How To Create A Realistic Teddy Bear In Blender | Beginner Tutorial

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this video is sponsored by Skillshare hi guys in this tutorial we're gonna learn how to create a very simple stuffed teddy bear using blender this is a beginner friendly tutorial before I start the tutorial just want to wish you guys a happy new year it's now 2020 and hey why not make your 2020 a year where you explore new skills deepen your existing passions and get lost in creativity with skill shares online classes in case you didn't know skill share is an online learning community for creative people where millions come together to take that next step in their creative journey there's so much to explore and what you find might just surprise and inspire you there are thousands of classes for creative and curious people on topics including 3d modeling animation illustration design photography and so on Skillshare offers classes designed for real life so that you can get a step ahead in your creative journey most classes are short and tend to be under 60 minutes to fit your busy 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I want to do is I'm gonna go to the front view so go to view viewpoint front then we're go ahead and select our camera and lamp so just select it I should select this one and then go to object we don't want to see that camera and lamp for now we just want to work with only the stuff teddy bear then go ahead and select the cube and we're going to be using the default cube for this one if you don't see a default cube in your version of blender go to shift a mesh cube or alternatively go to add mesh cube then what we're going to do is we want to smooth out the this cube so we're going to do that by going to the modify panel in the properties window add modifier then subdivision surface so you have something that looks like this it's basically subdivided the actual cube and smoothed it out so that we have more vertices to play around with we're pretty much going to use the cube to block out the overall shape of our tinny bit so I'm going to go ahead and now I change from vertex select mode to face select Road then we want to go ahead and select the top face so I'll just click and drag this and select the top face over here and then after that I want to go to the extrude tool so go ahead and select this extra tool over here by the way make sure you're in edit mode when you do this so if you're an object mode just you can either tap into edit mode or you can change from object mode to edit mode then you'll be able to see these tools over here once you go ahead and select the extrude region go ahead and click this plus sign and just move it up a little bit just a very tiny amount what we're going to do is want to create the neck of our bear so then let's go to the scale and then click and drag inwards so now it's time to shape out the neck of our teddy bear after that I'm going to go ahead and go back to the extrude again and then just click and drag this plus button I'm just a little bit over here use a tiny amount and then we'll go back to the scale and then click and drag almost to the size of the body so don't want all the way to the end but just leave a little bit of a gap the teddy bear's head tends to be almost the size of its body it has to be quite big but it isn't as high so let's go back to the extrude tool again and click and drag this class icon over here and let's move it up to something around about there so now we have the overall shape of our teddy bear if you want you can go ahead and select these faces and then scale them out there on the x-axis make it a little wider but it really depends on your own preference so you just pretty much want to shape it out until you're happy with the overall shape of the teddy bear now at this point I don't have enough vertices or faces to extrude out the arms and the legs because we only have a very boxy model so what I'm going to do is I'm pretty much going to apply the subdivision surface modifier so go ahead and and click on apply so now it is a standalone mesh and I can select these individual faces now to start to pretty much create our our teddy bear another thing I also want to save a lot of time so I don't want to create each arm like separately like do one arm over here and then do another I'm separately over here it's a waste of time so I'd rather just do one arm and just have it automatically mirrored onto the other side same goes with the legs so the way I'm going to do this is I'm just going to go ahead and use a mirror modifier so to do that go ahead and let's first of all turn on show our toggle x-ray so we can see through the mesh go ahead and select the vertex type mode or the face select mode both will work and then I'm going to go ahead and select none and then we can go box select so go ahead and select this tool here select box and then just click and drag this half of the mesh and then just go to I think vertex so a mesh delete vertices so we're left with just half the mesh then we want to go ahead and go to add modifier I'm going to use a mirror modifier make sure clipping is turned on so that means that you feel like for example if I turn off clipping we can move the middle vertex over here and it will go through the mirror like it will overlap on the mirror but if I turn on clipping it's stuck you can't