BLENDER TASTY TUTORIALS: WOOLY CHARACTER IN 15 MINUTES!

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hello and welcome back to another tasty tutorial today we'll be taking a look at how to create this little woolly type of little big planet inspired character so hopefully by the end of this tutorial you'll have a nice little woolly character let's get into it so i'm going to open up blender 2.93 you can see all of the shortcuts in the bottom left corner and i'm just going to clear the whole scene like that let me return my cursor to world origin so shift s world origin and we'll start off with a ball but we won't be using a sphere we'll actually be using a cube so i'm going to press s hold ctrl and then drag it up to 2. so this is going to be the size ctrl a to reset the scale and i'm going to add a subdivision above 1 by pressing ctrl 1. you can see in now modifiers that we have a subdivision of 1. after that i'm going to add a cast modifier and change the factory to one and i'm gonna apply the subdivision and the cast modifier now i can add a subdivision of let's say two press w to shade smooth and we have ourselves a nice little ball why did we do this it's because we'll be using these three vertices to create a mouth if we were to have a uv sphere we would have a bunch of these vertices and it would be much more complicated to create just a simple mouth everything done press ctrl b and then just drag your mouse let's say here it's about let's say here is about right now select the bottom vertex and you can either move it by just pressing g but it's not going to be very precise you can just press g twice and move it like that so you'll be moving it on the actual edge in order to see a bit better we're just going to divide the screen and on our second screen i'm just going to press 3 on my numpad to go into the side view so i can see the shape of my ball when i'm ready i'm just going to shape it so i'm going to move it a bit more forward like that i'm going to move these bad boys a bit more inside and a bit more forward so i'm trying to model the whole mouse we have to move this other side too easiest way i'm just going to go into wireframe i'm going to press c select just the left vertices without the ones in the middle press x and delete those vertices now i can go under my modifiers add a mirror modifier and pull it before the subdivision also don't forget to click the clipping let's see how our ball looks like it's something like this so i'm also checking on my right side what's happening to the shape of my face when i'm kind of happy with my shape i can just select these two vertices press e to extrude and just pull it in like that don't go too deep somewhere about there we can also move it later and just rescale it something like that and we have a nice little mouth opening here however this is not very optimal right now i wanna actually add a bevel so i'm gonna add a bevel and i'm gonna add it before the actual subdivision and you can see that the edge of our let's say face or the edge of our mouse is a bit more defined however we have this problem up here what i suggest you to do is to just change the angle until most of your spaces are nice and flush let's say like this kick the segments up to two now we don't want an extremely sharp edge we want to have it kind of relaxed something like that and again you can also move the vertices after you have done this so you can get a nice little wide mouth in my experience it's usually best to keep it very light and warm some sort of smile like this should be completely fine i'm going to return my cursor to the world origin and i'm going to create the tongue by just using a uv sphere s scale it on dz and then r and rotate it on the x and now i'm just moving it into position but i'm trying to make sure that it's covering the back of the mouth so the back of the mouth is not as apparent scale it on the x again just make sure that the tongue is just covering most of the mouth and that it makes sense in the context of the mouth and when you're done just press w to shade smooth and that's it for the eyes again mega easy i'm just to add a cube and we'll do the same trick again only in this case we're going to use a control 2 subdivide and then cast modifier to 1 w to shade smooth and just make them smaller i'm holding ctrl and dragging it to a scale of 0.1 now you might be thinking how do we position these guys well it's going to be fairly easy first i'm going to apply this mirror so we have everything as it should be then i'm going to select this vertex right at the corner of the mouse and i'm going to press ctrl s cursor to select it then i'm going to choose my i shift s selection to cursor but you can see that it's on the edge of our mouth so what i can do on my other screen i can go to top down and just start moving it so it's a bit further back let me just apply this subdivision and this cast so we have this night little sphere and i'm going to add a mirror modifier i'm keeping my cursor in the world origin and i'm just going to press shift ctrl alt c origin to 3d cursor and that's going to mirror my object directly so i don't have to position it again and that's basically it for our character i'm just going to drag it up like that because that's where our little background is going to be you can also turn it on the y position it a bit differently so he has like a sort of head tilt position which is going to be mega beautiful later on so next step is to create our shader now it's going to be extra easy i'm going to change my right side to be the shader editor and just press n to collapse the menu and i'm going to add a new material now before we continue with this please make sure that you have in your preferences so if you go edit preferences add-ons search for a node wrangler and make sure you have node wrangler checked because it's extremely useful and has a couple of really useful shortcuts that we'll be using in this tutorial so i'm going to change in my render properties i'm going to change from evie to cycles feature set from supported to experimental and device to gpu compute and then i'm going to go under my modifiers tab and i'm going to click on adaptive subdivision for my sphere and i'm going to go under my material and choose settings and go to displacement and bump so this is because we'll be using displacement maps as well i'm just going to rename my material to wool so it's going to be obvious i'm going to put a material on my eyes which is going to be named eyes material i'm going to put a tongue material and then i'm also going to add a material inside basically i'll just go into face select i'm gonna go under my modifiers click on viewport uvs so i'm seeing what's happening a bit better and i'm just gonna select by holding shift alt and then clicking with my right mouse i'm gonna select this loop inside of the mouth and i'm also going to select the