The EASY way to create Fluffy Characters in Blender 3D - Beginner Friendly

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have you ever felt like blender's Hair prodical Systems just too complicated well today we're going to be looking at simplifying it so you can create this needle felt puppet look I'll also be showing you how to model the character and if you stick around to the end of the video we'll walk through the texture process as [Music] well but let's dive in and actually use the default Cube so we're going to grab the default Cube and we're going to hit control 3 now we're going to grab our object here and we're going to search for convert to mesh now when we tab into edit mode it will have applied that subdivision to our Cube so we'll tab into edit vode here make sure that you are in vertex selection mode and then you're going to come to the bottom of the cube we're going to select just this one point here at the bottom now up here we're going to turn on proportional editing now when we move this up on the Z axis you can see how we can use our Mouse wheel to scroll this in and out so let's go ahead snap back to front view here with that vertex selected I'm going to hit gz and I'm just going to scroll this mouse wheel up and I'm just going to pull this up till we get a little kind of mushroom head shape there perfect now back here in front view I'm going to tab over to sculpt mode and I'm going to grab the grab brush here now I can change the size of the brush with the F key so I'm going to go ahead and make this a little bit bigger and I'm just going to grab these edges here and kind of pull these down maybe pull this up and what I'm doing here is just adding a tiny bit kind of Randomness to the shape just to make it a little bit more interesting perfect now we have our mushroom cap head let's go ahead and create the body so we go ahead here we'll add another Cube and we're going to do the same thing hit control 3 but this time we're not going to convert it to mesh right away we're going to tab into edit mode here and what we're going to do is get this body to kind of fit the size of our cap here so we'll scale this down into edit mode here and we're going to add one Edge Loop down here at the bottom so hit controlr click there and then we can just go ahead drag this down you can see how that's giving us that kind of nice round bottom I'm going to turn on x-ray mode here so that I can select all the way through grab these top points here and I'm just going to go ahead and scale this in there there so now you can see we have a little kind of mushroom body so let's grab the head here and we're just going to turn off x-ray mode and just rotate that head back ever so slightly and now we'll be able to see our character's face perfect now we'll go ahead grab this convert this to a mesh and we'll grab this here and we'll hit contrl J to join now right click and shade Auto smooth and if you get an error like that where it is doesn't have enough geometry to kind of smooth out you can come over here to the mesh tab normal just crank this up to something like 60 and that should disappear perfect now we are going to be using the quick fur system to begin the fur particle system on here which utilizes UV Maps so this has to have a proper UV map if I come here to the UV editing Tab and select everything you can see it looks a bit odd because it was based off of a cube UV map so we're going to press two switch to Edge Loop here in edit mode and then we're going to alt click we're going to alt click that front center one and that side Center one and we should have a perfect Edge Loop all the way around do that for the cap as well just that middle line on both the horizontal and vertical path and then we're going to press U Mark seam we're going to select everything here and press U and unwrap and that will give us kind of a simple Island package there we can go ahead press a to select all those islands and search for pack islands and then just leave the default settings hit okay and you'll see that it'll give us a little bit better of an island distribution there perfect now what we can do is switch back to object mode and we can go ahead and name this object something like mushroom and for the eyes I just used a little curve in sphere so you can just go ahead add a cube again just add control 3 there scale that down until you get about the size you want I'm going to bring that out to the front there and then we can grab a mirror modifier and then for a mirror object we'll select the mushroom and then now when we move this across you can go ahead and create some little eyes there now for the curve I just go ahead add a bezier curve there tab in the edit mode we're going to go ahead delete all those vertices grab this draw brush here go to surface and then just give them a little kind of quirky smile perfect now with that selected we'll come over here to the geometry here we'll twirl that tab Down Under the curves and you can just crank that depth up until you get kind of a awkward little stitchy looking mouth and then tap on fill caps there great now we kind of have our silly little face to add to our character so first I'm going to go ahead convert this to mesh and convert this this to mesh and I'm just going to join those together and call that something simple like [Music] face and just as a bonus if you're interested you can actually get these full project files from my patreon I also share longer recordings of some of my projects and I put extra materials on there as well but let's get back to the tutorial so to begin that process we're going to go ahead here and after you've unwrapped your map you should be good to go search quick F and that's just going to apply the geometry nodes based curve system so now what we're going to do is go ahead open the asset browser and click hair so now what's