you so it's clipped to right on the center that makes sense okay so we can turn off x-ray now so I can see the solid mesh and now if I start to like if I start to extrude out we can see mood on both sides so that's exactly what we want to do but I don't want to just go ahead and mirror it straight out like that I want to first of all make it and like set it up to the mirror nicely so right now I'm talking a little too boxy so let's go ahead first and make it into a nice circle so I'm gonna go ahead and set this vertex over here hit GG to move it up this one GG to move it down and then let's just maybe move this one GG in a little GG what's a GG I mean G twice so we have a nice sort of circular kind of shape going on and then I'm gonna go ahead and I think now I'm starting I'm ready to extrude out so let's go to the extrude tool and then just click and drag let's just move this one [Music] so I'm just clicking and then rotating you can use the rotate tool or you can use our on your keyboard out I just tend to find it identify shortcut keys a lot more easier to work with okay that's a good start and then what we'll do is just to make it look more smoother I'll go ahead and add in another subdivision surface modifier so go to add modifier subdivision surface so it looks a lot more smooth we tend to use the subdivision surface when we work with organic type of models like characters animals toys things like that we don't use subdivision surface as much for more hard surface type models like tables chairs furniture buildings you know things like that vehicles so um right now I'm gonna go ahead and shape this out even more because I think it can afford to be a lot more rounder so I'll set this vertex and move it down really your goal is just to make it look as round and smooth as possible okay so I think that's looking okay and then I'll go ahead and set these two faces and then extrude them out again so click and drag now what I want to do is I want to move this over here you can use the Move tool or use G on your keyboard to do that then R to rotate by the shortcut keys you can memorize is G to move R to rotate s to scale G actually sets for grabs don't not move sorry about that okay so what I'm gonna do is I'm gonna scale this down a little to why I just scale it more on the x-axis so go s X and then over here I'm just gonna manually just position these things so I'm going to set this vertex down we'll move this one in this one in round it out quite a bit with this one down where's the other vertex I can't really see what the vertices that I'm working with so just to make it even easier we can go ahead and select this little triangle icon here called on cage and the subdivision surface modifier so that we can see the vertices applied on the subdivision surface modifier so it makes everything easy to see okay so I'll move this one in so I'm not doing anything overly special here I'm just rounding out the arms okay so I think it's looking okay okay so in terms of how long you want your teddy bears arms to go it really depends you can make it as long as you want I tend to find for toy 420 bears it tends to be as long as the body I might make the body a little longer actually then I got a vertex select and I think I'll round this one out even more all right so I think that is OK for the arms next up we're gonna work on the legs I'm gonna go ahead and select these three faces over here and I can go ahead and hit extrude like this and then just drag it out but the problem is it will drag out the entire area I want to be separate so I think the main reason why it's dragging is extruding out its entire area it's because we have clipping turned on so go ahead and disable clipping temporarily now dragged out and now we have two separate leg areas so I might just drag out a little bit like that where actually what I might do is I'll just go ahead and use the inset faces tool over here rather than extrude and then click and drag inwards and then just uh make it a little bit smaller so this is going to be the area where we're gonna bring out our today based links okay and then after you done that go ahead and hit the extra tool and then just drag it outwards and for this one I'm just going to move up rotate it up and we can start to shape out the legs to be a lot more rounded and let's go ahead and select either go to the box select I'll select all these ones over here and this one and I'm just going to go to the top view by little mouse clicking and dragging or using this widget here the same thing and then we'll just move this in place and then rotate around make the legs sort of face the front really want scale it down just Ted okay so starting to take a little bit of a shape then what we'll do is we'll extrude one small like so just a little bit and then we'll select these two faces over here so there were two face plate select these two faces and then go to the extra two which we already have and then just click and drag it upwards to create the feet okay so I think that is looking quite nice another feature of teddy bears is the bottom soles of the feet it tends to have another type of material to it so we're gonna go ahead and emulate that one as well so go ahead and select these faces on here this one as well and then let's go to inset faces so let's tuck that one click and drag to move it in just a little bit a tad and then go to