, going
back to the front you can kind
-
of see how this head is coming together.
-
Pretty cool.
-
So let's now tab back out into object mode
and let's just go shift A add in a cylinder.
-
Once again, let's just come to the vertices
and let's just make it five then we're going
-
to go G, Z, move it up, S to
scale, and there you have a neck.
-
So go into your right orthographic
view if you wish in edit mode.
-
You can just select the different
points, rotate them.
-
And this is just like we've
done before at this point.
-
You guys should be able to start
getting how this all works.
-
So selecting the verts, scaling
them, moving them by pressing G,
-
and just matching it up to that neck.
-
So just a very simple cylinder like that.
-
You can delete these caps
on the end by just dragging
-
over them, and going X and delete faces.
-
And there we have it that
neck is very, very easy.
-
Let's go back into object mode.
-
Let's un-enable the x-ray, we
don't need to see it at the moment.
-
And you can see it's actually
coming together pretty well.
-
Before we get into the hair let's
just quickly select the body here.
-
Shift A, left click on this edge
to loop, select it over here.
-
Let's just go E to extrude S to scale,
and then G just move it in a little bit,
-
you can disable proportional
editing at this point.
-
Move it down a bit and then E, Z, and extrude
that down, and then S to scale it, like that.
-
So just bringing that in like that.
-
Okay so we're pretty much
now done with most of this.
-
You can add some ears as well like I did.
-
A very simple way to do that is to go shift A,
just add in a cube G to move that cube forward.
-
S to scale that cube, and of this cube
here, just get roughly the size of the ear.
-
Then tab into edit mode, and if you
want to enable the x-ray just do
-
that so you can select the top
face, G to move it, R to rotate.
-
Then select these bottom
ones, G to move it down.
-
R to rotate, then go to your
right orthographic view.
-
Select the whole thing and
then go S, Y, to flatten it.
-
And then R to rotate it just
at a bit of an angle.
-
And at this point, you can do something where
you go control R, roll in two extra loops.
-
Control R over this edge, roll your middle
mouse, button up, and then double click.
-
Now you have a little bit more
topology and in your front view.
-
You can kind of pull these
points around selecting them,
-
and just evening things out just a little bit.
-
And then to make that divot there, it's
actually really simple, you can go to your face,
-
select option disable the mirror for now.
-
And then holding and shift, you can just
click on all of these front faces like so.
-
While you're holding shift, and
go E to extrude, S to scale.
-
Left click, and then E to extrude in.
-
And then S to scale, and then you can
just select the whole thing by pressing A.
-
So you select all of the topology, go to your
little smooth tool again and then just drag
-
that little gizmo and smooth
it out just slightly.
-
And there you have a very simple ear to
which you can also add a mirror modifier.
-
Make sure to click on the little eyedropper, and
select something like the head for a reference.
-
And there we have it.
-
Ears. You can scale them up a little
bit, go back into object mode.
-
And with the head here, you can
always just go into edit mode again.
-
Go to this edge, select option,
and then select an edge.
-
And you can enable proportional editing, and
at this point, you can very simply select edges
-
and just adjust accordingly to make that all
look a little bit better by bringing it all out.
-
Maybe go to vertex select if it's easier.
-
But at this point you guys see what we're
doing here just how simple all of this is.
-
So an easier way to make the hair is to
kind of use an existing mesh like the head.
-
So let's just select the head.
-
Go into edit mode.
-
And one thing that might make things
a little bit simpler here is maybe
-
to round the head out just a bit.
-
So I'm going to go into the x-ray again
by toggling it, selecting just these here.
-
And then with proportional editing.
-
I'm just going to press G, and move them in
a bit and the same here with the squareness
-
of the head, just bringing it in.
-
Optionally, maybe go CTRL R,
add in an extra loop here.
-
CTRL R hovering over this edge, see the yellow
line and double click A to select everything.
-
And then just with that smooth tool enabled,
-
just drag the little gizmo and
smooth it out a little bit.