going to happen is you're going to notice here that you have your mushroom object and then you have the curves object so rather than selecting the mushroom object to adjust your curves you need to make sure you have the actual curves object selected then what we can do is come up here under modifiers and now you can see that we have a full list of modifiers the big important ones here are going to be interpolate her curves where if we turn this one on on and off you can see it's taking those base hair curve profiles and adding a bunch around it so what you can do is crank your density basically to as high of a number as your computer can handle for this effect but you can go ahead and turn down the viewport amount here so that you can work in your viewport faster without it affecting your speed too much but let's go ahead I'm going to leave that by default and here you'll see we also have the hair curves noise and the Friz hair curves we're going to leave those here as well but turn them off for now so now what we're going to do is go ahead drag a curve hair profile on there and we're going to drag this up above the noise and frizz because we want those to affect the curvature of our hair as well we're also going to turn off existing guide map which is using guide Maps established up here because we want to create curves all over perfect you can already see this is looking a bit more messy so first we're going to turn up the frequency so if you remember I said that needle felting is kind of pulling out the the needle felt and pushing it back into itself over and over and over so to simulate that we're going to crank that frequency up which is going to give us all those kind of Curves there like that and you can see how now we're getting a bunch of Curves I'm going to go ahead turn down my viewpoint amount so you can easier see what we are doing great now what we're going to do is go ahead and just crank up that radius because the other thing is that it's not a bunch of tight curls on that felt it's kind of like all spread out around the whole thing so by cranking this radius out you can see how now we're starting to affect the entire object and cover the entire object I'm going to set mine to around something like 0.25 and if you've been following along that should work for you as well great now what we can do is go ahead and turn on the hair curve noise now the noise here can be adjusted by the distance we can also choose to preserve link now if I go to wireframe mode here you can see how much distance we're already adding to our object because we're kind of trying to simulate that needle felt which is just building hair on top of hair so if we go ahead and click preserve length that can help preserve some of that let's go ahead here and switch back to Sol you you can see that if we crank our distance up here it will further push out the distance of that noise and give us a little bit of a Messier look so I'm just going to add a few in there 05 should work now I'm going to turn this off so we can see exactly how Friz hair curves is affecting our object as well again we can turn on preserve length and then we can go ahead and just bump that distance we can see how this is just adding frizz to everything perfect now if we go ahead and turn these both back on you can see we're starting to get a pretty convincing result here and then what we want to do is come back up here to interpolate hair curves I'm going to turn the viewport density back up there and now you can see my entire object here is covered in fuzz now this is where the density comes into play you want to crank this as high as you can so if I set mine to 3,000 you can see that I'm getting a much more convincing result so just set that to whatever you can but we want to create a few more kind of random frizzes in there as well and what if you want to create a tighter look well if you want to create a tighter look then what you're going to want to do is come back here take that radius and just crank that radius down and the smaller you get that radius the little bit more of a tighter look you're going to have and you may need to come in here and adjust your hair curve noises too so that the distance is a little less now the problem with going in a bit tighter you will maintain more of your shape but you're going to have to crank up the density higher in the interpolate curves to match but let's look at how we can add those random hair frizzes as well now here it gets a bit difficult to select your object cuz it is covered in so many hair frizz so what we're going to do is come over here to the outlier and grab our object now we're going to add a hair particle system click plus here and just name this fuzz and you can name this fuzz as well now if you want to see what you're doing better you can go ahead and click here to turn off that hair curve system from geometry nodes and we're going to click hair here and it's going to give you hair that is way too long I don't know why but the default is 4 M long for hair and blender we're just going to go ahead and crank that all the way down and this number May Vary for you but we'll just set that to something super low like there now we'll click Advanced here and then we'll come down here under the viewport display and render now be bline is supposed to render a bit faster so we'll go ahead click that on and we're going to set our steps to six what that means is that each of these hair essentially has six points on it so it's kind of like subdividing the hair so that you can do more with it we'll go down here and you won't be able to see that in the viewport unless your strand steps and the viewboard display are also cranked up so if your computer can handle it go ahead and set that to the Sy as your render perfect we'll go ahead and adjust this material later but for now let's leave that and we'll