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Tutorial: Blender MODELLING For Absolute Beginners | Low Poly Girl

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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.
  • 13:43 - 13:48
    And if you go into your front orthographic
    view again by pressing 1 on your number pad,
  • 13:49 - 13:53
    you can see here that we want the
    front pose to be in the middle.
  • 13:53 - 13:59
    So in this case, if it's not quite in the
    middle, all you can do is go G and then X
  • 13:59 - 14:02
    to move it along the X. And just
    make sure it's in the middle
  • 14:02 - 14:06
    as it could possibly be here and also over here.
  • 14:06 - 14:08
    In fact, let's just quickly go and enable
  • 14:08 - 14:12
    up here this thing called X-ray
    and now we can see through.
  • 14:12 - 14:14
    We still have this empty active.
  • 14:14 - 14:18
    We can now make sure we have the feet sitting
    on the ground so you can see this red line here
  • 14:18 - 14:20
    that kind of represents where the ground is.
  • 14:20 - 14:23
    So we're going to go G, Z,
    and just move it down until
  • 14:23 - 14:26
    that feet there are sitting
    right kind of on that red line.
  • 14:26 - 14:30
    So now we have this front pose right
    in the middle there and we can use
  • 14:30 - 14:32
    that as a reference and how do we get the side?
  • 14:32 - 14:33
    So the side is simple.
  • 14:33 - 14:36
    All we have to do now is go
    Shift D with this active.
  • 14:36 - 14:44
    So Shift D, just right click to let go,
    and then type in RZ90 and hit enter.
  • 14:44 - 14:48
    So RZ90 and if you press N to open up
    your properties panel and go to item,
  • 14:49 - 14:52
    you should be able to see here
    that on the Z, it's rotated 90.
  • 14:52 - 14:54
    So if it's not, just type in 90.
  • 14:54 - 14:58
    Now press 3 on your number pad to
    go to the right orthographic view.
  • 14:58 - 14:59
    You can see up here, right orthographic view.
  • 15:00 - 15:06
    And now you can go G, Y and move it on the Y
    till the side image is lined up here and kind
  • 15:06 - 15:09
    of in the middle of where
    this cube is over here.
  • 15:09 - 15:11
    You can also look at this
    blue line here as a reference.
  • 15:11 - 15:16
    That's just the Z coordinate that you see
    in the right orthographic view and make sure
  • 15:16 - 15:18
    that she is roughly in the middle here.
  • 15:18 - 15:20
    So G, Y to move it.
  • 15:20 - 15:25
    And make sure you restrict it to the Y when you
    do because we don't want to be moving it down
  • 15:25 - 15:27
    or up now because those feet
    as you can see here are still
  • 15:28 - 15:30
    on that floor there which is really good.
  • 15:30 - 15:33
    So also with this one now on
    the side, we want to go G,
  • 15:33 - 15:35
    X and just move it over to the side like this.
  • 15:35 - 15:39
    So we're going to our right orthographic
    view and we model with this cube here.
  • 15:39 - 15:42
    That image is not intersecting
    with the mesh here.
  • 15:42 - 15:46
    So now we have our front reference and if we go
    into our right orthographic view by hitting 3
  • 15:46 - 15:49
    on the number pad, we have our side reference.
  • 15:49 - 15:51
    Now before we lose anything, let's save this.
  • 15:51 - 15:55
    We're going to go File, Save as -- I'm going
    to choose my desktop and I'm just going
  • 15:55 - 16:00
    to call it Girl, low poly, and I'm
    going to go save as and now it's saved.
  • 16:01 - 16:06
    So when it comes to actually modeling something,
    we can use something called primitive objects.
  • 16:06 - 16:10
    So you can see here, for example, we have one
    already in Blender called the default cube.
  • 16:10 - 16:13
    So if you left click on it,
    you can see it becomes active.
  • 16:13 - 16:15
    Also up here in the scene
    collection, you can see the cube.
  • 16:16 - 16:19
    And you could make this into any
    shape once you start editing it.
  • 16:19 - 16:21
    And it's just so you understand.
  • 16:21 - 16:23
    I'm going to quickly delete this.
  • 16:23 - 16:24
    You don't have to follow along,
    but just so you understand.
  • 16:24 - 16:26
    So for example, you didn't have an object.
  • 16:26 - 16:30
    What you can do is you can go shift
    A. Shift A brings up this add menu
  • 16:30 - 16:31
    and you can just go to the meshes.
  • 16:31 - 16:35
    Now the meshes are the actual things,
    the topology that we'll model in 3D,
  • 16:36 - 16:37
    and you have a whole bunch of objects here.
  • 16:37 - 16:44
    Now all of these are just a bunch of points or
    vertices that make up an object in 3D space.
  • 16:44 - 16:47
    So here is a cube, the one we already had.
  • 16:47 - 16:47
    Here's a circle.
  • 16:47 - 16:48
    Here's a UV sphere.
  • 16:48 - 16:54
    So if I add in a UV sphere, you can see same
    thing, but just it's shaped like a UV sphere.
  • 16:54 - 16:57
    So I'm just going to go ahead,
    add back in a cube.
  • 16:57 - 17:01
    And the reason it is actually in the center
    of the world here when it's added in is
  • 17:01 - 17:03
    because of this little thing
    here called the 3D cursor.
  • 17:04 - 17:07
    Now over here, you can see above
    the move tool, there's a 3D cursor.
  • 17:07 - 17:10
    If you click on that, you can click
    anywhere and it moves that 3D cursor.
  • 17:10 - 17:14
    That 3D cursor is where things get
    placed by default in your scene.
  • 17:14 - 17:18
    It's also a point you can use
    to rotate around as a transform.
  • 17:18 - 17:20
    Won't get into that at the moment.
  • 17:20 - 17:24
    But if I now went shift A after
    moving that cursor and added
  • 17:24 - 17:26
    in maybe a sphere, it adds it in there.
  • 17:26 - 17:28
    So it's important if that
    thing isn't in the center.
  • 17:28 - 17:31
    First of all, just click back on
    the move tool if you've done that.
  • 17:31 - 17:34
    If there's ever a situation where you need
    to get your cursor back to the center,
  • 17:34 - 17:38
    you can go shift S and you can see
    cursor to world origin as option here.
  • 17:38 - 17:42
    You can actually set the cursor to all sorts
    of places, but to have it in the center
  • 17:42 - 17:44
    of the world, go to world origin.
  • 17:44 - 17:47
    It's important that you understand
    that as a beginner kind of concept.
  • 17:47 - 17:53
    Also, when an object is added in, all objects
    in Blender have what you call an origin point.
  • 17:53 - 17:56
    So you can see this little
    orange, yellow dot in the middle.
  • 17:56 - 18:02
    If you come over here to this overlays and you
    go to the dropdown, origins may not be ticked.
  • 18:02 - 18:05
    So if it isn't, just make sure to click
    on it so you can see that origin point.
  • 18:05 - 18:08
    And that is actually the point
    where things rotate around.
  • 18:08 - 18:10
    So if you go R, it rotates around it.
  • 18:10 - 18:12
    If you go S, it scales from that point.
  • 18:12 - 18:16
    And G, all of those transforms
    look at that origin point.
  • 18:17 - 18:21
    So in 3D, I've already shown you
    guys previously how you can scale,
  • 18:21 - 18:23
    move things around, rotate things.
  • 18:23 - 18:25
    But how do you actually edit
    a piece of geometry?
  • 18:25 - 18:28
    To do that, you can come up here
    and this is the object mode.
  • 18:28 - 18:30
    And for now, don't worry
    about all of these options.
  • 18:30 - 18:32
    Just focus on the edit mode.
  • 18:32 - 18:36
    If you go into edit mode with an object
    selected, you're going to now actually see,
  • 18:36 - 18:38
    instead of seeing not only the whole object,
  • 18:38 - 18:43
    but you actually now see the
    vertices that make up these objects.
  • 18:43 - 18:47
    In this case, you can see, you can
    actually left click on an individual point.
  • 18:47 - 18:52
    And just like you can move things in the object
    mode, you can also go G and R. At the moment,
  • 18:52 - 18:53
    you can't really notice rotation.
  • 18:53 - 18:57
    You'd have to select more than two to see that.
  • 18:57 - 18:58
    But exact same thing.
  • 18:58 - 19:02
    And this is how you can actually
    edit the shapes.
  • 19:02 - 19:04
    You can see the origin point
    is still there in the middle.
  • 19:04 - 19:06
    But if I were to actually just
    left click and drag to select all
  • 19:06 - 19:08
    of this, and then go G to move it off.
  • 19:08 - 19:13
    If I now go back into object mode, you can see
    the origin point is still there where it is.
  • 19:13 - 19:16
    So if I now go R to rotate,
    it's not going to look
  • 19:16 - 19:18
    at the object, but actually the origin point.
  • 19:18 - 19:22
    So it's important that you guys understand what
    the origin point is and how that all works.
  • 19:23 - 19:28
    You can almost look in object mode, an object in
    object mode as being just a collection of verts
  • 19:28 - 19:30
    that are connected to this group.
  • 19:30 - 19:32
    And the vertex is the center of it.
  • 19:32 - 19:35
    Just look at it almost like a
    collection of points in 3D space.
  • 19:35 - 19:38
    So now that you understand
    that, let's actually model here.
  • 19:38 - 19:42
    So currently we have the X-ray toggled on.
  • 19:42 - 19:44
    You can also toggle it off
    so you can see through.
  • 19:44 - 19:45
    I'm completely up to you.
  • 19:45 - 19:47
    But for now, I'm going to press 1 to
    go into the front orthographic view.
  • 19:48 - 19:51
    We have our image set up and we have
    our cube, which we're going to be using.
  • 19:51 - 19:55
    And let's go G and then Z to restrict
  • 19:55 - 19:58
    to the Z. Let's just move it
    roughly to where the body is here.
  • 19:58 - 20:02
    In fact, I'm going to turn the
    X-ray on for now so I can see.
  • 20:02 - 20:06
    And let's go S and let's
    scale this down to about here.
  • 20:06 - 20:09
    So it's almost the width of the body like that.
  • 20:09 - 20:13
    And as long as your cube is just roughly in
    the middle, it can be down a little bit or up.
  • 20:13 - 20:14
    It doesn't really matter.
  • 20:14 - 20:17
    But what you're going to do is you're
    going to press Tab to go into edit mode.
  • 20:17 - 20:19
    Or you can just come up here
    and go into edit mode that way.
  • 20:20 - 20:25
    And inside of edit mode, you're going
    to left-click and drag and just drag
  • 20:25 - 20:28
    over these top vertices to
    have them selected like that.