the extra tool and move it inwards okay once you've done that scale it down biting s and then extrude once more by just clicking and dragging outwards so we have something that looks like that all right cool so in terms of the teddy bears legs I think I'm doing I might scale it down a little bit more yeah that looks better okay so I think the modeling of the legs is now good the arms is also now good as well so the final key that's left a model which is really the face so let's go ahead and do that now so how am I gonna purchase well I think the head can be a little taller gee I think that's okay and that's now when you did not create the nozzle the nose area for the teddy bear so to do that I'm just going to go ahead and pretty much do what I've been doing for the legs and the arms I'm just going to shape these out to be more rounded so let's go ahead and set this one whoops turn clipping back on again so it stays in this place I smooth it up let's move these ones inside like this one cross the mirror let's move this one inwards a little down just to add a bit more detail I might go ahead and add in another loop over here so go to a loop cut tool and then highlight your hover your mouse over this this loop over here then just click and then go back to the Select mode and hit GG twice and I'm sort of tighten up this corner over here go ahead and set it up by hitting alt left click or alright lick depends on how yours how how you you will usually select objects and hit s to scale up a little move this out and that's a good shape to start with because I might move it in a bit more rationally out leave this one out leave this one in okay so trying to get this sort of rounded kind of shape other thing needs to be as wide as well so I'm moving in just in the Ted okay so once you sort of have a somewhat rounded shape let's go back to the face select mode select these two faces and it's okay to keep clipping on for this one we're gonna go ahead and extrude sorry this one and extrude this one out just a little bit I'll just do one tiny extrude so just click and drag a little bit and then click and drag once more to make it look more smoother I'll just go ahead and click ctrl + + and hit W or go to vertex leg hit W and then smooth vertices smooth vertices so that it looks more and more rounded okay so I think that should fix that but I think I also want to go ahead and stack that look at hit GG and just go ahead and tightened up by moving the vertices back I think we now have the nose area of the bear I think most our modeling work is now done like we're gonna do much mirror work one thing like that anymore so I think actually I might just go ahead and do a final little tweak to the head head shape just tweak this to how how you want your final bear to look like so let's go ahead and hit apply apply and now the mesh is now standalone so if I move one side down the side one won't be affected but I'm not quite done with the modeling yet I still need to model the ears and also the nose as well and later on add the eyes but the eyes will be separate okay so let's go back and turn on the x-ray the reason why I turn on x-ray is because if I go ahead and select half the mesh like this and then then hit delete vertices it doesn't delete the back so we really can't see the back so we only see this much so when I do an x-ray and then select the mesh it selects all through the back as well so that's the reason why I toggle on x-ray okay so let's come at a vertex tech mode and let's select this half over here make sure you select all so go all the way near to the centerline and now go ahead and hit X delete vertices or mesh delete vertices you can see the show hockey over there X vertices now let's go back to the add modifier and let's do it again let's add a mirror modifier and a subdivision surface modifier so it looks even more smoother than now okay so now I'm going to go ahead and turn off the x-ray and we're gonna start to create the ears so for the ears exactly the pretty much similar like we've been doing before we shape out this into a more circular form might leave a little bit of a gap this and move this one in but for this one I want to do differently I'm gonna sort of shape it like that so make this part go in a little bit and this one comes in this one comes in this one comes in okay so let's cover the face like mode just like these four faces and this is extrude this out once by a little bit by using the extrude tool or hitting e on your keyboard which is a shortcut and then hit he once more and then we have the ears that look like that cool so now it's just a matter of going in and manually shaping it so I'm going to turn on the cage for this one and let's just remove everything so that it looks like an ear so for this one you can use a reference image but I'm just gonna go ahead and manually do this looking alright we just like these two phases over here and then just click and drag to extrude them inwards like so scale them down just killing this a little and we have something that looks like that okay and now the ears are done okay the one out so I just Pat that it looks a little weird so let's move this in so there's a lot of tweaking that needs to be done but I think that's okay to begin with I think that's okay for now okay so another thing that we need to do is we need to add in the nose so for the nose I'm just going