-
So now we can select the scalp
and start turning into hair.
-
So let's just go to the face select option here.
-
And let's just double tap A to
deselect everything in edit mode.
-
And if you now press C on your keyboard,
so C. And you roll your middle mouse button
-
up you're going to have this
selection tool here.
-
So you can make it whatever size you
want by rolling the middle mouse button.
-
Then you can left click and
hold in the left click and drag,
-
and then select all of these parts like this.
-
Now remember this head isn't mirrored.
-
Okay, this head is mirrored, so you should
still make sure you have the x-ray enabled just
-
so you select all of the faces.
-
You don't want to miss any faces.
-
So I'm going to just do it again.
-
So any ones like this, just select them roughly.
-
And go Shift D to duplicate,
and then right click to let go.
-
Then you can go Alt-S, and
scale it out along the normal.
-
So Alt-S. Remember I talked
earlier about normals,
-
and how they're different
from just normal scaling.
-
So Alt-S instead of just S. And we want
-
to make this its own geometry,
it's no longer part of this.
-
And a simple way to do that is just while
that's still selected, you can press P.
-
And you're going to get the separate option.
-
You're going to go separate by selection.
-
Now this is actually a different object.
-
So we need to go back into object
mode, and now we get a click
-
on this object, and it's its own new object.
-
And we can tab into edit mode,
and now we only have this.
-
So I'm going to just disable the x-ray for now.
-
I'm going to go into my right orthographic
view, and what I'm going to do is I'm going
-
to go Alt-S even more with all of that selected.
-
Go to something like this, I'm going
to enable the proportional editing.
-
I'm going to go to the vertex select
option, and then I'm just going
-
to drag and select these verts here.
-
I'm going to go G, and move
them up to follow the reference.
-
So you can see what I'm doing
here, bringing this fringe forward.
-
Same with these ones here, very simple.
-
And then I'm going to select these
ones here, I'm going to go G,
-
and just bring them down,
and bring these forward.
-
So pretty simple stuff.
-
Then go into the front orthographic
view, and then select these ones here.
-
And then go G, and then just
move them out a little bit.
-
Doesn't have to be perfect,
but just more or less.
-
And then what we need to do is enable
the x-ray again, so we can see through.
-
Let's just select this bottom vertex
here, just this one by itself.
-
And then go G, Z. We still
have proportional editing,
-
and you should just roll it just
slightly and bring it up like that.
-
And then select this one down here, and
then G, and just move it down slightly.
-
So now if we enable the x-ray, you can see here.
-
That's what we have this
kind of cute looking fringe.
-
We're now going to just take this.
-
Just kind of roll it in like that towards
there, and while you have it selected hold
-
in shift, and then click on this vertex.
-
And then in this vertex, you have
three of them selected like a triangle.
-
And then if you press F, it'll add in
a face between all of those like that.
-
And then you're going to
select this vertex down here,
-
and we're going to go G,
and just move it up here.
-
Yours doesn't have to look exactly like that but
just something along those lines should be fine.
-
And then what you can do, click and
drag and select these bottom vertices
-
over here and go X, and delete vertices.
-
And now what we can do is we're
going to go to our modifiers.
-
We're going to give this
something called a solidify.
-
And now if you come to the
solidify, and you drag this value.
-
You can see we're adding a
bit of thickness to that.
-
Now you can't actually edit that thickness,
it's not actually geometry you can grab.
-
But you can still see the thickness even
if you edit the geometry here in edit mode.
-
Which is really cool.
-
So it's a modifier.
-
It's modifying the mesh in real
time while you're working with it.
-
So now let's go to our right orthographic view.
-
Let's enable x-ray again.
-
Let's just click and drag and select these
bottom verts over here, and let's just go G,
-
and move them down a bit and rotate them.
-
And I'm going to disable
proportional editing for now.
-
Then I'm going to go E, and I'm
going to extrude them down a bit.
-
Then I'm going to select this vertex here.
