Blender Character Modeling Tutorial - Let's Model a Basic Character - Blender Tutorial

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another day another coffee and whoa okay i hear you character modeling tutorials are your favorite right okay so today we've got a special one for you character buffs up there so if you're interested in learning something new start a blender follow along with me and let's jump on into the video okay before we start you know as per let me just have a little [Music] tip of the coffee just to get the motivation flowing and if you don't have a cup of coffee or a tea right now i'd recommend one but the first thing we're going to be creating is the upper torso of this character today so initially let's say goodbye to a starting cube farewell and we're going to add in a single vertex so press shift a meshes and we're going to add in this single vert if you don't have the single boot option go into edit preferences and go to add-ons and just look for extra extra meshes right here i think it's this one anyway so just enable that and then you should have that option and the technique we're going to be using here very similar to you know what you've seen in some of my other tutorials we're just going to be adding a skin modifier and basically making a stick man that will you know apply the skin modifier to and subdivide to create a nice you know upper torso so it's gonna be great it's gonna look really good trust me so let's go ahead and add the skin modifier subdivision modifier and if you haven't watched my other tutorials in order to adjust the general scaling of this skin modified you have to use control a on your vertex here and that will change the general radius of the scale of the skin all right cool so from here now let's just extrude out the rest of the shape so i'm going to do easy to extrude this up to around the halfway point this is around the you know the general belly area area and easy up to around about the shoulders and you can see this dashed outline here this is the root of your skin modifier i want that to actually be the base down here so select this bottom vertex and click mark root you can also press alt z to go into x-ray mode here and it's kind of hard to see with these dots but just so you can keep track of your general vertexes throughout this design cool and what i'm going to do here is i'm going to bring this down slightly and let's go ahead and extrude this out again and this is going to be the neck so i'm going to do control a to bring this down to where the neck begins to thin and then easy to bring this up again around here okay that's looking good and now i'm going to select this vertex that's generally in line with where i want the shoulders to be and i'm just going to do ex to extrude this out and initially we're going to get this big screw shape like oh my god what have we done but let's just do ctrl a to scale this down nice and easy until we get to around here okay that's looking pretty good and then what we can do is do easy to extrude this out again and now we're getting the beginning of the arm maybe down to around here maybe i'm just estimating the general size of my arms here and then easy to extrude this again towards where the the wrist would be and the forearm over here maybe and of course we do need this on both sides of our character so let's go ahead into modifiers and just add a mirror modifier and it still looks a bit funny so it's not quite right yet what we need to do is make sure that our mirror modifier is moved right to the top and there we have it nicely mirrored across now and the only thing i want to do is just to clean this up a little bit and adjust the general positioning and the scale of my vertexes until i get something i'm happy with so i'm just going to do that now quickly i'm just going to extrude this up a bit more so get the neck there i think i'm going to subdivide this edge as well so press 2 select this edge right click subdivide this is just going to give us a bit more geometry to work with and then just make sure you keep having a good look of your character and decreasing and increasing increasing increasing and decreasing the general scale and positioning of your skin modifier till we have the nice basis of an upper torso would you look at that and that's looking good now let's go ahead and do the hands as well quickly so into top view over here move the camera the view over to my hand and tab in the edit mode alt z so i can see inside i'm going to bring this over slightly and then e x to extrude out what i imagine is going to be the wrist and then we're just going to do the rest of the digits so i'm going to do one two three four and five so that's four fingers and one thumb but hey if you don't have four digits on one thumb or you don't want your character to have all five digits you can do whatever you want i'm just going to select this vertex here and then modify this mark this as loose then highlight them all and what we're going to do is once again we've got this very skewed shape but if we do ctrl a to bring this all down and that's gonna even out nicely now this is essentially the palm of your hand so from here let's go ahead and do e to extrude out the rest all