to go ahead and just shape our very simple noses turn on clipping for this one let's move it like this and the nose is going to be sort of this kind of a shape so it's sort of like a V kind of a shape okay and let me just move this one pinky and let's move it out a little like that okay and then will you go ahead and get the extrude tool and then it extrude out by clicking and dragging I'm gonna move it a little and then extrude once more okay and then let's now reposition these verts so that they make a lot more sense okay so we have the nose that looks like so okay and I think the nose is now good to go okay one final thing we need to do is we need to add in the eyeballs so for the eyeballs it's going to be quite simple so stay in edit mode when you do this but go ahead and click outside so I put the 3d cursor over there then hit shift a and then UV sphere then you want to go ahead and expand this little dialogue box thing over here and then change the segment's to something a little smaller I guess finger 16 don't need to be so high res and then we'll just rotate ago our X 90 so I sort of faces the front then we scaled down a little IRA moving it in place where the eyes will be so I'll go to this view and scale it down and you can make the eyes as big or as small as you want to be I guess to keep it cute I'll keep your eyes relatively big okay I shouldn't really lose smaller than that too big I can can be a little creepy as well so let's make a little smaller and make it just stick out on the head like so okay so now starts to look like a Papa teddy bear I might also go ahead and turn this one proportional editing so that means if I took that and then move it will also affect I might change this one all searching sorry to connect it only so that it don't affect your eyes say it's X the vertices that are within the vicinity of this little circle and you can change the influence by just call it scrolling up and down okay so I'm gonna I can just very quickly shape out okay and what I'll also do is just go ahead and add in a loop over here just to make it a little bit more tight control here so either you can use a loop cut tool sorry this one or you can use ctrl R as you can see from the shortcut when I hover and then just add a good cut like so just a Titan to bend around that area and I think the overall model is now completed so I think we're now good to go so let's go ahead and apply the mirror modifier and the subdivision surface and we have the mesh that looks like that and if you're an element go back to object mode and we'll also smooth it out or an object I mean your object shade smooth okay so that's what it looks like if you want do some further tweaking and not do it in the edit mode you can also do it in the sculpting mode as well so you can play around with these sculpting brushes I'm not going to go into too much detail but I think really the only brush that makes sense for this case is the grab brush and then I'll just go ahead and click and drag and just round out these little bits over here so it's just like a final polish a final tweak to the model and I can keep on tweaking on and on forever the modeling process doesn't really end you can if you spend a lot of time you can actually end up tweaking for pretty much forever so I think for a teddy bear that's looking quite fine okay so I think that's good enough so the teddy bear modeling is now complete okay so let's go ahead and get started so the first thing that I need to do is I need to texture this teddy bear that's before we add any fur of any kind that's probably where we need to start off with so to do that I need to define the areas of the third that are going to take effect like we don't want the fur to come out of the eyes or the nose for instance another thing we want to have a different type of fur coming out from this part of the leg and also this part of the ears and even the area around the nose okay so we'll start off with the main fur so when you define which vertices over here we'll have the main fur growing out from so we can define that in the object data properties of this teddy bear so just having to edit mode and then I'm now going to go ahead and select the entire thing by hitting a on my keyboard or let's go select all and then let's go ahead and hit Plus on the add vertex group and we're just going to double click that one and call it main area you can call it whatever you like really so after done that I'm going to go ahead and click assign ok so right now we've told it that this entire area we're going to use to pretty much go to the third form but there's a mistake by doing that because now the fur will grow out of the eyes and the nose and these areas as well and we don't want that so in order to prevent that we select each eye so how do you mouse over the eye and hit L to select the linked vertices same over here here L so we have the two selected vertices over here and then go ahead and hit remove so now if I go ahead and select none and then with the main three resected if I go ahead and hit select we set everything except the eyes so now the fur will not grow out of the eyes so we won't do the same thing for the nose as well so to do the nose because this is this is connected I can't just use it because the entire thing is connected L is used to select a link to a disease so to do this I have I'll just select the middle