Blender 2.9 Tutorial - Beginner Sculpting - Stylized Bear - Part 1 of 2

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hi everyone welcome to the channel in today's video we're going to start on making this stylized cartoon bear this video is a little bit more beginner focused and slower paced big thanks to alice slipknot who requested in the comments that maybe i do a video on sculpting a simple pokemon like creature to maybe make things a little easier for people who are newer to sculpting i thought it was a great idea and tried to do a pokemon like character but didn't love what came off the sculpting brush so decided to scrap it and just do something a little bit more traditional in the brown bear in this first part we will go over some built-in blender add-ons i have enabled to make things a little bit easier as well as some general settings in the viewport and then complete the rough block out like this then in the second part we will join everything together sculpt in some details and then add some lights and color to finish things off i've uploaded some reference images to my dropbox to help with this first blockout stage in case you wanted a rough guide there's a front rear side and top view that we will import into blender in the first part of this video okay let's jump in okay to start off i just want to quickly go over some helpful built-in add-ons i have enabled these are already installed on your computer you just have to enable them so up to the edit preferences menu then to the add-on section you'll see the list of pre-installed add-ons here up to the search menu i'm going to type extra to find the extra objects add-on to enable it just tick the little box here this add-on gives you the rounded cube and single vertex options in the object menu which are super helpful in sculpting and modeling in general i highly recommend this one next is the add-on called modifier tools this gives you the apply all modifiers option which can be very handy instead of applying each modifier for each object one by one you can apply them all with just one click next one is the try lighting add-on this one allows you to quickly add in the traditional three light system commonly seen in movies television and photography we will use this one in part two and lastly is the node wrangler add-on this gives you a bunch of different shortcuts and options to configure and manipulate nodes in the shader editor this is very very handy and useful in all aspects when it comes to texturing we will also make use of this one in part two i also have a line to view enabled for new objects under the editing menu which gives a little bit more control when creating new objects don't forget to save your preferences after making changes by clicking here when you have the little star in the box it means that there are unsaved changes so keep an eye out for that now for some general viewport settings up in the viewport shading area on the top right here i will start out in solid mode clicking here on this little arrow for the drop down menu i'm going to select studio and then random down in the color section this will give us the multi-colored look when we're blocking out which makes putting things together a little bit easier to see you can also play with things like shadow intensity and cavity if you want to enhance the view even further now up to the overlays drop down menu i'm going to turn on the 3d cursor and origins the 3d cursor shows where objects are spawning from by default it should be right in the middle of the viewport and the origins show us where our mirror modifiers are mirroring over as we'll touch on a little later in the video and finally up to the top right here in the layer panel filter menu i have a few more restriction toggles turned on select visibility display and render these just make it easier to both change and see the status of our objects with respect to visibility and selectability okay that's a good rundown for now let's get started with adding in the reference images i'm going to press 1 on the numpad for front orthographic view then shift a for the add mesh menu and then down to image and then reference navigate to where you save the images and select the one labeled front it's looking a little bit small so i'm going to scale this up by pressing s on my keyboard you can hold ctrl while scaling to incrementally scale as you can see up on the top left corner as i scale up the scale factor snaps in increments of 0.1 okay now onto the side image 3 on the numpad to go to side view and then add in the side profile reference image of the body s to scale up again and holding control until the factor up in the top left corner goes to 5 to match the front image now for the rear image control plus numpad 1 for rear orthographic view shift a image reference then s and ctrl to incrementally scale to five holding ctrl while pressing any of the numpad numbers will basically give you the flip or opposite view now for the top image 7 on the numpad for top orthographic view you can rotate any object by pressing r on your keyboard you can also incrementally rotate by holding ctrl like we did for the scale i'm going to hold it until the rotation factor in the top left goes to 180 degrees okay so now all the images are bunched up in the middle of the v port which can make things kind of tough to see while we model pressing g will allow you to freely move it anywhere in the viewport as you can see but since we want these to line up exactly i'm going to press z on my keyboard to constrain the movement to just that axis as you can see by the blue line that appears let's move the top reference image downwards now let's select the front image g to move and then y to constrain to the y axis then let's do the same for the other two images g and then x for the side image then g and y for the rear image you can also rename them over on the right if you'd like to keep your file organized okay a handy little shortcut i use a lot is the decimal on the numpad this focuses the viewport camera on whatever object you have selected which makes things like zooming and orbiting a lot easier okay so now you may notice that the image of the