  • 20:28 - 20:32
    And then you're going to go S,
    X, and scale them on the X axes.
  • 20:32 - 20:38
    You can even see up here that red is the X. And
    you can actually see the numbers written here
  • 20:38 - 20:41
    on the different colors or the
    letters on the different colors.
  • 20:41 - 20:43
    And then you're going to left-click
    and drag and select the bottom ones.
  • 20:43 - 20:48
    And you can go S, X, and scale them along
    the X. So now from the front, it looks okay.
  • 20:48 - 20:50
    But if we press free on the number pad,
  • 20:50 - 20:54
    we can see on the right orthographic
    view that it's not quite matching up.
  • 20:54 - 20:56
    So we can select these at the top
    by left clicking and dragging.
  • 20:56 - 21:02
    And we can go S, Y, and flatten it on the
    Y. You can also just left click and drag
  • 21:02 - 21:07
    and just select just the front ones or the back
    ones and go G and just move them like that.
  • 21:07 - 21:10
    So we're currently in the right orthographic.
  • 21:11 - 21:13
    And these ones here, they're
    more or less in the right place.
  • 21:13 - 21:15
    But you can also move them if you wanted to.
  • 21:16 - 21:18
    So now we have that roughly in place.
  • 21:18 - 21:22
    What we can do now is we can
    extrude this bottom face.
  • 21:22 - 21:26
    So one way to do that is just left click
    and drag to select all of the bottom verts.
  • 21:26 - 21:29
    But I'll quickly mention you also have these
    options up here for different selections.
  • 21:30 - 21:31
    You can also click on the face mode.
  • 21:31 - 21:34
    And now instead of selecting
    verts, you can select a face,
  • 21:34 - 21:36
    which is a collection of verts and edges.
  • 21:36 - 21:38
    So now you can just left click on that face.
  • 21:38 - 21:41
    And then you can go back into your
    right orthographic view by hitting free.
  • 21:41 - 21:44
    And you can go E. So E is
    the shortcut to extrude.
  • 21:44 - 21:46
    And that'll extrude a face.
  • 21:46 - 21:49
    You can also come here and click
    on the extrude button here.
  • 21:49 - 21:51
    And it'll bring up some options.
  • 21:51 - 21:53
    But it's easier just to use the shortcut.
  • 21:53 - 21:55
    So I've extruded it down
    and then just left clicked.
  • 21:55 - 21:59
    And then I'm going to just go R. And
    I'm going to slightly rotate that face.
  • 21:59 - 22:01
    And I'm going to go G. And I'm
    just going to move it back.
  • 22:01 - 22:07
    So one thing you'll notice is we're still using
    a lot of the same G, S, and R to scale, rotate,
  • 22:07 - 22:08
    and move things, which is really cool.
  • 22:08 - 22:12
    So now let's go to our front view
    by getting one on a number pad.
  • 22:12 - 22:15
    And you can see here it's
    kind of right at the bottom.
  • 22:15 - 22:19
    But over here now it is lacking
    the right dimension.
  • 22:19 - 22:24
    So what we can do to add in an edge is we can
    just come over here, hovering over an edge.
  • 22:24 - 22:28
    And you can go Control R or
    Command R if you're using a Mac.
  • 22:28 - 22:30
    And you're going to see this yellow line appear.
  • 22:30 - 22:34
    Once you see the yellow line, you can
    just left click twice and it'll add it in.
  • 22:35 - 22:39
    Then go back into your front orthographic
    view by hitting one on the number pad.
  • 22:39 - 22:41
    S, X with that edge selected.
  • 22:42 - 22:43
    And you can scale it out like that.
  • 22:43 - 22:45
    Now let's just say you accidentally
    unselected that edge.
  • 22:45 - 22:46
    How do you select it?
  • 22:46 - 22:48
    By left clicking and dragging?
  • 22:48 - 22:50
    No, not necessarily.
  • 22:50 - 22:54
    Because now that it's an edge select, you
    might select more edges than you wanted to.
  • 22:54 - 22:55
    In some cases that would happen.
  • 22:56 - 23:00
    So what you may want to do is you can
    actually, when there's a loop like this,
  • 23:00 - 23:06
    you can go Shift Alt and then just left click
    on an edge and it'll select the whole loop.
  • 23:06 - 23:08
    You can also just hold in Shift.
  • 23:08 - 23:12
    And while you're holding in Shift and you're
    moving around, you can select multiple faces.
  • 23:12 - 23:16
    So that's one thing to keep in mind
    if you guys struggle with that.
  • 23:16 - 23:18
    That's how you select edges.
  • 23:18 - 23:19
    So now we have that in there.
  • 23:19 - 23:24
    If we now go to our right orthographic view by
    hitting free, we can see it's not quite right.
  • 23:24 - 23:28
    Let's go to our vertex select, left
    click and drag to select these verts.
  • 23:28 - 23:32
    And let's just move them by pressing G.
    And you can see what we're doing here.
  • 23:32 - 23:33
    It's not hard at all.
  • 23:33 - 23:36
    We're just creating the rough
    shape from the front and the side.
  • 23:37 - 23:38
    And yes, it is boxy.
  • 23:38 - 23:43
    But what we can do now is we can
    progressively add more topology.
  • 23:43 - 23:44
    So let's come here to the middle.
  • 23:45 - 23:48
    Control R, just like we did
    hovering over one of these edges.
  • 23:48 - 23:50
    You should see the yellow line appear.
  • 23:50 - 23:51
    And then left click twice.
  • 23:51 - 23:54
    And now what we've done,
    we've cut it in half here.
  • 23:54 - 23:56
    It's perfectly symmetrical.
  • 23:56 - 23:57
    But we can cheat a little bit.
  • 23:57 - 23:59
    We can actually mirror so
    we only work in one side.
  • 23:59 - 24:03
    So let's now left click and drag and
    just select these verts over here.
  • 24:03 - 24:06
    And let's press X and then go delete.
  • 24:06 - 24:07
    And what are we working with?
  • 24:07 - 24:09
    Vertices. So let's click delete vertices.
  • 24:09 - 24:11
    And now we only have half an object.
  • 24:11 - 24:13
    We can now go to the properties panel here.
  • 24:13 - 24:15
    And let's go to our modifiers.
  • 24:15 - 24:18
    Modifiers are just these cool
    things we can add to an object.
  • 24:18 - 24:20
    I won't go into too much detail.
  • 24:20 - 24:22
    But let's just go to the add modifier.
  • 24:22 - 24:24
    And let's just go and give
    this one under the generators.
  • 24:24 - 24:25
    And that's a mirror.
  • 24:25 - 24:28
    And all it's simply doing
    here is mirroring this object.
  • 24:28 - 24:31
    So now we can't actually come here
    and select anything on this side.
  • 24:31 - 24:35
    But if we select something on this side
    and we press G to move it or rotate it,
  • 24:35 - 24:37
    you can see it updates on this side.
  • 24:37 - 24:41
    But one of the issues is if we start
    moving things around, it pulls apart.
  • 24:41 - 24:42
    So what we're going to do is
    we're going to come over here.
  • 24:42 - 24:44
    We're going to click on this
    thing called clipping.
  • 24:44 - 24:47
    And now if you move it, it all sticks
    together, which is really cool.
  • 24:47 - 24:48
    And it's going to help you a lot.
  • 24:48 - 24:52
    Now going back into the front orthographic
    by pressing 1 on the number pad,
  • 24:52 - 24:56
    you can actually see that little origin point
    that I talked about earlier is in the middle.
  • 24:56 - 25:01
    And that's actually what our mirror
    modifier is looking at as a reference point.
  • 25:01 - 25:05
    So now that we have that mirrored, what we
    can do is we can press 7 on our number pad
  • 25:05 - 25:06
    to go to the top orthographic view.
  • 25:06 - 25:08
    And this is looking boxy.
  • 25:08 - 25:13
    So let's go Control R. And with Control R, we're
    going to see the yellow line appear over here.
  • 25:13 - 25:15
    Let's double click by left clicking.
  • 25:16 - 25:19
    And now what we can do is from the
    top, we can left click and drag
  • 25:19 - 25:22
    and select the front verts
    over here in the corner.
  • 25:22 - 25:25
    And we can go G and move them in a little bit.
  • 25:25 - 25:26
    And then left click.
  • 25:26 - 25:30
    And let's left click and drag
    over here, selecting these verts.
  • 25:30 - 25:33
    And then let's go G. And
    let's move them in like that.
  • 25:33 - 25:35
    Now we simply rounded that out.
  • 25:35 - 25:37
    So this is already starting
    to look a lot better.
  • 25:38 - 25:40
    And we've just used some very
    simple modeling techniques.
  • 25:41 - 25:44
    Let's also just select this vertex
    down here by left clicking on it.
  • 25:44 - 25:46
    Let's just go X and delete that vertex.
  • 25:46 - 25:48
    So we now have this open like so.
  • 25:48 - 25:51
    And let's also select this one at the top here.
  • 25:51 - 25:54
    Let's go X and delete that vertex as well.
  • 25:54 - 25:57
    okay, so we want to go back into
    the front orthographic view.
  • 25:57 - 26:02
    Let's continue extruding this topology
    up and making the rest of the body.
  • 26:02 - 26:03
    okay, so what we're going to do is we're going
  • 26:03 - 26:07
    to make sure we have our
    vertex select option enabled.
  • 26:07 - 26:08
    We're still in edit mode.
  • 26:08 - 26:11
    We're going to left-click and drag
    in our front orthographic view.
  • 26:11 - 26:13
    And we're going to select these verts over here.
  • 26:13 - 26:17
    So once they are selected in
    your front orthographic view,
  • 26:17 - 26:19
    remember 1 to go into front orthographic view.
  • 26:19 - 26:24
    You're going to go E to extrude and
    then just move it up to about here
  • 26:24 - 26:26
    on the reference or just under the neck.
  • 26:26 - 26:31
    And then you're going to go R. So R to rotate
    and rotate it this much and then left click.
  • 26:31 - 26:33
    And then just G again and
    just move it till it's lined
  • 26:33 - 26:36
    up to the bottom of this V here, this delta.
  • 26:36 - 26:39
    Then you're going to press 3 to go
    into your right orthographic view.
  • 26:39 - 26:44
    And then you're going to go SY
    and flatten it on the Y like that.
  • 26:44 - 26:45
    Okay, back into the front orthographic view.
  • 26:45 - 26:50
    Let's go E to extrude and extrude it
    up like so, and leave it about here.