vertices over here and hit ctrl + + + and then we'll go ahead and remove little main floor area there as well and also we want to go ahead and remove the four going out of these areas as well this will be a third area as well but we'll use a different type of fur for that one we'll be using more lighter fur so hit ctrl + + + and just select the entire area like so it's maybe a roundabout there will be good and then just go ahead and hit remove so now if I go ahead and select none of them and go ahead and select the main floor area and hit select these are the areas where the fur will grow out from oh sorry I also forgot we don't want the main four area to come out of the this area as well so I may as well just go ahead and select this entire area let's go to the side view and I might just turn on the x-ray for a second and then with the box select I'll just go ahead and like let's make it like that and then maybe I'll go ahead and hit C on my keyboard to circle select and then color all of this thing so we have something like that turn off an x-ray and ctrl + + + + + remove the area from this finally we'll also I forgot as well we move it from this one as well hit ctrl + + this one that one and remove okay so now that I look at the way the may-treanor will be there we go so this is the area where the main field will grow from and not in these other areas okay so what we need to do now is we need to add one more vertex group and this will be where the secondary okay so for this one it's going to be in this area this area but not the eyes so it goes everywhere but not the eyes and the nose so to do that we need to go ahead and hit control pi so that will invert the selection and we hit a sign on the secondary fill area so that's not correct so we'll do the same thing right before select the eyes and remove it and then also notice and so now if I deselect everything by going select none and then select the secondary area we have something that looks like that so now what we need to do is we need to set up our materials for the bear so the two is gonna be quite basic so first of all let me save my work so I've got a file safe so the material for this one will be quite basic so let's go to the shading tab for this one so we can see it better what we're doing and let's also go ahead and tap into edit mode and let's start off with the main fur so I want to go ahead and well first of all let's add the main material so I'll pull this one the main it will simply be the color that we want the bear to be so start off with a dark brownish color looks like that and we don't need to pay to have any specularity it is quite a rough okay I'm so nice to miss has a plot type of material so this is this is behind somebody this is the base for place their next material that we want to have is the actual so for the main fur material we will just go ahead and go to the vertex of the object data properties go ahead to the main foot area and just select that and what we're going to do is go back to the material properties over here and then we're just going to go ahead and hit a sign okay and for this one it's going to be a light sort of a light brown color a color almost orange actually pretty much orange and again no specularity and it's quite rough cool I didn't love them but also we don't use a principal psdf we'll get to that later we'll go ahead and add in another material and this one will pretty much be a very light brown so closer to white like orange but closer to white so once you have that let's go ahead and come into edit mode go to the object data properties make sure you select none first and then with the secondary first title to go ahead and hit select and then just go back to the material properties window and then hit a sign for the secondary fermentation of one for the eyes this could be quite simple just going to edit mode make sure you select none and then hover your mouse over this I'd hit L same with this I and I hit down and then hit a sign and this one it would have very this one let me like pretty much just a black material this one will have a lot of specular and not as much roughness not too much spec for the nose my one more material I'll copy the IP to but then instead I'll duplicate it by him in the two and the nose your difference is the specular will be a bit smaller and is a bit more rough and for that one I'll go ahead and this area and then assign okay so we have the entire teddy bear now assigned the the base material I might go ahead and make some changes over here make the bear little bit more so you make a little darker yeah teddy bears tend to be more Brown rather than orange I think well there can be orange e-gold it kind of color as well I'll go with a more brown color okay so now that that's done let's now start to grow out the fur so go to the Layout tab for this one now expand this one out and expand this one out we might go to the this view over here just so now we can see what we're doing and then let's go to the particle properties we're gonna be using the particle system to grow out the fur so go ahead and hit this plus over here change this to here and I'll just call this one the main same with this one let's go ahead and take advanced we'll go with seven thousand particles so you can see it looks crazy right now we want the fur to be a lot smaller so I'm a good point one to start off with and this