-
G to move it in a bit, and
this one here like that.
-
Select all of these again, and I'm
just going to continue E to extrude,
-
S to scale, E to extrude, S to scale.
-
Then I'm going to go into my back orthographic
view and instead of pressing 1 on a number pad.
-
You can hold in Ctrl or command and then
press 1, and now you're seeing the back.
-
Let's just try and model it from the back here.
-
I'm just going to grab that vertex.
-
And I'm just moving these out just to round
them out a little bit, moving this one in,
-
you don't have to do this precise.
-
But you get the idea here.
-
All we're trying to do is just even
out the verts here at the back.
-
So we kind of have the hair
just coming down like that.
-
Something very simple but it works.
-
And then if you wanted to, it's optional
you can add these little bits at the side.
-
A very simple way to do that is to go to
your edge select option up here in edit mode.
-
Select any edge up here go to your right
orthographic view, shift D to duplicate it,
-
enable the x-ray, and then G, move it
somewhere above where that hair should start.
-
And then E to extrude, S to scale, rotate.
-
E to extrude, S to scale, and then R to rotate,
and then E to extrude down, and then S to scale.
-
Go to your front view, and now you can select
these edges like that and you can move them
-
in a little bit, and edit them to make
them look nicer from the front as well,
-
and it still has that modifier on it now.
-
You can notice that this one here, if I
go to face select, and I select this face.
-
The solidify modifier here is
making this the effect come in.
-
But this one here, if I select the face,
the effect is happening towards the outside,
-
and that's got to do with the normals.
-
So what we may have to do in
this case is correct the normals.
-
I'm not going to get into why that happens,
it's a bit tricky to explain for beginners.
-
So just for now all you have to do
is press A to select everything.
-
Alt N, and then go recalculate outside or
inside depending on what the situation is.
-
So I'm going to go outside, and
now all of these should be the same
-
so I'm just going to select a face here.
-
Go Ctrl L to select the whole thing.
-
And then G and just move it out a bit.
-
You guys can adjust this however you want.
-
You don't have to do it exactly like me --
completely up to you how you want to do that.
-
And once you're happy with that,
you can also just select any vertex
-
of face Ctrl L. Select the whole thing and
then go shift D in the right orthographic view,
-
move it back and then slightly
edit the second piece,
-
and there you have these little hair
droopy things coming off the side,
-
and you know very, very simple.
-
So based on what I've just shown you guys,
you can make this however you want now
-
that you know the basic techniques.
-
But it's very boxy, very
stylized, very low poly.
-
But that's a nice look, and that's actually
what we're deliberately going for here.
-
So there we have it.
-
The character is pretty much
done; add a nose if you want.
-
But what we're going to do next is
we're going to add some nice colors
-
or materials what we call shaders,
and then we'll add some nice lights,
-
and I'll show you how you can render
this out as a nice looking result.
-
And then we're pretty much done.
-
So whenever we want to work with things,
remember our properties panel over here,
-
so remember, we have this one here
called the materials property.
-
I think I briefly mentioned
this in the very beginning.
-
but over here if you click on it, says material
properties here is we can actually add materials
-
and change their properties.
-
So how do you add a material?
-
It's actually very simple.
-
Let's just say you want to add
a material to a certain object,
-
you just simply left click on it in object mode.
-
So let's start with the body, all right.
-
And then you go over here and you
can see this button called new.
-
Now there's a little drop down here,
-
that's where pre-existing materials
are materials you already have.
-
Let's just go new and now it's created
the materials, given it a default name.
-
So you can actually double click here, or just
click on it the name, and call it something.
-
So I'm going to call it Yellow,
because I want it to be a yellow color.
-
And then over here you're going
to see something called a preview.
-
This is where you can actually
see a preview of your material
-
and under here is something you see the surface.
-
This is where you change
a whole bunch of settings.
-
Now I'm not actually going to get into all of
these settings here because that's a lot more
-
in depth, and this is something
you'll learn as you grow as an artist.