grum up here to the physics and then we'll add brownie in now by adding this brownie into the physics it'll go ahead and give us this kind of wonky hair everywhere so let's turn our curves back on and since I'm opting for more of kind of a frizzy look with the hair curves I'm going to need to make them quite a bit longer so I'll just go ahead and crank up this distance until you start seeing them poke out there and then since I made them longer I'm going to adjust the brownie in and now you can see I'm getting a pretty good frizzy [Music] look so first of all we're going to go ahead we're going to grab our mushroom here we're going to create a for mushroom and then we're going to create a mushroom fuzz over here we'll grab this asset browser here and we're going to turn this into a Shader editor after that let's go ahead and grab our hair curves here go to the material and by default it gives it a fur material we're actually going to bump this over to mushroom fuzz and then under mushroom fuzz what we're going to do is delete this and add a principled hair bsdf so if you search hair you can select principled hair bsdf there and plug that into the surface and with that we're ready to begin our shading next up what I'm going to do is go go ahead grab the mushroom here come to the fuzz particle system come down to render material make sure this is set to mushroom fuzz as well so what we're going to do is actually draw the hair from our character based off the image texture for the base mesh so let's look at how we can do that so I'm going to need to go ahead here hide the curves and I'm going to disable particles for now and grab the character here and switch over to texture paint mode now at that character selected I'm going to want to make sure that I have the mushroom slot selected here now I'm going to go ahead drag the base color off here and search for a image texture color now we need to create a new image texture so let's create new here and let's just choose a kind of Base color for that mushroom so going to go ahead pick kind of a yellowish base like that now I'm just going to leave mine at a low res because I'm not going to be using much detail just a few color splotches great and you can see we're starting to get that over here so I'm going to make sure I have that mushroom selected up here so that's visible so then what you want to do is switch to texture paint mode and I'm going to grab this Paint Bucket here now I have paint mask selection up here and you'll notice here that our object here is Whited out if I tab into edit mode here and I select this entire Hat by just pressing L I can go back to texture paint mode and now that's there and if I go ahead and select a color such as the red up here with the paint bucket I can click and just fill up the cap and just like that we should have everything that we need now make sure to go ahead and save this image and then I'm going to turn my curves back on what we're going to do is in the Shader menu go ahead grab this mushroom here just copy that and then we're going to take that over to the hair with the Curve selected and paste that into there if we drag that into our color you can see that now our needle felt color is matching however we want this to look a little bit more kind of realistic so first let's adjust the roughness settings here I'm going to go ahead set this 75 that's going to give us a rougher more plastic look we can leave radial roughness at three and if you want want you can crank up random roughness to like 0.25 and give it a bit more realism but what we're going to do is go ahead and bump the color so if we go ahead drag out this color here and drag this out and search for Curves info we can get curves info random here and you can see how it's creating kind of a random black and white based on each selection of the color there and what I'm going to do is go ahead here and drag this color back here we're going to do a hue and saturation value we're going to drag that out there and what we can do is begin kind of lowering the value here and maybe boosting the saturation search for a mix color that's going to give us this node right here what we're going to do is we're going to drag our base color here and this Hue and saturated adjusted color here and drag this into here now for a factor we're going to use random and what that will do is kind of spread out those dark and Hue altered uh fur throughout the entire thing and give us a much more realistic looking fuzz here now let's go back into to our object and we can go ahead here and turn on our particle system probably need to pull your face out to kind of just sit out above the hairline right there black material there for a face and turn that roughness up and that's how I went about creating this little mushroom family this is the exact process if you'd like to see how I rigged these characters so that you can animate them yourself I actually covered that in a YouTube short on my channel already Double Gum somebody have promoted on this channel before is actually working on a cool needle film material so go check out their store Page and maybe follow them for updates as well
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Channel: SouthernShotty
Views: 13,989
Rating: undefined out of 5
Keywords: blender, how to model in blender, blender beginner tutorial, blender tutorial, blender tutorial for beginners, how to create a cute character in blender, how to create a stylized character in blender, how to model a fluffy character in blender, how to use blender, how to create hair in blender, fluffy adn furry cute character in blender, blender 3d, how to create fur in blender, cartoon character modeling in blender for beginners
Id: Jr7UaL7tMMw
Channel Id: undefined
Length: 14min 32sec (872 seconds)
Published: Tue Mar 05 2024
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