  • 26:50 - 26:53
    Let's go into our right orthographic view.
  • 26:53 - 26:57
    And we're going to go SY and
    scale it on the Y about that much.
  • 26:57 - 27:02
    And then we're going to go Ctrl R or
    Command R, hovering over one of these edges.
  • 27:02 - 27:03
    You should see the yellow line.
  • 27:03 - 27:04
    And then you're going to just left click once.
  • 27:05 - 27:06
    And then if you move the mouse, you can slide.
  • 27:06 - 27:09
    So you can slide it to about
    here and then left click again.
  • 27:09 - 27:10
    And that should put it in place.
  • 27:11 - 27:17
    And while that is still active, you can go
    Alt S. And what is different about this,
  • 27:17 - 27:21
    and I won't really get into
    normals at the moment too much,
  • 27:21 - 27:24
    but you have these things
    on the faces called normals.
  • 27:24 - 27:28
    They're like these directional
    points that the face is kind of --
  • 27:28 - 27:30
    I'll quickly show you because
    it's kind of hard to explain.
  • 27:30 - 27:31
    I'm just going to enable something.
  • 27:31 - 27:35
    You guys don't have to do this, but it's just
    so you understand kind of what's going on here.
  • 27:35 - 27:36
    I'll quickly show you.
  • 27:36 - 27:38
    So these things here, right, the normals.
  • 27:39 - 27:42
    Now, if you just press S by itself, it
    just scales everything as like an average.
  • 27:42 - 27:48
    But if you go Alt S, it looks at these
    normals and it scales out along the normals.
  • 27:48 - 27:49
    And it does it a little bit in a different way.
  • 27:49 - 27:53
    So going Alt S will scale that
    out like this, nice and evenly.
  • 27:53 - 27:55
    So I'm just going to turn that off that I turned
  • 27:55 - 27:57
    on because I don't need to
    have that on right now.
  • 27:58 - 28:00
    But you guys should understand
    where I'm coming from.
  • 28:00 - 28:02
    So I want to go back into
    the front orthographic view.
  • 28:02 - 28:06
    I'm going to come over here, Control R
    over one of these edges, left click once
  • 28:06 - 28:08
    and then move the mouse to bring it down.
  • 28:08 - 28:11
    And then Alt S and scale it out like that.
  • 28:11 - 28:15
    And then just like that, we have this
    little thing forming here quite easily.
  • 28:16 - 28:19
    And what we can do as well,
    just Control R hovering
  • 28:19 - 28:22
    over this edge here, double
    click to add an edge.
  • 28:22 - 28:26
    And over here as well, the back,
    Control R and then double click.
  • 28:26 - 28:28
    And now we have a bit more topology.
  • 28:28 - 28:32
    I'm also just going to come in here,
    Control R hovering over one of these edges
  • 28:32 - 28:35
    and just double click once to add in an edge.
  • 28:35 - 28:37
    And that's most of the body done now.
  • 28:37 - 28:39
    So let's just quickly make the leg.
  • 28:39 - 28:42
    So instead of using existing topology in
    here, what we're going to do is we're going
  • 28:42 - 28:44
    to go back into our object mode up here.
  • 28:44 - 28:47
    And earlier I showed you
    guys how to add in an object.
  • 28:47 - 28:49
    So we're going to go Shift A. We're
    going to go to our mesh options.
  • 28:49 - 28:51
    We're going to add in something
    called a cylinder.
  • 28:51 - 28:53
    So go ahead and add that in.
  • 28:53 - 28:55
    Now this has got way too much geometry.
  • 28:55 - 28:57
    So let's go over here to this
    add cylinder option down here.
  • 28:57 - 28:58
    Just left click on it.
  • 28:58 - 28:59
    It'll open it up.
  • 28:59 - 29:02
    And currently this consists of 32 vertices.
  • 29:02 - 29:04
    So let's click on here and type in five.
  • 29:04 - 29:06
    So now you can see it's a lot less topology.
  • 29:07 - 29:08
    That's more like we want.
  • 29:08 - 29:09
    We're going for low poly workflow here.
  • 29:10 - 29:13
    And you can also come here
    to the type and change it
  • 29:13 - 29:16
    from whatever it's at and change it to nothing.
  • 29:16 - 29:18
    So it won't have the caps on here on the end.
  • 29:18 - 29:21
    Okay, so if you quickly go to your
    X-ray mode and just turn it off up here,
  • 29:21 - 29:23
    you can kind of see it a little bit better.
  • 29:23 - 29:25
    So for now I'm just turning off
    the X-ray up here to toggle.
  • 29:25 - 29:27
    And this is now a new object.
  • 29:27 - 29:29
    So if we selected this, you can see up here,
  • 29:29 - 29:31
    the cylinder is active up
    here in the scene collection.
  • 29:31 - 29:35
    And we press tab to go into edit mode or we
    can also come up here and go into edit mode.
  • 29:35 - 29:38
    You should now see that you
    can't edit this object over here.
  • 29:38 - 29:41
    You have to actually go back into object
    mode and then click on this again.
  • 29:42 - 29:46
    But what you can do is you can hold and shift
    after you've selected one of the objects
  • 29:46 - 29:47
    and then select the second object.
  • 29:47 - 29:50
    Then when both were selected,
    you can see they're both active.
  • 29:50 - 29:52
    You can press tab or go into edit mode.
  • 29:52 - 29:54
    And now both, you can work with both of them.
  • 29:54 - 29:58
    And when you go back into object mode,
    they're still both separate objects.
  • 29:58 - 30:00
    Something interesting about objects
    that you guys can keep in mind.
  • 30:00 - 30:03
    So we're in object mode again,
    just select this guy here.
  • 30:03 - 30:05
    And remember that origin point,
    see that little orange dot?
  • 30:05 - 30:06
    Same thing as the cube.
  • 30:06 - 30:10
    We're going to go S and just scale the whole
    thing down in object mode to about this scale.
  • 30:10 - 30:14
    And then left click once you're done and
    then go G and move it over here roughly.
  • 30:14 - 30:18
    Okay, then you're going to go
    and press free on your number pad
  • 30:18 - 30:19
    to go to your right orthographic.
  • 30:19 - 30:22
    And you're just going to move it forward a
    little bit like that, just roughly in place.
  • 30:22 - 30:25
    And now we can tab into edit mode.
  • 30:25 - 30:29
    And while we're in a right orthographic view,
    let's just turn on our X-ray again up here.
  • 30:29 - 30:32
    And this is left click and drag
    and just select these bottom verts.
  • 30:32 - 30:36
    And let's just go G, move them down to here and
    then go R to rotate them and S to scale a bit.
  • 30:36 - 30:40
    Then we're going to select these
    ones up here, move them forward,
  • 30:40 - 30:42
    S to scale them a bit, just like that.
  • 30:42 - 30:44
    now we have a leg starting to form here.
  • 30:44 - 30:47
    And let's just click and drag and
    select these bottom verts again.
  • 30:47 - 30:51
    And what we're going to do is we're going
    to go E to extrude and then we're going
  • 30:51 - 30:54
    to go S to scale to about this much.
  • 30:54 - 30:56
    We're going to go G and move
    all of that forward a bit.
  • 30:56 - 30:59
    And then we're going to go E
    to extrude, bring it to here.
  • 30:59 - 31:03
    And then we're going to go E to
    extrude, S to scale about that much.
  • 31:03 - 31:07
    Back in your right orthographic view,
    you can just move this whole thing back
  • 31:07 - 31:09
    by pressing G, S to scale it just a little bit.
  • 31:09 - 31:14
    And then we're going to go E to extrude
    and extrude it down to here, R to rotate
  • 31:14 - 31:16
    and then S to scale till it matches up.
  • 31:16 - 31:18
    And then what we're going to do
    is we're going to press 1 to go
  • 31:18 - 31:20
    into our front orthographic view.
  • 31:20 - 31:22
    And you can see over here, this
    comes out a little bit too much.
  • 31:22 - 31:27
    So let's just select these verts over here
    and let's just go G, move them in, left click
  • 31:27 - 31:30
    and drag, select these two
    and then G to move them in.
  • 31:30 - 31:33
    Now you can see it's all
    starting to look pretty good.
  • 31:33 - 31:36
    So how do we mirror this
    leg onto the other side?
  • 31:36 - 31:38
    So we can do the exact same thing
    we did up here with the body.
  • 31:38 - 31:40
    So we're going to go over
    here and this time we're going
  • 31:40 - 31:42
    to give it a mirror again under the modifiers.
  • 31:43 - 31:46
    And we don't have to enable clipping
  • 31:46 - 31:50
    because these two objects are not actually
    touching like this one is over here.
  • 31:50 - 31:52
    But you can notice there's
    not anything appearing here
  • 31:52 - 31:54
    on the other side and why is that?
  • 31:54 - 31:58
    So if we tab back into object mode,
    what we have to do in this case,
  • 31:58 - 32:02
    because that origin point is not in the middle,
    this one has its origin point in the middle,
  • 32:02 - 32:05
    we have to actually select a
    mirror object as a reference.
  • 32:05 - 32:08
    So in this case, we're going to click on
    this little eyedropper and we're going
  • 32:08 - 32:10
    to click on the body as a reference.
  • 32:10 - 32:16
    And now it'll put it right in the middle
    or the point where it's mirroring is going
  • 32:16 - 32:17
    to be right in the middle of that body.
  • 32:18 - 32:21
    So it's almost using the origin point
    of this one now, which is really good.
  • 32:21 - 32:24
    So now it's nice and mirrored like that.
  • 32:24 - 32:25
    And it's all starting to look really good.
  • 32:25 - 32:27
    So let's just select these
    legs again, tab into edit mode.
  • 32:27 - 32:30
    This is press free to go into our right
    orthographic view, click and drag,
  • 32:30 - 32:33
    select these bottom verts and then
    go E to extrude, bring them down.
  • 32:34 - 32:36
    R to rotate them, to flatten them out a bit.
  • 32:36 - 32:37
    And then this is really simple.
  • 32:37 - 32:39
    Just click and drag and select
    these verts over here.
  • 32:39 - 32:44
    E to extrude and bring them forward and
    then bring these two verts down like that.
  • 32:44 - 32:46
    Click and drag, select these
    bottom verts, bring them up.
  • 32:47 - 32:48
    Then go into your front orthographic view.
  • 32:49 - 32:51
    And in this case, you may
    actually just have to come
  • 32:51 - 32:54
    and select just these verts over here like that.
  • 32:54 - 32:58
    So clicking, dragging over them,
    go to your front view and then go G
  • 32:58 - 32:59
    and just move them to the side a little bit.