-
But for now, we're just going to look at nothing
more than the color, literally just the color.
-
At the moment, the color is white.
-
So we want yellow, so we click on this, and
we go and click on yellow or wherever we want.
-
Not only can you change saturations
here and colors, but you can also come
-
to the value slider and change the values.
-
So pretty simple not much more to say
than that, and now you have that material.
-
Now, obviously, you're not seeing it,
because you have to actually render,
-
so rendering is when we press Z on a keyboard,
and we can click on this option called rendered.
-
Now we're no longer seeing just
the shading viewport shading,
-
but we're seeing the actual material.
-
Now another thing to think about is
when you go up to your properties,
-
go up here to this little camera.
-
That's your render properties.
-
Currently there's an engine, a render
engine being used called Eevee.
-
That's more like a real-time rendering engine,
-
and we're going to change it
to something called Cycles.
-
Now I'm not going to really get into
the details here, Cycles does a lot more
-
like bounce sliding, ray tracing,
a lot more advanced things.
-
But if you have a GPU under
the device, you can enable it.
-
If you don't just leave it
at CPU, it's not a big deal.
-
This isn't really a render
processor intensive render anyway.
-
It's very low poly so probably doesn't matter.
-
So I'm changing mine to GPU.
-
We'll add lights in a bit.
-
But for now, I'm just going to go into the
material preview which is kind of like a mix
-
between the just standard viewport
solid shading and the render.
-
Co you can see here, we have the color.
-
So what we're going to do now.
-
Let's go back to our materials properties.
-
We have that shirt still selected or the body.
-
And remember we added that yellow material.
-
What if we want to add more?
-
So let's just tab into edit mode, and let's
just say, for example, let's just go Ctrl R,
-
add in a loop here double
click, double G to slide,
-
and then alt S to scale out along the normals.
-
Maybe move it up a bit.
-
Let's just say we want to
add a little border here.
-
so what we can do, go to your face select, and
then going shift alt with face select enabled.
-
You can just shift alt click on this edge over
here, and it'll loop select these faces here,
-
and now what you can do is come
here under your materials property.
-
Click on the plus again, and now you
have a new thing here, you can go new.
-
And let's just call it red, for example.
-
And now we can go assign while those
faces are selected, and has that material.
-
Now, we called it red, but we still have to
come to the surface here, and just like we did
-
with the yellow, come to the
base color and give it a color.
-
I'm going to go with an orangey kind of red,
-
so I'm going to quickly tab
back out into object mode.
-
And now I'm going to select the shirt, and
instead of this time still on the materials tab,
-
instead of coming creating a new material.
-
Let's just go to this drop down and create get
the existing yellow, and then what we can do
-
as well is tab into edit mode,
and then click on the plus here.
-
And we can create a new one, and once again,
-
we can just go down and select
a pre-existing color.
-
So I'm going to go through red.
-
And this time if I wanted to be assigned
to something, I have to actually select it.
-
So I'm going to click on
a face here on the sleeve,
-
I'm going to go control L
to select the whole thing.
-
And then click on the red and then assign.
-
How simple is that.
-
Now let's create a new thing,
which is going to be the skin.
-
So let's just left click on the
hand, or on any face on the hand.
-
Go control L to select the whole thing.
-
Then let's click plus over here, and this
time we're going to create a new material.
-
Let's just call it skin.
-
And now we can go to the surface, and let's
just give it something like a brownish blush.
-
I want to go for almost like
a brown olive kind of color.
-
And then I'm going to go assign, you can make
your skin whatever you want, perfectly fine.
-
So now we have that there.
-
I'm going to tab out.
-
And now we can actually select
the head, and go to the drop down.
-
And we already now have that skin.
-
So let's select it.
-
Let's just also select the ear, go to
the drop down, give it that same skin.
-
Select the neck, go to that
drop down, give it the skin.
-
And let's select the hair.