these digits here okay that's looking pretty good to me and then you can just play around with the general positioning until you get a general handshape that you like i don't want to spend too much time here because if you haven't seen it already i do have a dedicated hand tutorial on you know general modeling and rigging hand on my channel so feel free to check that out but i think that looks pretty good to me would you look at that this upper torso is coming along and looking pretty good all right cool generally happy with that let me bring this down okay cool i know i think we can go ahead and apply these modifiers but before we do i always say make sure you make some backups because you won't be able to go back so let's do shift d to duplicate right click to leave in place and then with it still selected press m new collection and we'll just call this backups click ok and that's automatically made this here i'm just going to call this body backup cool and then go into our filter options here make sure we enable this disable in render so we can make sure that this does not show up in our renders and now we have the body that we can go ahead and apply the modifiers do this from top to bottom otherwise it will not be quite right so mirror skin and subdivision and now we have this nice mesh to work with beautiful how quick and easy is that to make a nice torso cool i like it now let's go ahead and do the head okay so to do the hand i'm just going to do a similar technique once again but i'm going to do shift a and let's add in a basic cube as to scale this down cheesy to bring this up in line and there's a nice box head if you want a nice incredibly low poly design hey keep a box head but what i'm going to do is i'm going to add in a sub division surface modifier and then type in the edit mode on our head here ctrl r and then click to add in a loop cut i think we're going to add it in around here that's pretty cool and then let's go ahead and do s and x to scale this inwards it's easy to bring this down and just adjust the general position in until you're happy with it and then i'm going to come into my right view mode target edit mode alt z to make sure we are in x-ray mode so that when i select this vertex i'm selecting both the front and the back sides and then i'm just going to bring this up slightly just to give us a bit more of an incline where perhaps the jaw the jawline would be and you can also try to line it up with the nape of the neck here and then bring this in slightly here bring it in slightly over here to give us a bit more of a natural head shape but because we're doing a bit of a stellar style it doesn't need to be perfect that's why i love this style that i tend to play around with because i'm you know i tend to be a perfectionist and if i was doing something realistic it probably would take me a long whole time so with that let's go ahead and increase this scale on the z-axis and how does that look that's not too bad right cool i like it and we've got this nice alignment with the nape of the neck if you wanted to you could actually join these up to be one object and connect these faces up so you've got a nice smooth surface but for the purposes of this tutorial and to keep it nice and short i think that will do just fine okay so from here now let's create a backup of the head as well so i'm gonna do shift d right click call this head backup and i'm just gonna move this into the backups folder and looks at my cue is sitting outside of my main collection there just gonna call this head and call this body and now let's go ahead and i'm gonna increase my viewport on this by one and apply that and then let's go ahead and quickly jump in to do some of the facial features very quickly i'm gonna glance over this because i also have a dedicated tutorial on head and face modern too who the thought eh so tab into edit mode three and let's go ahead and just jump through this so to comment it i'm just gonna remove the front faces and then select this entire loop extruded inwards where we will go ahead and complete the back faces to create the back of the mouth and then on top of that we go ahead and add an additional subdivision surface modifier and then we'll go ahead and select the mouth loop again to bevel this just by one to give us the ability to have this nice sort of sharp edge where the inside of the mouth would go and you can also play around with the vertexes and the general shape of your mouth if you want something that looks a little bit more smiley just like that and then we can also increase the viewport right click shade smooth to get the mouth shape now this still looks a bit jagged but you you'll have to increase your subdivisions to really get a nice smooth appearance but the amount of subdivisions of course is also going to increase the amount of polygons which could slow down your computer so it's all down to how powerful your computer is you know based on how smooth you can make this thing but i think i'm generally happy with that now let's go ahead and do the rest of the facial features so i'm gonna go ahead and do the eyes so i'm gonna do shift right click here and add in a uv sphere scale this down on sc to scale these up just to make them a bit