  • 32:59 - 33:02
    And you can do the same thing
    over here just to widen that foot.
  • 33:02 - 33:04
    So that's looking a lot better.
  • 33:04 - 33:06
    And then you can come in
    here, add in more topology.
  • 33:06 - 33:10
    You can go control R and instead
    of just leaving at one cut,
  • 33:10 - 33:12
    you can just roll the middle
    mouse button up once.
  • 33:12 - 33:15
    That's going to add in two
    segments and then click left twice.
  • 33:15 - 33:18
    And then you can come in here,
    control R over one of these edges
  • 33:18 - 33:20
    and you should see a loop appearing.
  • 33:20 - 33:24
    Just double click once and then go
    alt S and scale it out a little bit
  • 33:25 - 33:26
    on the normals, just to round things out.
  • 33:26 - 33:29
    And there we have a simple foot forming.
  • 33:29 - 33:33
    We can refine things a little bit later,
    but the foot or leg area is now done mostly.
  • 33:34 - 33:37
    And let's just toggle off the x-ray for
    now, see what things are looking like.
  • 33:37 - 33:38
    And you can see how simple this is.
  • 33:38 - 33:42
    Even if you're a beginner, these are very, very
    simple techniques and are very easy to follow.
  • 33:43 - 33:46
    So the legs or the arms are going
    to be very similar to the legs.
  • 33:46 - 33:51
    In fact, to save a little bit of time, what you
    can do is you can actually select the leg here
  • 33:51 - 33:55
    and in your front orthographic view, you can
    go shift D. That's going to make a duplication
  • 33:55 - 33:56
    and you're going to move
    this duplication up here.
  • 33:57 - 33:59
    Left click and then you can go R and rotate.
  • 33:59 - 34:02
    Remember, it's rotating around
    this origin point.
  • 34:02 - 34:03
    That's why we have it at the top.
  • 34:03 - 34:07
    So we're going to go R to rotate and
    just roughly line it up with the arms.
  • 34:07 - 34:08
    It can be very rough.
  • 34:08 - 34:11
    And if you need to enable the
    x-ray, make sure to do that.
  • 34:11 - 34:15
    Then you can go G and just move it so this
    origin point is the top of the shoulder here.
  • 34:15 - 34:17
    And these things can be roughly lined up.
  • 34:17 - 34:19
    In fact, let's just quickly, while we have
  • 34:19 - 34:22
    that cylinder 001 active,
    let's just tab into edit mode.
  • 34:23 - 34:28
    Left click and drag and just select all of these
    bottom parts and then go G and just move it
  • 34:28 - 34:32
    so this middle bit is kind of
    where this sleeve is over here.
  • 34:33 - 34:36
    And then what you can do is
    while that's also active,
  • 34:36 - 34:39
    you can press X and then go delete faces.
  • 34:39 - 34:42
    Now we only have this cylinder
    here roughly in place.
  • 34:42 - 34:45
    And if you go 3 on your number
    pad, you can see it from the side.
  • 34:45 - 34:49
    And in the side here, you can just left
    click and drag, select all of these top parts
  • 34:49 - 34:52
    and go G. Just move them back a little
    bit and then go S to scale and then click
  • 34:52 - 34:56
    and drag these ones, G and move them a little
    bit to the middle and then go S to scale up.
  • 34:57 - 35:00
    And now that we have that roughly in place,
    go back to our front orthographic view
  • 35:00 - 35:03
    and we're now going to quickly
    model our arm as well.
  • 35:03 - 35:06
    So what we're going to do
    in edit mode with our arm,
  • 35:06 - 35:08
    let's just select these top verts over here.
  • 35:08 - 35:09
    We're still in our X-ray mode.
  • 35:09 - 35:12
    We're just going to select them and
    we're going to go R to rotate them
  • 35:12 - 35:14
    and G to move them here a little bit.
  • 35:14 - 35:16
    And then we're going to select
    this bottom vert here.
  • 35:16 - 35:18
    And we're just going to come up to this
    thing here called our proportional editing.
  • 35:18 - 35:22
    I'm not going to get into these settings too
    much, but if you select one vertex now down here
  • 35:22 - 35:26
    and you press G to move it, you can see
    the rest of them kind of drag along.
  • 35:26 - 35:28
    Now if you roll down your
    middle mouse button or up,
  • 35:28 - 35:32
    you can see you have this influence
    factor here and that controls more
  • 35:32 - 35:33
    or less depending on how much you roll it.
  • 35:33 - 35:38
    So this allows you to grab one point and
    then kind of gradually over a gradient
  • 35:39 - 35:41
    to the area affect the rest of the verts.
  • 35:41 - 35:46
    So I'm going to drag that down like that and
    then I'm going to disable it again up here
  • 35:46 - 35:48
    and I'm just going to click and
    drag to select these bottom verts.
  • 35:48 - 35:54
    And then what I'm going to do is going to
    double tap R, pressing R twice to rotate it
  • 35:54 - 35:57
    and then just rotating it till
    it's a little bit more flat.
  • 35:57 - 36:01
    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
  • 36:01 - 36:03
    to here and then S to scale down.
  • 36:03 - 36:05
    And now let's go to our right orthographic view
  • 36:05 - 36:07
    and make sure everything is
    looking okay here from the side.
  • 36:07 - 36:09
    At the moment, it kind of is.
  • 36:09 - 36:13
    So maybe just move this out a little bit more
    here, but just more or less trying to line
  • 36:13 - 36:15
    that up to what we see here on the side.
  • 36:15 - 36:16
    That's looking okay.
  • 36:16 - 36:19
    So let's go back to the front
    view and just click and drag
  • 36:19 - 36:20
    to select just these verts down here.
  • 36:20 - 36:25
    I'm going to go shift D to duplicate them,
    right click to let go and then E to extrude,
  • 36:25 - 36:30
    S to scale, and then G, let's move them down
    a little bit and then R to rotate like that.
  • 36:30 - 36:35
    And I'm going to go E to extrude them here,
    S to scale and then E to extrude, S to scale.
  • 36:35 - 36:37
    I'm going to scale them in like that.
  • 36:37 - 36:38
    So S to scale.
  • 36:39 - 36:40
    Now we have that simple little sleeve there.
  • 36:41 - 36:45
    In fact, we can just select any vertex
    on this part here and go control L
  • 36:45 - 36:49
    or command L. It'll then just select anything
    that is loose and connected to that vertex.
  • 36:49 - 36:53
    I'm going to go G and just move it up in there
    a little bit just so it's nicely embedded
  • 36:53 - 36:56
    and then select these bottom
    bits and move them down again.
  • 36:56 - 37:00
    So now if you go to your right view, you should
    see it more or less that that is also lining up.
  • 37:01 - 37:05
    Go back to the front view and
    let's make a simple hand over here.
  • 37:05 - 37:08
    In fact, let's just tab back
    out into object mode.
  • 37:08 - 37:11
    and we're going to go shift
    A and I'm going to go
  • 37:11 - 37:13
    to my front orthographic view by pressing one.
  • 37:13 - 37:16
    I'm going to go shift A and
    I'm going to get a cube.
  • 37:17 - 37:19
    The cube is down here and I'm
    going to go G to move the cube.
  • 37:19 - 37:24
    Over to where the hand is and then S to
    scale it down quite a bit and then I'm going
  • 37:24 - 37:26
    to go into my right orthographic view.
  • 37:26 - 37:27
    Make sure it's in the middle of the hand.
  • 37:28 - 37:29
    Okay, that's all good.
  • 37:29 - 37:32
    So going back to the front orthographic
    view and we're going to tab into edit mode
  • 37:32 - 37:36
    and then just select all of this
    and then R to rotate it like so.
  • 37:36 - 37:40
    Then click and drag and just select
    these verts over here like that.
  • 37:40 - 37:43
    And then what you're going to do is you're going
    to go G, move them to about here and then S
  • 37:43 - 37:46
    to scale them a little bit and
    then E to extrude and then click
  • 37:46 - 37:48
    about here and then go G, move them here.
  • 37:48 - 37:51
    R to rotate and then S to scale a little bit.
  • 37:51 - 37:54
    Now if you go to your right orthographic
    view by hitting 3 on the number pad,
  • 37:54 - 37:57
    you're going to see things don't quite line up
    so you're going to select these ones over here.
  • 37:57 - 37:58
    You're going to move them back.
  • 37:58 - 38:03
    Select this one over here, move it here and
    then select these two and then bring these ones
  • 38:03 - 38:07
    to the corner of the thumb intersection
    there and then move these ones out a bit too.
  • 38:07 - 38:10
    We're then going to come in here
    and you can see we have a face here.
  • 38:10 - 38:12
    In fact, let's just add an extra loop.
  • 38:12 - 38:15
    We're going to go control R or
    command R hovering over this edge.
  • 38:15 - 38:16
    Add in an extra loop.
  • 38:17 - 38:19
    Then we're going to go to
    our face select option here.
  • 38:19 - 38:20
    Click on this face.
  • 38:20 - 38:23
    Go back to our right orthographic view and
    then we're going to go G and move this one
  • 38:23 - 38:25
    out to here and then R to rotate.
  • 38:25 - 38:31
    And then we're going to go E to extrude that one
    about this much and then S to scale, R to rotate
  • 38:31 - 38:34
    and then G and we're going to
    move that one back like that.
  • 38:34 - 38:39
    And now we have a face over here and that face
    in our front orthographic view we're just going
  • 38:39 - 38:43
    to go E to extrude it, and then S
    to scale it, and then G to move it,
  • 38:43 - 38:45
    and that's going to be a simple thumb.
  • 38:45 - 38:48
    And this hand here is about
    as simple as you can get.
  • 38:48 - 38:54
    You can come in here control R to add an extra
    loop and control R in here to add an extra loop.
  • 38:55 - 38:58
    Then if you press A to select
    all of this geometry you can come
  • 38:58 - 39:02
    to this tool here called the smooth tool
    and then just drag in this little gizmo
  • 39:02 - 39:04
    and it'll smooth it all out like that.
  • 39:04 - 39:06
    And then just go back to the
    move tool when you're done.
  • 39:06 - 39:08
    So you can see that's looking pretty cool.
  • 39:09 - 39:11
    So let's just tab back out into object mode.
  • 39:11 - 39:15
    We've got a hand instead of adding a
    mirror to that hand you can just hold
  • 39:15 - 39:20
    in shift while you have that hand selected,
    and select the arm, and then go control J
  • 39:20 - 39:23
    and it'll join that mesh to that arm.
  • 39:23 - 39:25
    So now that's all one object.
