EASY Character | Blender Tutorial [Part 1]

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hello guys and welcome to another blender tutorial so this is gonna be part one of making this cute little cactus tutorial it's not an animation it's just a still render but it's a pretty cool thing and i'm really excited to kind of show you guys how to do it so in part one we're gonna be doing the modeling and in part two we'll add the materials the lights the backdrop and stuff like that it's a pretty cool thing and i also just want to mention if you guys want to sign up for skillshare for free for one month you can follow my link in the description below and you can decide during that time if you want to continue with it or not but it's completely free and you can check out some of my courses that i do on skillshare they they're really cool because they include all of the stages the blend files and they're step by step and just it's a lot of fun so if you want to check that out in the description below on skillshare it helps me out a lot and as always these blend files here will be available on my patreon which you guys can also check out so let's get started with part one go ahead and hop into blender i'm going to be using a blender 3.0 and we're just going to select all the default objects we're going to hit x and just click delete we're then going to go shift a and under our mesh primitives we're just going to go down let's just add in a circle now by default if you go over here to add circle settings down here and click on it you can see here we have 32 verts so for us we're just going to take that down to 12. we don't need that many to get started with it's generally a good idea to work more lower poly and you can add a subdivision surface modifier um just generally that's the way i prefer to work so let's just set that at 12 verts and let's just close that and let's just go over into edit mode so we're just going to hit tab or you can just come up here and click on that so we're going to go into edit mode and with all of these verts active what we're going to do is we're going to go e to extrude and then hit z so z will constrain it up on the z axis and we're going to bring it up about that much now i'm going to be working any exact measurements because this is really you know it's very rough and you can kind of like customize it a little bit just get it roughly this sort of look and we're going to go g z if we have to if you need to adjust so in my front view i can see it a bit better so i'm going to maybe go up to about here and then we're going to go s and just scale it a little bit we don't want to get too much right we're not trying to make a ball here just a pot so just a slight little scale and i'm going to get e to extrude s to scale about that much just create a little bit of a lip and an e to extrude and then z once again to constrain it to the z axis and let's just go up to about here and just click now what we can do is we can go ctrl r or command r depending on what you're using and let's just hover over this edge here and you can see a yellow line appearing that is our loop cut tool so we're just going to go here which let me see one cut and we're going to click and if you move your mouse you can slide it but there's no need to so just right click to let go and then go s and scale it out a bit just a little bit of a bulge makes it look a little bit more rounded out a little bit more cute we're then going to come in here ctrl r click and just move up ctrl r over here again to see the yellow line click and drag it down and then what we're going to do is we're going to go shift alt and then click on the bottom edge here to loop selected s to scale it just a little bit and then e to extrude s to scale g z and move it up a bit and then e to extrude s to scale again and then we're just going to hit f to fill that so now we have that come over here ctrl r not a cut click move it down to about there and we're going to do the same thing here ctrl r over here click drag it down ctrl r click and move your mouse move it up and now let's just quickly test it out let's go to our modifiers and let's go subdivision surface modifier and you can see it should look nice and tight around here because we've added in those edge loops it's now not bending or deforming it too much with the subdivision surface modifier so for example if i took away that edge by dissolving it you can see that's too rounded out so we need those little edge slides in there just to make it have that bit of extra definition so let's continue so we're going to go shift alt and click on the top edge here and at this point we're just going to go e to extrude s to scale in about this much and we want this part to look quite thick for its scale because it's being a little bit more cartoony so in about that much of the scale and then e to extrude and then z to restrain it to the z axis just a little bit and an e to extrude z again to bring it down and just s to scale it a bit so just something like that that's our pot for now so it's looking pretty good so we're just going to tab out and then we're going to right click and we're just going to go shade smooth so now we have some nice smooth shading in our viewport you can come here to your levels in the viewport you can bump that up to two so that's going to be the viewport display and you can increase the render if you want as well i feel like just leaving it on beaufort too is is pretty much fine so now we have our pot done now in our pot we're actually going to also make a bit of soil but the soil is really simple we can just reuse the same thing we don't have to add in another primitive so if you want to in edit mode now you can just go shift alt and just click on an edge over here shift d to duplicate it and then just g z and move it down let's just move it down just a bit and then go e to extrude and s to scale and that's out dirt pretty much just scale it in like that and then g z just move that up you can pretty much just leave it at that for dirt so i'm just going to come in here ctrl r just click and right click and then s just to scale or maybe alt s so if you go alt s with that edge selected it'll scale it out along the normals so that's pretty much our dirt and don't worry about the little hole at the top because we're going to be covering that with the cactus later on as well so that is a simple little pot let's add in the cactus now the cactus is actually a lot easier than you might think to model so let's just start by going shift a and let's go over to our uv sphere and we're just actually going to leave it as it is we're going to go g z and just move it up till it's sitting about there all right so if you're going to your front view by hitting 1 on your number pad and you hit z go into wireframe you should see something like this we want to place just about there then we're going to tab into edit mode and just select a few verts at the top just like that in your wireframe then you're going to come over here and click on your proportional editing and now if you go g and then go z you can actually move it up and you can also roll your middle mouse