really depends on how furry you want your today to be if you want to be really nice in theory they make it long if you want to be like almost just like a very light firm and go even smaller so for my case I might make it really like relatively furry so I'll go with point one it's a good place to start with okay but right now it's going everywhere including this power of the feet going out of the nose it's growing out of their eyes as well so this is going to make use of the vertex clips so over here in the 30 scoops expand that out under density choose main floor area so now it doesn't grow in the areas of the way we didn't define it it only grows in these areas over here actually I might go ahead and make the little smaller 2.07 and we'll make it like that in terms of the actual combing of the first I mean you could go into particle edit right now and you can actually use a comb brush to comb the first but I'm not going to do that with a teddy bear I think it's okay to just and leave it as is it's it keeps it interesting very happen like that okay so I'll just leave it as is and what I'll do instead is I'll make use of children so this is where the magic where the magic actually happens so go ahead and hit interpolate it we have something that looks like that so what is this means is for each hair strand that we define over here it will surround that hair strand with 100 other hair strands right under display we have ten but when you actually render it out it'll be even more so let's say we don't wanna go all the way 100 because it may actually crush our viewport and make it make it quite slow so I'm just gonna stick to that one for now and write down the material looks incorrect as well so make sure we go into the render settings change the material from from base payment to do to maintain material so it looks like that right now the further the new very fuzzy and soft it just looks like it's being electrocuted and it's just in shock so that doesn't look quite right so we need to make it look nice and fuzzy and nice and soft so to do that we make use of the children settings over here so the first thing I want to do is I'm gonna use the clumping so first tend to clump together so don't go so that means like like this as you can see if the bit the bear was wet the hair the hair strand would clump together quite a lot so I'm not going to go overboard with the clumping maybe I'll just go point four five would be okay for now I guess and for the shape right now you can see that the thirds are all clumping in straight lines the shape can make it look like it's can define how the clumping is going on so for this case I might just make it go in the negative direction a little so you sort of clumps like that rather than clumping in a concave direction it clumps in a convex direction I think I'm saying that right now maybe not I don't know but yeah it just changes the direction of the clumping so stoic Styles look a little bit more like proper fur another thing that we need to change is the roughness so we need to make it a little bit more scraggly at the endpoint because right now it's all looking too neat so for describing I just changed this endpoint value over here we tend to increase this one quite a bit 3.2 maybe a good school that started a crazy good point too I mean it really needs another experimenting 9.1 and I mean turn up the shape will turn off the shape something like that so it's now starting to look like a scraggly bear but just it adds a lot more randomness to it and look it starts to look myself okay so I think for that part that's pretty much done oh also for the length I might turn this down quite a bit so the children particles as you can see over here children particles are smaller than the main parent particles so I might be like point six then we'll turn up thresholds so that means some some of the children will be a little longer so I go like that and turn up the threshold so that'll add a little bit more variation to the surface it wouldn't look like a straight line okay so in terms of that I was doing good if I increase the number to let's say thirty it starts to look even better cool so now let's do the same thing for the secondary foot area so for the secondary area what I want to do is I want to go ahead in plus area and for this one I'm gonna go ahead and select the main foot so we're copying the main foot but I'm gonna slow hip go ahead to to duplicate it and call this one the second so now it is his own fur material and we're not gonna use 7,000 I think that's a little bit overkill we'll go into 4,000 maybe and what we're gonna do is we're gonna make the length rules even smaller when you were four maybe okay and it's not gonna grow out of the main for the area it's gonna grow out of the secondary fur area like so material is incorrect so we need to go ahead and and under render I pick over here change the secondary material and that starts not even better so the difference in the secondary fur area is that the fur is a lot more like there's a lot more kept and there's a lot more combed so it's a lot more neater so for that one I'm gonna turn down the noise in the children settings so endpoint can be like so it looks a lot more neater this is not the final settings so don't have to copy exactly what I'm doing over here I'm literally just tweaking it as I go your settings will probably likely be