inner side of the mouth like that back in my materials i'm just going to add another material and this one is going to be called mouth because it's going to be a different color click assign and that's going to be black for now this is usually how i start with materials so you can see the inside is black open up again your viewport and that's it so me add a plane this is going to be our background i'm going to choose the back vertices like so press e to extrude i'm going to pull him up maybe i can choose both four and just push them up further back something like that ctrl a to reset the scale and now i'm just choosing the tube gonna press ctrl b and bevel scroll left click and that's it exit and i'm back here now in order to set up our wool material i'm going to click on the principle bsdf shift ctrl t and then i'm going to open my resources find the wool texture i'm also going to append the wool texture in the description so you can go and download it for free if you have relative path check uncheck it and click on principled texture setup in this case it's going to set up three image textures we actually need an additional one so it's going to be image section we're going to add a node and we're going to search for the ambient occlusion so i make sure that i have the ambient occlusion selected open image and that's it i'm going to change the color space to be none color and now how do we connect this so first of all we connect the vector to the vector so from this little dot shift a and add a mix rgb like so so i'm going to connect the color of the ambient occlusion to the bottom socket and then the color i'm going to connect it to the base color make sure you choose multiply and the factorial is set to 0 1 and now i can freely change the color and also have my ambient occlusion map kick in however we're still not done now there's a couple of things we want to do first of all i want to close this scale of displacement to 0 and i want to delete the normal map and i want to add a bump so i'm going to add a bump node control bump height normal so i'm going to lower the strength to about 0.35 something like that and now in this part i'm just going to add a value node and connect it to the scale this is actually a trick by i think it was cg matter and it's insanely useful for this sort of stuff we can either try and uv unwrap this or whatever but i'm just gonna connect it to the generated and i'm just gonna turn it let's say to 90 degrees on the rotation and then maybe again 90 degrees for the z i'm also gonna lower the value to two so we have nice chunky stripes copy this material so i'm gonna go here under my material specials copy material and then i'm going to choose the tongue just paste the material and it pasted the same material but now we can actually change the color without influencing the previous selection which is kind of cool i'm also going to rotate this bad boy a bit differently so i have something like this and i'm also now going to do the same thing with the mouth so i'm also going to put a wool material into the mouth so just paste the material and that's it so i'm just going to go under my color and just drop it to black maybe this one we can make it just a bit weaker because otherwise it's going to fight with the scene for the eyes rule of thumb that i usually use is specular 208 roughness from zero two to let's say zero four specular tint to zero point four and then i'm just putting it almost almost black and in most cases it just works so when i'm ready to start lighting my subject i'm just going to press so i'm just going to press shift s cursor to world origin i'm going to go in my front view by pressing numpad 1 and then just adding a camera press 0 on your numpad to be inside your camera view and now i'm just dragging it out like that and positioning it so i have a nice view of my character i'm just going to change the dimensions so the resolution is going to be 1080 by 1080 this is going to be fine you can change it to rgb leave the color depth eight and compression to zero let's move our camera just a bit more inside so i can just press g z twice and then move it like so another thing we can change is the focal length so we can just bring the focal length a bit more inside let's say 62.4 in my case last thing i want to do is just add a new material and this is going to be the background so this is going to be the background material dropping the specular to 0 2 upping the roughness to 0 8 and i can decide on the color just a bit later so now we're ready to light our character easiest way to do it using hdri in my case i have this small selection of hdris i'm just going to use one that i use almost all of the time which is a veranda 2k hdri leave the strength to 1 and let's press shift z and see how this bad boy looks pretty good i would have to say so let me go into my output properties and i'm just going to click on the render region so i see just what's happening in the render however it's not looking very woolly and that's because we didn't apply the scale of the displacement so for my material let me just up the scale to about zero point yeah this seems good zero point one two and i can also change the mid level and best thing about this mid level is if i drop it more towards zero it's going to go a bit over the edge and it's going to create a nice little fuller lip type of look and then i just do the same for the other parts the black the red and i just take care that it's not just overblowing over some parts maybe i can do it like that so we have a nice concise construction and now you can change the background try different combinations of backgrounds maybe you can try like a paler type of background you can add some lights or you can also turn your hdri around and see which part fits it best but for now this is going to be it hopefully you've learned something from this tutorial as always make sure to like and subscribe to the channel it helps me out a lot and you also get freebies basically all of my source projects are for free available for free and for free download you can use them however you like if you've missed something in the tutorial you can take a look and see for yourself so thank you so much for watching and i'll see you in the next one bye
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Channel: bla tadej
Views: 14,351
Rating: undefined out of 5
Keywords: blender, blender 3d, blender tutorial, blender beginner tutorial, blender quick tutorial, 3d, 3d modeling, 3d tutorial, motion graphics, mograph tutorial, TEXTURES, textures, blender textures, blender wool, wool shader, wool texture, blender texture shader, blender shader, blender pbr, blender character, character design, blender cute, cute character, cute character design
Id: zylhF7yx9Ss
Channel Id: undefined
Length: 15min 11sec (911 seconds)
Published: Tue Jun 15 2021
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