button while you're doing that just to control the falloff so we're going to move it up to about here and then we'll go g z again we're going to roll our middle mouse button until it is a little bit less of a fall off doing it just a little bit up and then we're going to go s to scale and we're just going to scale and i'm rolling my middle mouse button to control that falloff as i'm doing that so you want to make the top bulb out just a little bit more like that and at the moment it's looking not like a cactus because we have it too round but if we go over here and we click on our edge select deselect in fact we don't need to deselect the proportional editing so what we're going to do is we have our edge select active we're going to go shift alt and we're going to click on a random edge to loop select it and then we're just going to move up a few let's just say maybe here here it doesn't all have to be exact it could be a little bit random we're just trying to get roughly about the same so i'm just going around and i'm just selecting all of these edges here like that and then i'm going to hit c so hit c on your keyboard and then hold your middle mouse button just click on it and just click over here in the middle just to deselect those edges okay so now what we've done is we've deselected these edges here so now if we go alt s and we have proportional editing still active we can roll our middle mouse button to decrease the falloff and i'm just moving my mouse and i'm just bringing that in like so now we have that cactus more defined and let's just go over here click on our vertex select select the middle vertex then go g z and just bring that all the way down like that and now we can also just go into our wireframe again in our front view let's just select all of these bottom verts and let's just go ctrl minus to grow to shrink the selection and let's go to about that much and we're gonna go ahead x and just go delete faces shift alt and just click on an edge to loop selected and then we're gonna go s z and just flatten it a bit and then e to extrude and then z and just bring that down so now we have that cactus we can hit a to select everything g z bring it down a little bit into the pot shift alt to click on any edge if you need to and just go s to scale it and you can also use the proportional editing is still enabled to create a bit of a fall off there so just shape it however you want but i'm going to go with this kind of shape here it looks really cool tab out right click and then go shades move so we're now in object mode and let's give that a subdivision surface modifier so that is our cactus done so now we're just going to make some little eyes so shift a go to your mesh and let's just add in a uv sphere right click and let's just go shade smooth g to move it over and let's just give that a mirror click on the eyedropper and then select the cactus s to scale that and then g to move it in to about here and then g y and move it forward and there we have the eyes so it's really coming together so what we're going to do is make a cute little pair of glasses we're going to go shift a just add in a simple taurus and with the torus active we're just going to tab into edit mode and with all of the geometry active just disable proportional editing and let's go alt s and just just scale it in alt s scale it in the long normal still it's a little bit skinnier so maybe something like that and then tab into object mode hit free on your number pad to go to your right orthographic view g and move it forward and then we're going gonna go r nine zero hit enter right click and then just go shades move s to scale and we're just placing it right in front of that eye so now go into your front view again by hitting one on your number pad g to move over here s to scale and now we can give this a mirror modifier and click on here select the cactus as a reference object and you can scale it however you want so i'm going to scale it maybe like this move it out just a little bit more and then i'm going to tab into edit mode and all i'm going to do shift alt click on an edge here to loop selected shift d to duplicate that right click to let go in our front view we're going to go s y 9 0 and we're going to hit enter and then we're going to go e to extrude and x and we're just going to move that in now we need to enable clipping over here in a mirror modifier so if we go g x and we move it it should clip together and then come here to the end shift alt click on this loop selected that edge shift d r y 9 0 and hit enter and then we're going to go e to extrude and then x to restrain it to dx and then we're going to bring it out about this much think of your top view by hitting 7 on your number pad and then we're just going to go e to extrude r to rotate and yes you could use the spin tool but i'm just going to not use the spin tool so i'm we go shift alt click on this edge r to rotate a bit and control b just to create a bevel and if you're getting that sort of weird this sort of weird thing happening with the normals just hit a to select everything and then go alt n and just go recalculate outside shift alt click on that again to loop selected and now if you go ctrl b you should have that resolved so just create a bevel roll your middle mouse button a few times and there we have it so now we're going to select this edge again and then e to extrude and we're just moving it down rotating it and just moving it along the cactus to about there something like that and then go to your right orthographic view e to extrude r to rotate e to extrude or to rotate s to scale a bit and then hit f to fill it control b to bevel and there we have it so now we can also give this a subdivision surface modifier and that's it so let's go into object mode again right click and let's just go shades move so now we have a simple cartoony pair of glasses and at the moment it's not really touching the cactus so you can just go into edit mode and select these verts over here g y or x gx and move them in a bit closer but you got to keep in mind we're also going to be adding in a particle system later so that's going to puff out a little bit more and you won't see that lack of contact there between the glasses and the side of the cactus so i'm just going to come over here as well ctrl r just add in another loop and just slide it and there we have the glasses so we have the glasses done and we have the eyes kind of done we have the cactus and the potton so i think that's actually all of the modeling done for now so what we're gonna do in part two is we're gonna set up a little bit of a stage for him and a camera and we'll add in a few lights and then we're going to hop into cycles and we're going to add in a few materials here and you know we're going to make it look all nice and then do a final render so that's going to be in part 2.
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Channel: PIXXO 3D
Views: 3,770
Rating: undefined out of 5
Keywords: Blender, Blender 2.83, Blender 2.9
Id: hP3p1-BDekE
Channel Id: undefined
Length: 13min 46sec (826 seconds)
Published: Mon Nov 01 2021
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