  • 39:25 - 39:29
    Let's just quickly disable our x-ray so
    we can see what it's all looking like.
  • 39:29 - 39:31
    So pretty easy so far, isn't it?
  • 39:32 - 39:34
    And it's looking really cool, very stylized.
  • 39:34 - 39:38
    Let's quickly get into making the head which
    is actually pretty simple despite the fact
  • 39:38 - 39:39
    that it looks a little bit complicated.
  • 39:39 - 39:42
    So let's go shift A, add in a cube.
  • 39:42 - 39:46
    And with this cube we're going to go G,
    Z and move it to the top of the head.
  • 39:46 - 39:49
    I'm going to go S to scale that cube
    down to about the size of the head.
  • 39:49 - 39:52
    Let's enable our x-ray once again go
  • 39:52 - 39:55
    into our right orthographic view
    by pressing 3 on the number pad.
  • 39:55 - 39:59
    And let's tab into edit mode
    and go contol R over one
  • 39:59 - 40:02
    of these edges to add in a loop, double click.
  • 40:02 - 40:07
    And let's just with that still selected
    go G and move it just down a little bit.
  • 40:07 - 40:11
    And let's get to our vertex select option,
    select this vertex over here, these two.
  • 40:11 - 40:13
    And then go G and move that forward a bit
  • 40:13 - 40:17
    and then select these two back ones
    here or these four I should say.
  • 40:17 - 40:21
    And then go G and move it like that and
    then you're going to select these two
  • 40:21 - 40:24
    or these four verts at the top by
    clicking and dragging over them,
  • 40:24 - 40:26
    and you're going to move them here.
  • 40:26 - 40:29
    And you're going to go E to extrude
    them up and then S to scale like that.
  • 40:29 - 40:33
    It's still looking very boxy so now
    if we go control R while hovering
  • 40:33 - 40:37
    over this edge we can add in a loop, double
    click go to your front view and what we're going
  • 40:37 - 40:40
    to do is we're going to go control
    R hovering over one of these edges.
  • 40:40 - 40:44
    You can see the yellow line, double
    click then select half of the verts
  • 40:44 - 40:46
    over here and press X and delete.
  • 40:46 - 40:49
    You can see that origin point is nice and,
    in the middle, there so just like we did
  • 40:49 - 40:52
    with our body originally if
    we now go to our modifiers,
  • 40:52 - 40:58
    we can give it a mirror modifier enable clipping
    so it doesn't pull apart and now it's mirrored.
  • 40:58 - 41:03
    So what we can do is come in here control
    R to add in another edge here double click.
  • 41:03 - 41:07
    And let's just select this
    vertex down here let's go
  • 41:07 - 41:09
    to our proportional editing by enabling it.
  • 41:09 - 41:13
    And then we're going to go
    G and if you have too little
  • 41:13 - 41:17
    or too much influence you can roll the middle
    mouse button while you move to control that.
  • 41:17 - 41:19
    So we're just going to select
    that vert and move it in.
  • 41:19 - 41:24
    Then select these verts here and then
    go G. And just move them in as well.
  • 41:24 - 41:26
    Then just select these ones
    bring them down a little bit.
  • 41:26 - 41:30
    And you can figure this out yourself it's
    actually pretty easy all you're doing now is
  • 41:30 - 41:37
    going to the different views and you can select
    verts, and you can go G and just move them
  • 41:37 - 41:41
    and roll the middle mouse button while
    you have that proportional editing just
  • 41:41 - 41:42
    to select things and round them out.
  • 41:42 - 41:44
    It's actually really simple.
  • 41:44 - 41:49
    So I'm going to select this corner one here in
    the right orthographic view and then this one
  • 41:49 - 41:51
    so just rounding things out
    and if you're not sure
  • 41:51 - 41:53
    which one you're pressing
    just go into the normal view.
  • 41:54 - 41:56
    Left click then press free to go back
  • 41:56 - 41:59
    into the right orthographic
    view and just repeat like that.
  • 42:00 - 42:01
    You can even select everything.
  • 42:01 - 42:04
    Once again go to that smooth
    tool and just slightly smooth it
  • 42:04 - 42:06
    out then go back to the move tool.
  • 42:06 - 42:07
    So you can see how we're making the head here.
  • 42:07 - 42:12
    So what I'm going to do is I'm just going
    to come in here ctrl R over this edge
  • 42:12 - 42:14
    to add in another loop, click it in.
  • 42:14 - 42:18
    Select these two here and just move them forward
    to create a bit more dimension to the face,
  • 42:18 - 42:21
    and then ctrl R over here to add double click.
  • 42:22 - 42:26
    Select these ones at the front and then G and
    move them in and down, then select this brow
  • 42:26 - 42:30
    over here and move it forward and that
    just creates a bit more of that area
  • 42:30 - 42:31
    where the eyes would kind of sit.
  • 42:31 - 42:32
    It just gives that feel of it.
  • 42:32 - 42:38
    And then we're going to just move some of this
    topology back a little bit by just selecting it,
  • 42:38 - 42:42
    pressing G to move it, going
    back to the front you can kind
  • 42:42 - 42:44
    of see how this head is coming together.
  • 42:44 - 42:45
    Pretty cool.
  • 42:45 - 42:52
    So let's now tab back out into object mode
    and let's just go shift A add in a cylinder.
  • 42:52 - 42:56
    Once again, let's just come to the vertices
    and let's just make it five then we're going
  • 42:56 - 43:00
    to go G, Z, move it up, S to
    scale, and there you have a neck.
  • 43:00 - 43:03
    So go into your right orthographic
    view if you wish in edit mode.
  • 43:03 - 43:06
    You can just select the different
    points, rotate them.
  • 43:07 - 43:09
    And this is just like we've
    done before at this point.
  • 43:10 - 43:12
    You guys should be able to start
    getting how this all works.
  • 43:12 - 43:16
    So selecting the verts, scaling
    them, moving them by pressing G,
  • 43:17 - 43:18
    and just matching it up to that neck.
  • 43:18 - 43:20
    So just a very simple cylinder like that.
  • 43:20 - 43:23
    You can delete these caps
    on the end by just dragging
  • 43:23 - 43:25
    over them, and going X and delete faces.
  • 43:25 - 43:28
    And there we have it that
    neck is very, very easy.
  • 43:28 - 43:30
    Let's go back into object mode.
  • 43:30 - 43:34
    Let's un-enable the x-ray, we
    don't need to see it at the moment.
  • 43:34 - 43:37
    And you can see it's actually
    coming together pretty well.
  • 43:37 - 43:40
    Before we get into the hair let's
    just quickly select the body here.
  • 43:41 - 43:44
    Shift A, left click on this edge
    to loop, select it over here.
  • 43:44 - 43:50
    Let's just go E to extrude S to scale,
    and then G just move it in a little bit,
  • 43:50 - 43:52
    you can disable proportional
    editing at this point.
  • 43:52 - 43:59
    Move it down a bit and then E, Z, and extrude
    that down, and then S to scale it, like that.
  • 43:59 - 44:02
    So just bringing that in like that.
  • 44:02 - 44:03
    Okay so we're pretty much
    now done with most of this.
  • 44:03 - 44:06
    You can add some ears as well like I did.
  • 44:06 - 44:12
    A very simple way to do that is to go shift A,
    just add in a cube G to move that cube forward.
  • 44:13 - 44:18
    S to scale that cube, and of this cube
    here, just get roughly the size of the ear.
  • 44:18 - 44:21
    Then tab into edit mode, and if you
    want to enable the x-ray just do
  • 44:21 - 44:26
    that so you can select the top
    face, G to move it, R to rotate.
  • 44:26 - 44:29
    Then select these bottom
    ones, G to move it down.
  • 44:29 - 44:31
    R to rotate, then go to your
    right orthographic view.
  • 44:31 - 44:35
    Select the whole thing and
    then go S, Y, to flatten it.
  • 44:35 - 44:37
    And then R to rotate it just
    at a bit of an angle.
  • 44:37 - 44:44
    And at this point, you can do something where
    you go control R, roll in two extra loops.
  • 44:44 - 44:47
    Control R over this edge, roll your middle
    mouse, button up, and then double click.
  • 44:47 - 44:50
    Now you have a little bit more
    topology and in your front view.
  • 44:50 - 44:53
    You can kind of pull these
    points around selecting them,
  • 44:53 - 44:56
    and just evening things out just a little bit.
  • 44:56 - 45:00
    And then to make that divot there, it's
    actually really simple, you can go to your face,
  • 45:00 - 45:02
    select option disable the mirror for now.
  • 45:02 - 45:06
    And then holding and shift, you can just
    click on all of these front faces like so.
  • 45:07 - 45:09
    While you're holding shift, and
    go E to extrude, S to scale.
  • 45:10 - 45:11
    Left click, and then E to extrude in.
  • 45:11 - 45:16
    And then S to scale, and then you can
    just select the whole thing by pressing A.
  • 45:17 - 45:21
    So you select all of the topology, go to your
    little smooth tool again and then just drag
  • 45:21 - 45:23
    that little gizmo and smooth
    it out just slightly.
  • 45:24 - 45:28
    And there you have a very simple ear to
    which you can also add a mirror modifier.
  • 45:29 - 45:34
    Make sure to click on the little eyedropper, and
    select something like the head for a reference.
  • 45:35 - 45:36
    And there we have it.
  • 45:36 - 45:42
    Ears. You can scale them up a little
    bit, go back into object mode.
  • 45:42 - 45:46
    And with the head here, you can
    always just go into edit mode again.
  • 45:46 - 45:49
    Go to this edge, select option,
    and then select an edge.
  • 45:49 - 45:54
    And you can enable proportional editing, and
    at this point, you can very simply select edges
  • 45:54 - 46:00
    and just adjust accordingly to make that all
    look a little bit better by bringing it all out.
  • 46:00 - 46:02
    Maybe go to vertex select if it's easier.
  • 46:02 - 46:06
    But at this point you guys see what we're
    doing here just how simple all of this is.
  • 46:06 - 46:10
    So an easier way to make the hair is to
    kind of use an existing mesh like the head.
  • 46:10 - 46:12
    So let's just select the head.
  • 46:12 - 46:13
    Go into edit mode.
  • 46:13 - 46:17
    And one thing that might make things
    a little bit simpler here is maybe
  • 46:17 - 46:18
    to round the head out just a bit.
  • 46:18 - 46:23
    So I'm going to go into the x-ray again
    by toggling it, selecting just these here.
  • 46:23 - 46:24
    And then with proportional editing.