more stylized i'm going to take advantage of the snap 2 tool so i'm going to click my drop down near this magnet looking icon select faces and with the eye selected press g hold ctrl which is going to snap it to the face i'm going to put him around here i think then i'm also going to give this a mirror modifier then using the selection tool select the head right click shade smooth on the eyes also bring them into the head so it doesn't look so bug-eyed and then we have some eyes that we can play around with okay cool maybe something like that okay cool now let's do the nose and then we'll do the teeth and the mouth so let's do shift a i'm going to start with a cube scale this down bring this out add a subdivision surface modifier into my right view tab in edit mode on our cube here ctrl r right click to give us a nice centered loop cut press once select vertexes alt z to go into x-ray mode and i'm just going to give this a little bit more of a no shape something a bit just small and quirky and then whoops then let's go ahead and scale this down and then bring it into the head scale it up slightly maybe around there increase our loop cuts to three right click shade smooth i think that'll do for the purposes of this tutorial now we just need some teeth so this guy can actually eat and to do that i like to add in a cube let's scale this down bring it out and then scale it on the z-axis scale it on the y-axis and then also scale it on the x-axis here so it's nice and the right shape for the mouth now i'm gonna go with the top view i'm gonna add a subdivision surface modifier to this increase it to one tab in the edit mode control r increase my loop cuts to three right click to keep that centered alt z to go into action mode and i'm going to highlight this entire middle section then using the proportional editing tool you can press over there to enable that i'm going to press g y and then scroll your mouse wheel up to adjust the effective radius of this and what this is going to do it's going to apply the changes we're making to these vertexes proportionately to the other ones in the area and i'm just going to use this to give it a little bit of a curl just like your teeth would be maybe something like that and then in edit mode control art another look at here to make it a bit more of a flat at bottom and right click shade smooth and then gy to bring this back into the mouth and then just adjust until you get something you're generally happy with and i'm going to do the same so i'm gonna do shift d to duplicate this right click to leave in place it's easy to bring these down r y 180 is going to flip it for us so we can then scale this down to create some bottom teeth too nice bottom set around about there maybe now we just need to do a bit of a tongue on the back so i'm going to do shift a and then a basic uv sphere scale this inwards flatten this out slightly and then just bring this towards the mouth and then scale it down until it's a bit more of an accurate size and just play around with your positioning to get something you're happy with maybe around there right click shade smooth and there's the general mouth and face and i think now it's probably time to smooth this over and move on to the head so let's do that now but before we do my coffee is starting to go cold well i can't have that can i so let's just drink up ah that's so good right so on to the hair okay so in my hair stylized tutorial we used a bit of a different technique today i'm going to do something a little bit different and more straightforward to try and keep this video short so what i'm going to do is i'm going to press three to select faces alt z to go into x-ray mode on the head here and i'm quite simply going to select the top part of the head and that's going to select it all around kind of like a bowl and then i'm going to do shift d to duplicate right click to leave in place p selection now we've got this nice area here called head001 i'm going to rename this to here with authority and now let's go ahead and just add some modifiers to this to make this a bit more here like i suppose so i'm just going to add a solidify i'm going to change the offset to zero and i'm just going to increase this just a little bit just to give it make it a little bit chunky and then i'm going to move this solidifier up above the subdivision just to make sure it keeps a nice smooth looking surface okay and initially it's not looking grand what i am going to do is i want to select in extra mode these two vertexes on either side and just too easy to extrude these down and just to make a little bit of a hairline sort of thing and then i'm going to do the same with the back so i'm going to select all of these and do easy to extrude these down a little bit and then easy to extrude these down a little bit again just use gx to bring these inwards or gy sorry there turn off your proportional editing tools you still have that on and there we've got a general outline of the here and what i am going to do is add a bit of a little bit of a fringe and the reason i'm not doing like big hair this time around is because i'm actually gonna put a hat on this guy so if it's not looking too good i can actually cover it up because that's what