-
Now the hair we haven't created a
material for, so let's click on the hair,
-
create a new material, and call it hair.
-
And let's just come to the base color.
-
I'm going to go with a brownish kind
of red like that, and there I have it.
-
And that's now the hair.
-
So let's go to the legs.
-
Let's click on the legs.
-
Let's go new I'm going to call this blue.
-
And I'm going to make it kind of like a
robin's egg kind of blue, like cyan almost.
-
Then I'm going to click on the plus again, go
new, and I'm going to call this one darker blue.
-
And if I want to assign it to any specific
part, we have to go into edit mode.
-
In this case, I'm going to make
sure face select is enabled.
-
I'm going to go shift alt.
-
Click on this edge over here
to loop select these faces.
-
Ctrl plus or command plus to
grow the selection just once.
-
So we have this part here selected.
-
I'm going to click on the
dark blue and go assign,
-
and then under the base color let's make it
something that fits the description, like that.
-
And the exact same thing for the rest.
-
In fact, I'm going to turn on my x-ray
here and I'm just going to click and drag,
-
and just select these bottom faces.
-
They're all selected.
-
And I'm going to do the same thing, I'm going
to come here plus, I'm going to go assign,
-
I'm going to click new, and I'm going to make
this like a leathery kind of brown color,
-
bring that value down and there you have it.
-
Pretty cool.
-
And you can even click on
here and name it something.
-
I'm going to call it leather,
and there we have it.
-
How simple is that.
-
I'm going to go back into object
mode, and now we've added all
-
of these materials as you can see.
-
Once again, if you want to see
this, you actually have to press Z
-
and go into material preview like I said.
-
So there you have it.
-
So press Z and go into either
rendered or material preview.
-
So now all we have to do
is just render this out.
-
We've already gone to our render
engine and given it the cycles engine.
-
But we do need to add some lights.
-
So let's go shift A and we've
been adding meshes before.
-
But let's go down to our lights.
-
Add in this thing called an area
light, and we're going to go G Z
-
and move it just like we've moved anything else.
-
I'm going to move it up to here.
-
So we've moved it up on the Z axis.
-
And then we're going to go R,
and we're going to rotate it.
-
Like this.
-
And then G to move it.
-
Now you can pick whatever lighting
direction you want once you have a position
-
where you want your light to come
from, go over to your properties.
-
And you're going to see this little light
bulb, and that's your light settings.
-
And why is this our properties
like I've mentioned before,
-
because we edit our properties here.
-
So you can go to the power and just as you
might assume that's got to do with the strength.
-
So the more you put this level up here, the
watts, the more power you're going to get.
-
Pretty common sense.
-
And then also the size that's going
to make it a bit of a softer light.
-
The smaller you have that, the point of
the light, just like you do in real life,
-
you're going to have a sharper light.
-
And the broader the light is
and closer to the subject here,
-
it's going to be a bit more scattered.
-
So I like to increase the size a
little bit bigger than the default.
-
Something like that, and if we now go Z and
we go rendered, we can see we have this light.
-
So it's up to you how much you want to
tweak the power amount here for your light.
-
You can drag it up as much as you want.
-
You can even change the color of
your light to give it some mood.
-
Very simple stuff.
-
But once you're happy with it you can
also go shift D with that light selected
-
to duplicate it like anything else.
-
And then rotate it, and you can duplicate
and make as many of these lights as you want.
-
So I'm happy with that I'm going to go shift
A, I'm going to add in one more object.
-
And that's just a plane on the floor here.
-
I'm going to go S to scale that plane up
like that, and then tab into edit mode.
-
And I'm just going to go into my solid
work press a Z and then go solid.
-
And you can go to your edge select.
-
Select this back edge, and then go E,
Z and extrude it up on a Z like that.
-
Select this edge here, and then you can go
Ctrl B and Ctrl B allows you to make a bevel
-
on an edge you can move it as big
as you want by moving your mouse,
-
and then roll your middle mouse
button to add in more segments.