  • 46:24 - 46:28
    I'm just going to press G, and move them in
    a bit and the same here with the squareness
  • 46:28 - 46:30
    of the head, just bringing it in.
  • 46:30 - 46:34
    Optionally, maybe go CTRL R,
    add in an extra loop here.
  • 46:34 - 46:39
    CTRL R hovering over this edge, see the yellow
    line and double click A to select everything.
  • 46:39 - 46:42
    And then just with that smooth tool enabled,
  • 46:42 - 46:45
    just drag the little gizmo and
    smooth it out a little bit.
  • 46:45 - 46:50
    So now we can select the scalp
    and start turning into hair.
  • 46:50 - 46:53
    So let's just go to the face select option here.
  • 46:53 - 46:56
    And let's just double tap A to
    deselect everything in edit mode.
  • 46:56 - 47:01
    And if you now press C on your keyboard,
    so C. And you roll your middle mouse button
  • 47:01 - 47:02
    up you're going to have this
    selection tool here.
  • 47:03 - 47:06
    So you can make it whatever size you
    want by rolling the middle mouse button.
  • 47:07 - 47:09
    Then you can left click and
    hold in the left click and drag,
  • 47:10 - 47:13
    and then select all of these parts like this.
  • 47:13 - 47:15
    Now remember this head isn't mirrored.
  • 47:15 - 47:20
    Okay, this head is mirrored, so you should
    still make sure you have the x-ray enabled just
  • 47:20 - 47:21
    so you select all of the faces.
  • 47:21 - 47:23
    You don't want to miss any faces.
  • 47:23 - 47:25
    So I'm going to just do it again.
  • 47:25 - 47:28
    So any ones like this, just select them roughly.
  • 47:29 - 47:33
    And go Shift D to duplicate,
    and then right click to let go.
  • 47:34 - 47:37
    Then you can go Alt-S, and
    scale it out along the normal.
  • 47:37 - 47:40
    So Alt-S. Remember I talked
    earlier about normals,
  • 47:40 - 47:43
    and how they're different
    from just normal scaling.
  • 47:43 - 47:46
    So Alt-S instead of just S. And we want
  • 47:46 - 47:49
    to make this its own geometry,
    it's no longer part of this.
  • 47:49 - 47:52
    And a simple way to do that is just while
    that's still selected, you can press P.
  • 47:52 - 47:54
    And you're going to get the separate option.
  • 47:54 - 47:55
    You're going to go separate by selection.
  • 47:55 - 47:57
    Now this is actually a different object.
  • 47:57 - 48:00
    So we need to go back into object
    mode, and now we get a click
  • 48:00 - 48:02
    on this object, and it's its own new object.
  • 48:03 - 48:06
    And we can tab into edit mode,
    and now we only have this.
  • 48:06 - 48:08
    So I'm going to just disable the x-ray for now.
  • 48:08 - 48:11
    I'm going to go into my right orthographic
    view, and what I'm going to do is I'm going
  • 48:11 - 48:13
    to go Alt-S even more with all of that selected.
  • 48:13 - 48:17
    Go to something like this, I'm going
    to enable the proportional editing.
  • 48:17 - 48:20
    I'm going to go to the vertex select
    option, and then I'm just going
  • 48:20 - 48:21
    to drag and select these verts here.
  • 48:21 - 48:25
    I'm going to go G, and move
    them up to follow the reference.
  • 48:25 - 48:28
    So you can see what I'm doing
    here, bringing this fringe forward.
  • 48:28 - 48:30
    Same with these ones here, very simple.
  • 48:30 - 48:34
    And then I'm going to select these
    ones here, I'm going to go G,
  • 48:34 - 48:37
    and just bring them down,
    and bring these forward.
  • 48:37 - 48:38
    So pretty simple stuff.
  • 48:38 - 48:41
    Then go into the front orthographic
    view, and then select these ones here.
  • 48:41 - 48:45
    And then go G, and then just
    move them out a little bit.
  • 48:45 - 48:47
    Doesn't have to be perfect,
    but just more or less.
  • 48:47 - 48:50
    And then what we need to do is enable
    the x-ray again, so we can see through.
  • 48:51 - 48:55
    Let's just select this bottom vertex
    here, just this one by itself.
  • 48:55 - 48:58
    And then go G, Z. We still
    have proportional editing,
  • 48:58 - 49:01
    and you should just roll it just
    slightly and bring it up like that.
  • 49:01 - 49:06
    And then select this one down here, and
    then G, and just move it down slightly.
  • 49:06 - 49:09
    So now if we enable the x-ray, you can see here.
  • 49:09 - 49:12
    That's what we have this
    kind of cute looking fringe.
  • 49:12 - 49:13
    We're now going to just take this.
  • 49:13 - 49:18
    Just kind of roll it in like that towards
    there, and while you have it selected hold
  • 49:18 - 49:20
    in shift, and then click on this vertex.
  • 49:20 - 49:23
    And then in this vertex, you have
    three of them selected like a triangle.
  • 49:23 - 49:27
    And then if you press F, it'll add in
    a face between all of those like that.
  • 49:27 - 49:29
    And then you're going to
    select this vertex down here,
  • 49:29 - 49:32
    and we're going to go G,
    and just move it up here.
  • 49:32 - 49:36
    Yours doesn't have to look exactly like that but
    just something along those lines should be fine.
  • 49:36 - 49:40
    And then what you can do, click and
    drag and select these bottom vertices
  • 49:40 - 49:42
    over here and go X, and delete vertices.
  • 49:42 - 49:44
    And now what we can do is we're
    going to go to our modifiers.
  • 49:44 - 49:47
    We're going to give this
    something called a solidify.
  • 49:47 - 49:50
    And now if you come to the
    solidify, and you drag this value.
  • 49:50 - 49:52
    You can see we're adding a
    bit of thickness to that.
  • 49:52 - 49:56
    Now you can't actually edit that thickness,
    it's not actually geometry you can grab.
  • 49:56 - 50:01
    But you can still see the thickness even
    if you edit the geometry here in edit mode.
  • 50:01 - 50:02
    Which is really cool.
  • 50:02 - 50:03
    So it's a modifier.
  • 50:03 - 50:06
    It's modifying the mesh in real
    time while you're working with it.
  • 50:06 - 50:08
    So now let's go to our right orthographic view.
  • 50:08 - 50:09
    Let's enable x-ray again.
  • 50:10 - 50:13
    Let's just click and drag and select these
    bottom verts over here, and let's just go G,
  • 50:13 - 50:15
    and move them down a bit and rotate them.
  • 50:15 - 50:17
    And I'm going to disable
    proportional editing for now.
  • 50:18 - 50:20
    Then I'm going to go E, and I'm
    going to extrude them down a bit.
  • 50:20 - 50:21
    Then I'm going to select this vertex here.
  • 50:21 - 50:24
    G to move it in a bit, and
    this one here like that.
  • 50:24 - 50:27
    Select all of these again, and I'm
    just going to continue E to extrude,
  • 50:27 - 50:30
    S to scale, E to extrude, S to scale.
  • 50:31 - 50:36
    Then I'm going to go into my back orthographic
    view and instead of pressing 1 on a number pad.
  • 50:36 - 50:41
    You can hold in Ctrl or command and then
    press 1, and now you're seeing the back.
  • 50:41 - 50:43
    Let's just try and model it from the back here.
  • 50:43 - 50:45
    I'm just going to grab that vertex.
  • 50:45 - 50:49
    And I'm just moving these out just to round
    them out a little bit, moving this one in,
  • 50:49 - 50:51
    you don't have to do this precise.
  • 50:51 - 50:52
    But you get the idea here.
  • 50:52 - 50:55
    All we're trying to do is just even
    out the verts here at the back.
  • 50:55 - 50:57
    So we kind of have the hair
    just coming down like that.
  • 50:57 - 51:00
    Something very simple but it works.
  • 51:00 - 51:03
    And then if you wanted to, it's optional
    you can add these little bits at the side.
  • 51:03 - 51:07
    A very simple way to do that is to go to
    your edge select option up here in edit mode.
  • 51:07 - 51:12
    Select any edge up here go to your right
    orthographic view, shift D to duplicate it,
  • 51:13 - 51:18
    enable the x-ray, and then G, move it
    somewhere above where that hair should start.
  • 51:18 - 51:21
    And then E to extrude, S to scale, rotate.
  • 51:21 - 51:28
    E to extrude, S to scale, and then R to rotate,
    and then E to extrude down, and then S to scale.
  • 51:28 - 51:35
    Go to your front view, and now you can select
    these edges like that and you can move them
  • 51:35 - 51:39
    in a little bit, and edit them to make
    them look nicer from the front as well,
  • 51:39 - 51:42
    and it still has that modifier on it now.
  • 51:42 - 51:45
    You can notice that this one here, if I
    go to face select, and I select this face.
  • 51:45 - 51:50
    The solidify modifier here is
    making this the effect come in.
  • 51:50 - 51:54
    But this one here, if I select the face,
    the effect is happening towards the outside,
  • 51:54 - 51:55
    and that's got to do with the normals.
  • 51:55 - 51:58
    So what we may have to do in
    this case is correct the normals.
  • 51:58 - 52:02
    I'm not going to get into why that happens,
    it's a bit tricky to explain for beginners.
  • 52:02 - 52:04
    So just for now all you have to do
    is press A to select everything.
  • 52:04 - 52:08
    Alt N, and then go recalculate outside or
    inside depending on what the situation is.
  • 52:08 - 52:11
    So I'm going to go outside, and
    now all of these should be the same
  • 52:11 - 52:13
    so I'm just going to select a face here.
  • 52:13 - 52:15
    Go Ctrl L to select the whole thing.
  • 52:15 - 52:17
    And then G and just move it out a bit.
  • 52:17 - 52:20
    You guys can adjust this however you want.
  • 52:20 - 52:24
    You don't have to do it exactly like me --
    completely up to you how you want to do that.
  • 52:24 - 52:28
    And once you're happy with that,
    you can also just select any vertex
  • 52:28 - 52:33
    of face Ctrl L. Select the whole thing and
    then go shift D in the right orthographic view,
  • 52:33 - 52:36
    move it back and then slightly
    edit the second piece,
  • 52:36 - 52:39
    and there you have these little hair
    droopy things coming off the side,
  • 52:39 - 52:42
    and you know very, very simple.
  • 52:42 - 52:46
    So based on what I've just shown you guys,
    you can make this however you want now
  • 52:46 - 52:47
    that you know the basic techniques.
  • 52:48 - 52:51
    But it's very boxy, very
    stylized, very low poly.