bear is showing on both sides of the image which is kind of confusing especially if we're looking at it from behind like this to fix this go over to the object data tab on the right and click on front here this will make it so that the image only appears on the front of the plane this will make it so that when we go to rear orthographic view later we won't see the back side of the front image if that makes sense you can also change things like the transparency of the image if it's too bright or you want to see through it you can also change whether it appears in just orthographic view perspective or both up to you how you'd like to configure things okay so now i'm just going to make some changes to the other images to match a problem that can arise with reference images is that you may accidentally select them while you're working on your model to remove the possibility of that happening you can go over to the restriction toggles on the right layer panel we turned on earlier and turn off the selectability toggle which is a little arrow or cursor icon with that off you can see when i go to select the image nothing happens and it doesn't highlight so now we won't accidentally move them while modeling also so these images don't appear in the final render i'm also going to turn off the render toggle which is the little camera icon now we can see them in the viewport but not when we render our final image okay that's good for now let's get started on the blockout numpad 1 for front view shift a for the add object menu then to mesh and then down to the rounded cube you should see a menu over on the left pop up like this if not there should be a little box that you can expand in the bottom left corner then i'm going to increase the radius to 1 and then the arc divisions to 16 this will give us a good amount of control in the shaping stage okay now s on the keyboard to scale up to about the size of the head or the purple object in the reference image numpad 3 for side view and let's move it into place from the side to line up with the reference image by pressing g and then y decimal on the numpad to focus the view on the sphere for easier orbiting and better zoom then control tab to pull up the mode pi menu and i'm going to select sculpt mode control tab is a nice easy way to move between each mode quickly and you'll notice over on the left we have a bunch of new brushes that we can pick from the cursor is now a circle which denotes the size of the brush to change the size of the brush you can press f on your keyboard or up here on the toolbar to change the strength of the brush you can press shift f or up here on the toolbar for the shaping stage i'm just going to use this one brush here the elastic deform brush i'm not going to use any other brush as this is all we'll need at this stage of the game okay so pressing f to make this brush a little bit bigger i'm going to start pulling in the sides a bit to match up with the head in the reference it should be on by default but make sure you have x symmetry on up here in the top toolbar if you can't see the reference image very well you can press alt z to toggle x-ray mode or press up here you can continue shaping with x-ray on to better line things up don't need to be exact here though obviously okay numpad 3 for side view let's continue shaping to roughly line up with the image here i'm focusing on the purple sphere here in the reference a super helpful sculpting shortcut is holding shift with any brush this turns whatever brush you have selected into the smooth brush i use this shortcut all the time when sculpting and i find it a great way to shape things as well okay so i'm happy with the shape of the skull for now let's move on to the snout instead of adding in another cube you can control tab into object mode select the rounded cube and then press shift d to duplicate it i want to keep it directly in the middle of the viewport to maintain symmetry in my model so i'm going to press z to constrain the movement like we did earlier for the reference image and then move it down a bit to line up with the blue snout and the reference image then s to scale it down numpad 3 and then g to move it in line with the image numpad 1 for front view and alt z to toggle x-ray mode to see where we're at with the shape looks like we need to pull it out a bit then a little bit of smoothing by holding shift numpad 3 quickly to check that the side hasn't changed too much with the pulling out to the side and it looks okay okay now ctrl tab into object mode and let's shift d to duplicate and then z to constrain again and then move it down for the nose then ask to scale down a bit numpad 3 for side view and let's move it more in line here then just more shaping with the deform brush and holding shift to smooth okay now i'm going to speed up the video for a couple of minutes as i repeat this same process for the middle part of the body ctrl tab into object mode shift d to duplicate then z to constrain to the middle we want to try to maintain symmetry here then s to scale as needed then ctrl tab into sculpt mode and then just use the deform brush to shape it in line with the reference image use alt z to toggle x-ray mode to see things clearer if you want and hold shift to smooth and shape as well i'm also using numpad 1 3 and 7 here for the front side and top views respectively to get a shape close to the reference okay once you're happy with the middle parts of the body let's move on to the arms and legs numb pad seven for top view and then i'm going to shift a and add in a rounded cube but this time i'm going to use a preset shape called the capsule here and the menu that pops up on the left it doesn't look too different but when we press numb pad 1 for front view you can see that we have a longer pill like shape which nicely matches up for the shape of the front leg now control tabbing into sculpt mode when i start sculpting you may notice that it kind of behaves a little bit oddly and you can't get the soft curve of the arm like in the reference as the sides of the capsule stay straight as we pull back and forth this is because of two things first x symmetry needs to be turned off here and second