we do when you're working with static imagery that nobody's really gonna try to animate then it's okay because you know nobody's gonna see it anyway other than me or you or if you're a patreon you actually get access to this okay so also on top of this we're actually gonna do a little bit of a interesting fringe effect or bangs you might call them in other parts of the world but i'm just going to do shift right click here shift a and let's add a single vote once again add a skin on subdivision scale this down using control a on that vertex and then what i'm going to do is i'm going to do e to extrude once this way and he took street again over here it's a bit lower right now and i'm also going to select this up here to mark it as the root and let's go ahead in object mode initially just move this up because it's far too low right now and i'm just gonna quickly adjust my positioning to make it a bit less in his face and a bit more curved and what we're going to do is with this middle vertex selected do ctrl shift b to bevel make sure that's ctrl shift b because you're trying to bevel a single vertex and then you can scroll your mouse wheel up to increase the amount of loop cuts i think around there will be okay okay to give a bit more of a curve and then i'm also going to make this give this a bit of a scale ingredient so turn our proportional add-in tool back on and with this selected to control a to scale and then depending on the radius of this here so adjust it by scrolling your mouse wheel i just want to give it a bit of a scale gradient something like that so you've got this nice swoop in increasing in size motion okay cool and then we'll do r to rotate and then shift d to duplicate r to rotate g to move it there maybe around here and then shift d again and r to rotate maybe around here ideally you shouldn't have too many overlaying elements in when you're working with 3d characters but because i use most of my designs for static imagery it's not going to cause me too much issue so i'm not too worried about that i think that's going to be okay but what i'm going to do here is hold shift and click on all three of these tab into edit mode i'm going to select these three root vertices here and do g y to move with the proportional editing tool on so i can just bring these inwards slightly so they sort of nicely and smoothly blend in with the hair okay i think that looks pretty good and now i can increase my viewport to two on each of these then go ahead and apply your skin modifiers and right click shade smooth on all of these and we've got a nice look in sort of a fringe effect now let's go ahead and add in some ears initially so let's go into the right side view and do shift right click here and just like we did before in one of my other videos i'm just going to use a basic cylinder scale this down on the z axis because it is absolutely huge scale it in here and then do our x 90 degrees in front of you just so i'm going to bring this out so i can see what i'm working with uh this subdivision surface modifier increase my viewport to 2 there and then i'm going to select this front face and then press i to inset once i to inset again and with this face selected i'm going to do gy to bring this inwards just to give it a bit of a ball shape and eye to inset once again to make sure it's nice and smooth then on the back let's select this back face and just do i to inset once gy to bold this the other way and then i twin set once again then we can right click shade smooth and we've got a nice like smoothed over stylized ear and what you can do here is just scale this along the x-axis to make it a bit more oval like but i'm not too concerned with making these like a realistic shape because i don't think that's very fun do you oh why maybe just tilt them out to around there i think that's looking pretty good now we can add a mirror modifier and you select the head so moves across and then we've got a nice head that's looking pretty good now let's go ahead and make the hat as well so i'm going to do this very similar thing that i did with the hair i'm going to type in the edit mode on the head here press 3 to select faces select the top bunch shift d right click p selection and then rename this hat okay and that's looking good i'm gonna bring this up slightly initially and let's go ahead and add a solidify modifier bring the solidify modifier above the subdivision increase the thickness to 1.1 this was nice and thick and i want this to be like you know like a snapback sort of thing so i'm going to tap in the edit mode on this press three select these three faces in right view mode let's go ahead and do ey to extrude this out to around here then ctrl r scroll my mouse wheel of twice here right click and i think that'll do i don't need a lot of detail in this so that's looking okay i think let me put my viewport on one then apply the subdivision because i want these extra vertices here for the moment add another subdivision on top and then i'm just going to go ahead and tab it end mode press one to select vertexes i'm just going to delete this middle one here so i'm going to press x vertex is i know this is going to give us that interesting little gap at the front where the hair tends to