  • 52:51 - 52:54
    But that's a nice look, and that's actually
    what we're deliberately going for here.
  • 52:54 - 52:54
    So there we have it.
  • 52:54 - 52:57
    The character is pretty much
    done; add a nose if you want.
  • 52:57 - 53:00
    But what we're going to do next is
    we're going to add some nice colors
  • 53:00 - 53:04
    or materials what we call shaders,
    and then we'll add some nice lights,
  • 53:04 - 53:07
    and I'll show you how you can render
    this out as a nice looking result.
  • 53:07 - 53:09
    And then we're pretty much done.
  • 53:09 - 53:13
    So whenever we want to work with things,
    remember our properties panel over here,
  • 53:13 - 53:16
    so remember, we have this one here
    called the materials property.
  • 53:16 - 53:18
    I think I briefly mentioned
    this in the very beginning.
  • 53:18 - 53:23
    but over here if you click on it, says material
    properties here is we can actually add materials
  • 53:23 - 53:25
    and change their properties.
  • 53:25 - 53:26
    So how do you add a material?
  • 53:26 - 53:27
    It's actually very simple.
  • 53:27 - 53:30
    Let's just say you want to add
    a material to a certain object,
  • 53:30 - 53:32
    you just simply left click on it in object mode.
  • 53:33 - 53:34
    So let's start with the body, all right.
  • 53:34 - 53:37
    And then you go over here and you
    can see this button called new.
  • 53:37 - 53:38
    Now there's a little drop down here,
  • 53:38 - 53:40
    that's where pre-existing materials
    are materials you already have.
  • 53:41 - 53:45
    Let's just go new and now it's created
    the materials, given it a default name.
  • 53:45 - 53:49
    So you can actually double click here, or just
    click on it the name, and call it something.
  • 53:49 - 53:51
    So I'm going to call it Yellow,
    because I want it to be a yellow color.
  • 53:52 - 53:54
    And then over here you're going
    to see something called a preview.
  • 53:54 - 53:57
    This is where you can actually
    see a preview of your material
  • 53:57 - 53:59
    and under here is something you see the surface.
  • 53:59 - 54:01
    This is where you change
    a whole bunch of settings.
  • 54:01 - 54:05
    Now I'm not actually going to get into all of
    these settings here because that's a lot more
  • 54:05 - 54:08
    in depth, and this is something
    you'll learn as you grow as an artist.
  • 54:08 - 54:12
    But for now, we're just going to look at nothing
    more than the color, literally just the color.
  • 54:12 - 54:13
    At the moment, the color is white.
  • 54:13 - 54:18
    So we want yellow, so we click on this, and
    we go and click on yellow or wherever we want.
  • 54:18 - 54:21
    Not only can you change saturations
    here and colors, but you can also come
  • 54:21 - 54:24
    to the value slider and change the values.
  • 54:24 - 54:28
    So pretty simple not much more to say
    than that, and now you have that material.
  • 54:28 - 54:31
    Now, obviously, you're not seeing it,
    because you have to actually render,
  • 54:31 - 54:35
    so rendering is when we press Z on a keyboard,
    and we can click on this option called rendered.
  • 54:35 - 54:38
    Now we're no longer seeing just
    the shading viewport shading,
  • 54:38 - 54:40
    but we're seeing the actual material.
  • 54:40 - 54:43
    Now another thing to think about is
    when you go up to your properties,
  • 54:43 - 54:44
    go up here to this little camera.
  • 54:45 - 54:46
    That's your render properties.
  • 54:46 - 54:49
    Currently there's an engine, a render
    engine being used called Eevee.
  • 54:49 - 54:51
    That's more like a real-time rendering engine,
  • 54:51 - 54:53
    and we're going to change it
    to something called Cycles.
  • 54:53 - 54:57
    Now I'm not going to really get into
    the details here, Cycles does a lot more
  • 54:57 - 55:00
    like bounce sliding, ray tracing,
    a lot more advanced things.
  • 55:00 - 55:05
    But if you have a GPU under
    the device, you can enable it.
  • 55:05 - 55:07
    If you don't just leave it
    at CPU, it's not a big deal.
  • 55:07 - 55:11
    This isn't really a render
    processor intensive render anyway.
  • 55:11 - 55:13
    It's very low poly so probably doesn't matter.
  • 55:13 - 55:15
    So I'm changing mine to GPU.
  • 55:15 - 55:16
    We'll add lights in a bit.
  • 55:16 - 55:20
    But for now, I'm just going to go into the
    material preview which is kind of like a mix
  • 55:20 - 55:25
    between the just standard viewport
    solid shading and the render.
  • 55:25 - 55:27
    Co you can see here, we have the color.
  • 55:27 - 55:28
    So what we're going to do now.
  • 55:28 - 55:30
    Let's go back to our materials properties.
  • 55:30 - 55:33
    We have that shirt still selected or the body.
  • 55:33 - 55:35
    And remember we added that yellow material.
  • 55:35 - 55:36
    What if we want to add more?
  • 55:36 - 55:41
    So let's just tab into edit mode, and let's
    just say, for example, let's just go Ctrl R,
  • 55:41 - 55:44
    add in a loop here double
    click, double G to slide,
  • 55:45 - 55:47
    and then alt S to scale out along the normals.
  • 55:47 - 55:48
    Maybe move it up a bit.
  • 55:48 - 55:50
    Let's just say we want to
    add a little border here.
  • 55:50 - 55:55
    so what we can do, go to your face select, and
    then going shift alt with face select enabled.
  • 55:55 - 55:59
    You can just shift alt click on this edge over
    here, and it'll loop select these faces here,
  • 55:59 - 56:02
    and now what you can do is come
    here under your materials property.
  • 56:02 - 56:06
    Click on the plus again, and now you
    have a new thing here, you can go new.
  • 56:06 - 56:08
    And let's just call it red, for example.
  • 56:08 - 56:13
    And now we can go assign while those
    faces are selected, and has that material.
  • 56:13 - 56:18
    Now, we called it red, but we still have to
    come to the surface here, and just like we did
  • 56:18 - 56:21
    with the yellow, come to the
    base color and give it a color.
  • 56:21 - 56:22
    I'm going to go with an orangey kind of red,
  • 56:22 - 56:25
    so I'm going to quickly tab
    back out into object mode.
  • 56:25 - 56:29
    And now I'm going to select the shirt, and
    instead of this time still on the materials tab,
  • 56:29 - 56:31
    instead of coming creating a new material.
  • 56:31 - 56:35
    Let's just go to this drop down and create get
    the existing yellow, and then what we can do
  • 56:35 - 56:40
    as well is tab into edit mode,
    and then click on the plus here.
  • 56:40 - 56:42
    And we can create a new one, and once again,
  • 56:42 - 56:44
    we can just go down and select
    a pre-existing color.
  • 56:44 - 56:45
    So I'm going to go through red.
  • 56:45 - 56:49
    And this time if I wanted to be assigned
    to something, I have to actually select it.
  • 56:49 - 56:52
    So I'm going to click on
    a face here on the sleeve,
  • 56:52 - 56:55
    I'm going to go control L
    to select the whole thing.
  • 56:55 - 56:57
    And then click on the red and then assign.
  • 56:57 - 56:58
    How simple is that.
  • 56:59 - 57:01
    Now let's create a new thing,
    which is going to be the skin.
  • 57:01 - 57:05
    So let's just left click on the
    hand, or on any face on the hand.
  • 57:05 - 57:06
    Go control L to select the whole thing.
  • 57:06 - 57:09
    Then let's click plus over here, and this
    time we're going to create a new material.
  • 57:10 - 57:11
    Let's just call it skin.
  • 57:11 - 57:15
    And now we can go to the surface, and let's
    just give it something like a brownish blush.
  • 57:15 - 57:19
    I want to go for almost like
    a brown olive kind of color.
  • 57:19 - 57:23
    And then I'm going to go assign, you can make
    your skin whatever you want, perfectly fine.
  • 57:23 - 57:24
    So now we have that there.
  • 57:24 - 57:25
    I'm going to tab out.
  • 57:25 - 57:28
    And now we can actually select
    the head, and go to the drop down.
  • 57:28 - 57:30
    And we already now have that skin.
  • 57:30 - 57:31
    So let's select it.
  • 57:31 - 57:35
    Let's just also select the ear, go to
    the drop down, give it that same skin.
  • 57:35 - 57:38
    Select the neck, go to that
    drop down, give it the skin.
  • 57:38 - 57:40
    And let's select the hair.
  • 57:40 - 57:43
    Now the hair we haven't created a
    material for, so let's click on the hair,
  • 57:43 - 57:45
    create a new material, and call it hair.
  • 57:45 - 57:47
    And let's just come to the base color.
  • 57:47 - 57:50
    I'm going to go with a brownish kind
    of red like that, and there I have it.
  • 57:51 - 57:52
    And that's now the hair.
  • 57:52 - 57:54
    So let's go to the legs.
  • 57:54 - 57:55
    Let's click on the legs.
  • 57:55 - 57:59
    Let's go new I'm going to call this blue.
  • 57:59 - 58:03
    And I'm going to make it kind of like a
    robin's egg kind of blue, like cyan almost.
  • 58:03 - 58:09
    Then I'm going to click on the plus again, go
    new, and I'm going to call this one darker blue.
  • 58:09 - 58:13
    And if I want to assign it to any specific
    part, we have to go into edit mode.
  • 58:13 - 58:17
    In this case, I'm going to make
    sure face select is enabled.
  • 58:17 - 58:19
    I'm going to go shift alt.
  • 58:19 - 58:22
    Click on this edge over here
    to loop select these faces.
  • 58:23 - 58:26
    Ctrl plus or command plus to
    grow the selection just once.
  • 58:26 - 58:28
    So we have this part here selected.
  • 58:28 - 58:30
    I'm going to click on the
    dark blue and go assign,
  • 58:31 - 58:35
    and then under the base color let's make it
    something that fits the description, like that.
  • 58:35 - 58:37
    And the exact same thing for the rest.
  • 58:37 - 58:41
    In fact, I'm going to turn on my x-ray
    here and I'm just going to click and drag,
  • 58:41 - 58:43
    and just select these bottom faces.
  • 58:43 - 58:43
    They're all selected.
  • 58:44 - 58:47
    And I'm going to do the same thing, I'm going
    to come here plus, I'm going to go assign,
  • 58:47 - 58:52
    I'm going to click new, and I'm going to make
    this like a leathery kind of brown color,
  • 58:52 - 58:54
    bring that value down and there you have it.
  • 58:55 - 58:56
    Pretty cool.