-
And then just double click and it's added in.
-
Now you can go back into object mode,
and you have this nice fancy backdrop,
-
and you can see here in our scene is a camera.
-
So you can literally click on that camera.
-
And with a camera active you can press zero on
your number pad, and it goes into camera view.
-
And then with that camera selected you can
double tap R and as you move your mouse,
-
you can actually rotate the camera.
-
If you press R by itself, you
can rotate just like this.
-
And then you can press G
and G allows you to move it.
-
So you just press G and move the camera to
where you want it, and then you can just
-
like anything else, you can
come to your move tool,
-
and you can just move these little sliders,
or you can just press G like we've been doing.
-
So G, and then Y to move along
the Y or Z, whatever you want.
-
And if you want to go change the
dimensions, just go to your output here.
-
And you can change your resolution.
-
So these are the pixels.
-
So 1020 by 1080 by 1920 here.
-
I'm just going to drag this value here down a
bit, just to make it a bit of a different ratio.
-
Just like that.
-
And then I'm going to just move my camera
in a little bit, something like that.
-
You can also come here to your camera settings.
-
I'm not going to get into all the advanced
things here there's a lot that can be said.
-
But just as a beginner here, let's just
go to the focal length and change that.
-
So if so those of you who are
familiar with photography,
-
a lot of this would make more sense to you.
-
But once again it's not what we're
focusing on here as this is more just
-
about a very beginner's tutorial for
the modeling and things like that.
-
So here we have our camera set up, we
have our scene, we're pretty much done.
-
So let's just select these two reference images.
-
I'm holding in shift.
-
And remember these collections I told you about.
-
If we now go M and we go new collection
after we selected those two reference images,
-
we can go ref type whatever you
want in here, and then go okay.
-
And under your collections here now, if
you just drop down this main collection,
-
you can now see a collection called ref.
-
And now two references in there.
-
We can just untick it and
they're out of the way.
-
So they're not deleted, but
they're just out of the way
-
so if we want to ever bring them back, we can.
-
But that just organizes our scene
a little bit and there you have it.
-
We now have this, if we press
Z and we go rendered,
-
we have our subject in the
view here of the camera.
-
And another cool thing you can do in camera
view you can go Ctrl b and then click and drag,
-
and drag over the camera with Ctrl b. And it's
just going to limit that render to the camera,
-
and that's going to free up a little
bit of your processing as well.
-
So there we have it.
-
A fantastic looking low poly model
that you guys can be proud of.
-
I hope you've enjoyed this.
-
And what you can do now is
press z go back into solid mode.
-
And all you have to do is
go to render, render image,
-
and it's going to render this image for you.
-
And in fact, I'll quickly just press escape
to cancel this because I forgot to mention.
-
Under your render settings, just click
on that and go down to the render,
-
and take the sample amount down to
something like 80, because if you have it
-
at 4000 whatever, it's going
to take forever to render.
-
So the more samples, the higher the quality is,
-
but if you have this little
thing the denoiser enabled,
-
Blender's algorithm does a pretty good job at
getting the noise out after you've rendered.
-
So just make sure you do that
and then go render, render image,
-
and we'll see what that looks like.
-
So you can see here, this little sample
count, it's 48 samples out of 80.
-
Okay, it's just finished,
it's out of the denoising.
-
And there it is.
-
Now what you can do is you
can go to image, save as,
-
and then save it wherever
you want on your computer.
-
And that's it, that's how simple this is.
-
I hope you guys have learned something here.
-
I know I didn't go into detail on
everything like I said in the beginning.
-
But this is just absolutely to whet your
appetite and get you started as a beginner.
-
I hope you guys have enjoyed this.
-
I will be putting this Blender
file on my Patreon,
-
and I'll probably do some more
videos following up on this one.
-
We're going to do a little
bit of rigging, animation,
-
so you guys can learn more about this.
-
And definitely leave your comments below
and I hope you guys have a good time.