stick out but i'm not going to make too much use of it i'm just going to use it to add a little bit of shape i still have my proportion heading tool on so i'm going to turn that off and then perhaps scale these out slightly so it's a bit more shaped you can increase your viewport even further if you want to smooth this over but to correct some of this shading we can also turn on our normals inside our object data properties there and i'm also going to increase my viewport to 3 so it's nice and smooth and i think that's going to do for the hat i also need to change the origin point so go to object set origin to center of mass and then scale this up on the z axis slightly it's easy to bring this down on top of his head here okay that's looking cool and then we can adjust the general angle using rnx to play around with this thing until we get something we like and i think that's kind of looking pretty cool i think generally that will do a for the head so now let's go on to cleaning up the body here so the actual thing i'm going to do is to just add another subdivision surface modifier on top i want to keep my viewport on render in line with each other there so i'm going to right click and shade smooth this that's looking pretty good now this guy needs some legs oh he's not going anywhere very soon so let's type into edit mode press three to select faces alt z to go into exit mode i'm gonna highlight this bottom area and i'm just gonna use this to create you know the top of some trousers or jeans you know that sort of thing so i'm gonna do shift d right click p selection i'm sure i'm sure you're gonna get you know turn that into a habit very soon but with that done let's go ahead and up here just rename this to trousers or jeans so what i'm gonna do here is with the trousers selected let's go ahead and add a subdivision no no sorry let's go ahead and add a solidify modifier and let's move the solidify modifier above our subdivision and then let's go ahead and increase our viewport to three increase of thickness to around point three maybe to get something we like and you will also need to adjust the point of origin so because you can see it's down here from where the body was so let's go object set origin to center of mass so that when we scale it it comes nicely from the center point here that's looking pretty cool all right i like that and you can also adjust the z-axis too a little bit just to make this nice and chunky and i think around they will do and we also need some legs so i'm going to keep the legs very basic for this tutorial so let's just do shift a and i'm going to use some nice cylinders let's scale these down and then i'm going to scale these down on everything except the z-axis so do shift z scale this over here like this okay that's looking pretty good to me bring this over here in line very tall right now dude i wish i was that tall but let's just do s and z to scale this down this way and just make them a bit more proportionately accurate maybe to around there like that i think that looks okay cool right click shade smooth i'm gonna turn on my normals over here okay that's looking all right and then let's go ahead and make some like ankles so let's tap into edit mode on this press three to select faces i'm gonna press i to inset on this bottom face and then just go ahead and press easy to extrude this down to around there to give him some sort of angles that are sticking out and i want to mirror this across so let's go into modifiers mirror modifier and select the trousers here okay cool so now we have this general leg area but now we need to dress him up a little bit on top because he is bare up there so what i've done here i've just increased my viewpoint render to three just to make sure this is nice and smooth and let's make a sort of jumper so i'm going to have an edit mode press 3 to select faces alt z and to make clothing what i tend to do is to just duplicate a lot of these so i'm going to highlight all this down to around here i'm just making sure that i make sure that i select the the same amount on either side here and then do shift d right click p selection once again and i'm going to call this jumper okay and now this is looking good now we just need to add a solidify modifier to this thing make sure this cylinder solidify modifier is on top change the offset to zero and change the thickness till it's a little bit more um style as i suppose so i'm gonna go for point three point zero three i think that looks nice and i think he's coming along really well all that's left to do is to put some trainers on this guy and we could go ahead and model out some trainers right now but they would take quite some time so in a good old movie magic fashion here's some i made earlier and if you'd like to import these into your design go ahead and download them in the description so there is my trainer imported all i'm gonna do is to just line this up where the ankle would be there we go scale this down until it's a bit more fitting into my left view let's line this up around here maybe and scale it down a little bit more yeah i think that looks pretty good make sure this is nice and lined up okay i like that and all we need to do now is to mirror this across but