we need to add geometry into the middle of the capsule tabbing in edit mode you'll notice that there aren't any vertices in the middle only on the ends the more vertices you have the more control you have when sculpting to add more vertices press ctrl r to add a control loop then you can play with your scroll wheel to increase the amount of loops here i'll add something like eight or nine left click to confirm and then control tab back into sculpt mode now when we use the deform brush you'll see it starts to react to your brush better and we can start shaping in the soft curve of the front leg as we did before okay now for the front paw i'm going to shift a and add in a new rounded cube with radius 1 and 16 arc divisions then move it into place like this now s to scale up numpad 3 for side view and moving it into line from this view as well like we did before for the move function i'm going to press s to scale and then z to constrain the scale to just the z axis to kind of squish it down to get it closer to the general shape before we start sculpting this makes things a little bit easier now ctrl tab into sculpt mode and we can do just the final tweaks on the shape now for the back legs numpad 3 for side view let's select the front leg and then press shift d to duplicate r to rotate into place to give some shape to the objects instead of sculpting you can also use proportional editing in edit mode i'm going to tab into edit mode and then press alt and left click the loop here near the end this will select the entire loop at once for you very handy shortcut then you press shift and alt left click to add the next control loops to your selection you can also just press shift and box select vertices as well to add to your selection like this okay so with those vertices on the end selected i'm going to press o on my keyboard to turn on proportional editing you can also turn it on up here now when i press s to scale up you'll notice a gray circle appear over your selection which is the area of influence of your proportional editing you can change the size of the area of influence with your scroll wheel here as i increase it you'll see the vertices within that circle now get scaled as well albeit at a diminishing magnitude now rotating to line up with the reference image and then some more shaping and smoothing as before now i'll ctrl tab into object mode and shift d to duplicate the front paw to make the back paw s and then z to scale in the vertical and then more sculpting to get the final shape okay so that is the brunt of the shaping let's mirror the legs and pause over shift select the front and back legs then over to the modifier panel on the right with the little wrench and we're going to go up to the add modifier menu and select the mirror modifier now you'll notice that the back paw which is the last object of the four i selected mirrored but it looks strange and that's because the mirror modifier uses the origin point which is this little orange dot here as the mirror axis or the point that it flips over to have it move over to the other side we need it to flip over the middle part of the body here to move the origin point to the middle you can press ctrl a and then select all transforms now you'll see that the little orange dot moved to the middle here and the back paw is on the other side of the body like we want now that's awesome but you'll notice that the other objects we selected aren't mirrored over this is because the modifier is only added to the active object selected to have it be added to the other shift selected objects we can press ctrl l and then select modifiers from the menu this links the modifiers of the actively selected object to the other selected items you can also do this with materials and other attributes as you can see in the list now everything is mirrored over which is great for the ears i'm going to control tab into object mode and then shift d to duplicate the nose then control tab in the sculpt mode and then with the deform brush just going to pull it around to line up with the image then like we did before with the legs and pause over to the modifier panel on the right and add in a mirror modifier again it doesn't mirror over like we want since the origin point is not in the middle of the viewport so let's ctrl a and select all transforms to reset the origin point to the middle then finally for the eyes shift a and then adding in a uv sphere this time and not the rounded cube adding in a mirror modifier then ctrl a to reset the transforms and that's it for this video hopefully you have your bear blocked out something like this in the next video we will join all the separate objects together sculpt in some details and then add some color and lighting to finish things off i just want to give out a couple of shout outs shout out to pavel shushenko on twitter who finally finished my ogre character and did it better than i did great modeling details and great texturing check out his twitter or art station and also shout out to mohay3d on instagram he was a new blender artist that made this awesome rendition of an ogre with the help of the blender community thanks for the shout out guys great work if you want to share your art or ask a question i have a little facebook group going link is below or just hit me up on social media somewhere i love seeing your guys's stuff anyways thanks for watching guys i hope it helped and see you in the next one
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Channel: Russell Midfield
Views: 36,501
Rating: undefined out of 5
Keywords: blender, blender 2.8, blender tutorial, blender 2.8 tutorial, blender sculpting, blender sculpting timelapse, blender sculpt, blender character, blender character modeling, blender retopology, blender stylized, blender stylized character, stylized character, blender 2.9, blender 2.9 tutorial, blender 2.9 character, blender UV unwrap, blender texture paint, blender hand paint, blender rigging, blender unity, blender unreal, blender unity character, blender beginner
Id: 9khRh9nQv4w
Channel Id: undefined
Length: 22min 40sec (1360 seconds)
Published: Sun Jan 10 2021
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