  • 58:56 - 58:58
    And you can even click on
    here and name it something.
  • 58:58 - 59:01
    I'm going to call it leather,
    and there we have it.
  • 59:01 - 59:02
    How simple is that.
  • 59:02 - 59:05
    I'm going to go back into object
    mode, and now we've added all
  • 59:05 - 59:07
    of these materials as you can see.
  • 59:07 - 59:09
    Once again, if you want to see
    this, you actually have to press Z
  • 59:09 - 59:12
    and go into material preview like I said.
  • 59:12 - 59:14
    So there you have it.
  • 59:14 - 59:17
    So press Z and go into either
    rendered or material preview.
  • 59:17 - 59:20
    So now all we have to do
    is just render this out.
  • 59:20 - 59:23
    We've already gone to our render
    engine and given it the cycles engine.
  • 59:23 - 59:25
    But we do need to add some lights.
  • 59:25 - 59:28
    So let's go shift A and we've
    been adding meshes before.
  • 59:28 - 59:30
    But let's go down to our lights.
  • 59:30 - 59:35
    Add in this thing called an area
    light, and we're going to go G Z
  • 59:35 - 59:37
    and move it just like we've moved anything else.
  • 59:37 - 59:38
    I'm going to move it up to here.
  • 59:38 - 59:40
    So we've moved it up on the Z axis.
  • 59:41 - 59:43
    And then we're going to go R,
    and we're going to rotate it.
  • 59:43 - 59:44
    Like this.
  • 59:44 - 59:45
    And then G to move it.
  • 59:45 - 59:49
    Now you can pick whatever lighting
    direction you want once you have a position
  • 59:49 - 59:51
    where you want your light to come
    from, go over to your properties.
  • 59:51 - 59:54
    And you're going to see this little light
    bulb, and that's your light settings.
  • 59:54 - 59:56
    And why is this our properties
    like I've mentioned before,
  • 59:56 - 59:58
    because we edit our properties here.
  • 59:58 - 60:02
    So you can go to the power and just as you
    might assume that's got to do with the strength.
  • 60:02 - 60:07
    So the more you put this level up here, the
    watts, the more power you're going to get.
  • 60:07 - 60:08
    Pretty common sense.
  • 60:08 - 60:12
    And then also the size that's going
    to make it a bit of a softer light.
  • 60:12 - 60:16
    The smaller you have that, the point of
    the light, just like you do in real life,
  • 60:16 - 60:17
    you're going to have a sharper light.
  • 60:17 - 60:21
    And the broader the light is
    and closer to the subject here,
  • 60:21 - 60:22
    it's going to be a bit more scattered.
  • 60:22 - 60:25
    So I like to increase the size a
    little bit bigger than the default.
  • 60:26 - 60:30
    Something like that, and if we now go Z and
    we go rendered, we can see we have this light.
  • 60:30 - 60:34
    So it's up to you how much you want to
    tweak the power amount here for your light.
  • 60:34 - 60:35
    You can drag it up as much as you want.
  • 60:35 - 60:39
    You can even change the color of
    your light to give it some mood.
  • 60:39 - 60:40
    Very simple stuff.
  • 60:40 - 60:43
    But once you're happy with it you can
    also go shift D with that light selected
  • 60:43 - 60:45
    to duplicate it like anything else.
  • 60:45 - 60:49
    And then rotate it, and you can duplicate
    and make as many of these lights as you want.
  • 60:50 - 60:53
    So I'm happy with that I'm going to go shift
    A, I'm going to add in one more object.
  • 60:53 - 60:55
    And that's just a plane on the floor here.
  • 60:55 - 61:00
    I'm going to go S to scale that plane up
    like that, and then tab into edit mode.
  • 61:00 - 61:04
    And I'm just going to go into my solid
    work press a Z and then go solid.
  • 61:04 - 61:06
    And you can go to your edge select.
  • 61:06 - 61:10
    Select this back edge, and then go E,
    Z and extrude it up on a Z like that.
  • 61:10 - 61:16
    Select this edge here, and then you can go
    Ctrl B and Ctrl B allows you to make a bevel
  • 61:16 - 61:19
    on an edge you can move it as big
    as you want by moving your mouse,
  • 61:19 - 61:21
    and then roll your middle mouse
    button to add in more segments.
  • 61:21 - 61:23
    And then just double click and it's added in.
  • 61:23 - 61:28
    Now you can go back into object mode,
    and you have this nice fancy backdrop,
  • 61:28 - 61:30
    and you can see here in our scene is a camera.
  • 61:30 - 61:31
    So you can literally click on that camera.
  • 61:32 - 61:36
    And with a camera active you can press zero on
    your number pad, and it goes into camera view.
  • 61:36 - 61:40
    And then with that camera selected you can
    double tap R and as you move your mouse,
  • 61:40 - 61:42
    you can actually rotate the camera.
  • 61:42 - 61:45
    If you press R by itself, you
    can rotate just like this.
  • 61:46 - 61:49
    And then you can press G
    and G allows you to move it.
  • 61:49 - 61:54
    So you just press G and move the camera to
    where you want it, and then you can just
  • 61:54 - 61:56
    like anything else, you can
    come to your move tool,
  • 61:56 - 62:01
    and you can just move these little sliders,
    or you can just press G like we've been doing.
  • 62:01 - 62:05
    So G, and then Y to move along
    the Y or Z, whatever you want.
  • 62:05 - 62:09
    And if you want to go change the
    dimensions, just go to your output here.
  • 62:09 - 62:10
    And you can change your resolution.
  • 62:10 - 62:11
    So these are the pixels.
  • 62:11 - 62:14
    So 1020 by 1080 by 1920 here.
  • 62:14 - 62:19
    I'm just going to drag this value here down a
    bit, just to make it a bit of a different ratio.
  • 62:19 - 62:20
    Just like that.
  • 62:20 - 62:23
    And then I'm going to just move my camera
    in a little bit, something like that.
  • 62:23 - 62:25
    You can also come here to your camera settings.
  • 62:25 - 62:28
    I'm not going to get into all the advanced
    things here there's a lot that can be said.
  • 62:28 - 62:32
    But just as a beginner here, let's just
    go to the focal length and change that.
  • 62:32 - 62:35
    So if so those of you who are
    familiar with photography,
  • 62:35 - 62:37
    a lot of this would make more sense to you.
  • 62:37 - 62:40
    But once again it's not what we're
    focusing on here as this is more just
  • 62:40 - 62:44
    about a very beginner's tutorial for
    the modeling and things like that.
  • 62:44 - 62:48
    So here we have our camera set up, we
    have our scene, we're pretty much done.
  • 62:48 - 62:50
    So let's just select these two reference images.
  • 62:50 - 62:51
    I'm holding in shift.
  • 62:51 - 62:53
    And remember these collections I told you about.
  • 62:53 - 62:59
    If we now go M and we go new collection
    after we selected those two reference images,
  • 62:59 - 63:02
    we can go ref type whatever you
    want in here, and then go okay.
  • 63:02 - 63:06
    And under your collections here now, if
    you just drop down this main collection,
  • 63:06 - 63:08
    you can now see a collection called ref.
  • 63:08 - 63:09
    And now two references in there.
  • 63:09 - 63:11
    We can just untick it and
    they're out of the way.
  • 63:11 - 63:13
    So they're not deleted, but
    they're just out of the way
  • 63:13 - 63:15
    so if we want to ever bring them back, we can.
  • 63:16 - 63:19
    But that just organizes our scene
    a little bit and there you have it.
  • 63:19 - 63:22
    We now have this, if we press
    Z and we go rendered,
  • 63:22 - 63:26
    we have our subject in the
    view here of the camera.
  • 63:26 - 63:30
    And another cool thing you can do in camera
    view you can go Ctrl b and then click and drag,
  • 63:30 - 63:34
    and drag over the camera with Ctrl b. And it's
    just going to limit that render to the camera,
  • 63:35 - 63:38
    and that's going to free up a little
    bit of your processing as well.
  • 63:39 - 63:40
    So there we have it.
  • 63:40 - 63:43
    A fantastic looking low poly model
    that you guys can be proud of.
  • 63:43 - 63:45
    I hope you've enjoyed this.
  • 63:45 - 63:48
    And what you can do now is
    press z go back into solid mode.
  • 63:48 - 63:50
    And all you have to do is
    go to render, render image,
  • 63:50 - 63:52
    and it's going to render this image for you.
  • 63:53 - 63:57
    And in fact, I'll quickly just press escape
    to cancel this because I forgot to mention.
  • 63:57 - 64:01
    Under your render settings, just click
    on that and go down to the render,
  • 64:01 - 64:05
    and take the sample amount down to
    something like 80, because if you have it
  • 64:05 - 64:07
    at 4000 whatever, it's going
    to take forever to render.
  • 64:07 - 64:10
    So the more samples, the higher the quality is,
  • 64:10 - 64:12
    but if you have this little
    thing the denoiser enabled,
  • 64:12 - 64:16
    Blender's algorithm does a pretty good job at
    getting the noise out after you've rendered.
  • 64:16 - 64:19
    So just make sure you do that
    and then go render, render image,
  • 64:19 - 64:21
    and we'll see what that looks like.
  • 64:21 - 64:25
    So you can see here, this little sample
    count, it's 48 samples out of 80.
  • 64:25 - 64:28
    Okay, it's just finished,
    it's out of the denoising.
  • 64:28 - 64:29
    And there it is.
  • 64:29 - 64:31
    Now what you can do is you
    can go to image, save as,
  • 64:31 - 64:34
    and then save it wherever
    you want on your computer.
  • 64:34 - 64:37
    And that's it, that's how simple this is.
  • 64:37 - 64:39
    I hope you guys have learned something here.
  • 64:39 - 64:42
    I know I didn't go into detail on
    everything like I said in the beginning.
  • 64:42 - 64:46
    But this is just absolutely to whet your
    appetite and get you started as a beginner.
  • 64:47 - 64:48
    I hope you guys have enjoyed this.
  • 64:48 - 64:50
    I will be putting this Blender
    file on my Patreon,
  • 64:50 - 64:53
    and I'll probably do some more
    videos following up on this one.
  • 64:53 - 64:55
    We're going to do a little
    bit of rigging, animation,
  • 64:55 - 64:57
    so you guys can learn more about this.
  • 64:57 - 65:00
    And definitely leave your comments below
    and I hope you guys have a good time.
Title:
Tutorial: Blender MODELLING For Absolute Beginners | Low Poly Girl
Description:

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Video Language:
English (United States)
Duration:
01:05:01

English (United States) subtitles

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