initially you can see the point of origin on the legs here isn't quite centered so we need to apply the mirror mirror modifier go to object set origin to center of mass then click on our trainer here add modifier mirror modifier and select the legs and now we've got our complete character all that's left to do with this guy is to bring some color into his life really make him happy joyful pretty and bright until we get something we are happy with and ready to stick on our instagrams because that's what we like to do in this channel so let's move on in to our materials preview and do some coloring okay so initially i like to change my htr right here to something a bit more pretty i like this one because it gives us a nice two-tone effect i can play around with so you're gonna you're gonna see i've got some standard colors i have already included with the trainers so if you did decide to download that below and import these just be aware of that these colors already here but feel free to play around with them as much as you like so let's start with the base of the skin though so what we're going to do is let's go ahead let me adjust my e variables here i want to keep my render and my viewport nicely in line at 3 so let's go now into our materials properties and i'm going to call this skin and of course this is 3d so you can make your skin any color you like it doesn't need to be realistic but i like this sort pasty white color um six maybe around there and then i'm going to click on the body in the drop down go to skin put that there too that's looking pretty good and now let's do the in the nose also the skin color let's select the eyes give these an eyes color which i tend to lean into the blues and just a little bit and bring this right down i think in terms of roughness i'll leave 1.5 and then the tongue is going to be just a bit of a pinky color maybe around there and then i want the teeth to be an ever so slight off-white so i'm just gonna call these teeth and lean these teeny teeny tiny bit into the blue literally the smallest amount just so it's not quite the perfect white give us some roughness 1.7 and then teeth once again there okay and then the inner mouth actually needs some color too so this might be hard to select because we've got a lot of things going on here but what i'm going to do is hold shift and select these inner areas and you might want to go inside the head here to make sure you can see everything that's going on okay i think i've got them all successfully selected then just press plus assign and that's looking good i'm going to do new i'm just going to call this inner mouth in a month apparently in a mouth and then make this another sort of pinky color pinky red but they maybe give it a 0.7 roughness and that's looking pretty cool i like that the ears are also going to have the skin color and then the hair needs to have another color again you can probably join these up so i'm going to hold shift and click on these three sections do control j and let's give these a color of hair i'm going to make these like a blonde like a nice bright blonde here 0.6 roughness and i'm going to click on the hair here and give these the same hair color it's looking good hot let's give the heart a purple color 0.7 roughness on that too that's looking pretty good i like the jumper we're going to make this like a dark color but i'm going to call this jumper i'll put it into the blues a little bit bring it down [Music] maybe to around here that's cool 0.7 roughness also i like that that's looking good and then the jeans down here so let's give these a color of jeans and make it nice and blue 0.7 roughness again and then do the same on these just go into the drop down whoops minus that into the drop down give the jeans color the angles of course need to be the skin color so time of the edit mode press alt z to make sure you're in extra mode highlight all of these two plus drop down and click the skin click a sign so the skin color is applied just to the ankle area and would you look at that you have gone ahead and made yourself a nice character all that's left for you to do is to go ahead set up a nice scene some nice backdrops play around with your render settings and render this thing out so i'm going to go ahead and jump on into my render and see how this thing turned out and there we have our finished character render whoa that was another long one today you guys are depleting my coffee supply but if you have if you did enjoy consider hitting that like and subscribe button the support is always very much appreciated and if you really like the content consider heading over to my new patreon page where i can give you access to some of my source files and this will also help support me to produce more videos more frequently but on that note my name is kielen i hope you enjoy the rest of your day i'll catch you in the next one [Music] you
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Channel: Keelan Jon
Views: 390,762
Rating: undefined out of 5
Keywords: Blender3D, Blendertutorial, Design, Development, 3dArtist, 3dart
Id: tzt55UfljGA
Channel Id: undefined
Length: 36min 18sec (2178 seconds)
Published: Tue Sep 22 2020
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