different than mine it depends on how you model the band how big your your scale of the the Bay is so you have to literally play around with these settings to match your to measure your scene so when I all I'm saying is just change the endpoint and the shape just to create this variation over here and then even sometimes even the uniformity as well that's on also the clumping as well so you just did experiment by looking your viewpoint to see if it makes your bear look better so don't don't worry about copying my settings you don't have to tweak your own settings to make it look nice I wanted to decrease the length of my main phone be a little bit too much okay so I think we have the main the main food done I'm actually turn it down to 17 children and it may be overkill for the secondary first same thing I might put about 50 children I might want to go ahead and use a simple play and I might so for the light I'll just use we will start off with an area light what's so also if I die now that's what it looks like so that's what looks like an Eevee but since I'm going for realism I'm probably going to change this over two cycles so go over here to the render properties and change the render engine from AV to cycles so I think immediately we will start to see a more realistic looking for okay so that's what it looks like so far clearly I need to do a lot of tweaks to the settings of this one so I'll be here I might for the secondary fur there's a lot of issues I think yeah we don't as much pumping some 8.2 okay so that looks better the material of the fur is not realistic now with cycles we can get even better looking material than what we have over here so the way to do that is in the shading settings so let's go over here so for the main fur material we don't use the principal psdf shader there's another dedicated shader for this one it is shift a or you can go add a shader principled hair psdf so that's another another node so we'll go ahead and copy this one to hover your mouse over this color ctrl-c and ctrl-v and plug this one into the surface instead okay and we'll remove this one it's black in the viewport over here because this this is just a viewport shading mode not the actual final rendered mode evie does not support principal hair psdf that's why it's looking black okay so we'll do the same thing with the secondary furniture so shift a shader principal hair be SDF control see on this color control V there and plug that to the surface okay so now if I go back to the layout mode but first should look a lot more realistic most times I tend to find that I have to tweak out the hair shape like the radius root of one meter maybe a little bit too much three-point-four tends to be the one that I tend to go with but maybe I might do a render just to see what it looks like so I can't really tell from the viewport so let's just go out of this view for a second and I might go ahead and duplicate this lighting create a very basic three-point light so me for this one might make a little bit more light blue back over here let's make it and we'll also go ahead and add in a camera over here so shift a camera and numpad 0 and move the camera in place and let's have a look at that when rendered so quickly pause the video and I'll get back to you once rendered alright and there you go it's still rendering right now but we can see that the phone is looking amazing the resolution is too small when i zoom in but it's looking amazing another thing you can see little bright orange spots on the bear what I realized why that's happening is because the original base mesh that's under the bear's fur is also using that fur material that doesn't make sense because one of the the main components of fur is that light can penetrate through it like blue or not the hair has a bit of translucency so light can penetrate through it so that's why we're seeing this this main character is base mesh have fur coming through so that's not correct at all so we need to go ahead and fix that so that's why I created that that initial material over here the base B material so this one is the one where we need to have it applied to the base material so to do that go ahead and select the mainframe material and at the secondary furniture and go ahead and set the base paper material and hit assign okay so now it should have just a brown material underneath and life should not be penetrating through it so now let's have a look at that when rendered it's a render image alright and there we have it a realistic stuff teddy bear that will look good in any scene so that's how you create a stuffed teddy bear to save it out as an image just go and hit image and then save or save as and then you can choose the extension that you want PNG JPEG or any of these other formats if you're familiar with them choose a name for your file and the directory of your file and go ahead and hit save as image okay so that's pretty much it I hope this tutorial in useful to you if you have any questions please feel free to drop it in the comments and please like share and subscribe if you found this video helpful thanks for watching
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Channel: Thilakanathan Studios
Views: 7,291
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Length: 51min 19sec (3079 seconds)
Published: Wed Jan 08 2020
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