Tutorial: Make A Beanie In Blender + Displacement & Particles

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okay so welcome back to another tutorial and today i'm going to be teaching you guys how to make a simple beanie in blender now this is not an absolute beginner's tutorial you do need to know some basic things about blender but other than that it is generally an easy tutorial i'm going to be showing you how to make the do the actual modeling part but also how to add this material and also how to add this fluff so you get a nice result um this head here is not part of the tutorial it's just one that i sculpted by the way if you want to learn how to sculpt this very head this is actually the final result from one of my skillshare courses you can check the link in the description below you can try skillshare out for free for a month sign up if you want and i've got a lot of cool stuff on there like this a lot of people have learned how to sculpt faces watching my courses so if you want check it out if you don't just keep watching the tutorial but i will be putting the final beanie blend file on my patreon along with this head as well i'll just throw that in as an extra bonus for the patreons but yeah this is it i hope you guys enjoy and thank you for watching my tutorials okay let's go ahead and jump into blender um what i'm going to do to start off with is just select all of the objects and press delete and we're going to go shift a to bring up our add options we're going to go to our mesh and this is add in a circle once you've got that circle you go here to add circle options and just make the vertices here 12 and then just drop that down so we have a lower topology here that's going to make things a little bit easier later on so we're going to tab in to edit mode with this object selected you can see up here in the scene collection it's active and if all of this topology selected to make sure it's active what you're going to do is you're going to go e to extrude and then z to restrict it to the z axis and bring it right up to about here and then you can go s to scale it down about that much you're going to go control r or command r while you hold the cursor over this edge you can see the yellow line appearing and then what you're gonna do is you're just gonna left click once and you can now move and if you wanna set it in place you can just left click again with that active you can go s to scale it up and what you're going to do is as well is go control r over here click twice left click twice to add that in s to scale and then maybe in here control r add one in scale it up a bit just creating this rough shape here don't worry about the top being open what we're going to do now is make sure everything is deselected we're going to select all of these bottom boards i'm just going into wireframe and pressing z and going to wireframe um just to select these you can also use the x-ray toggle here but what you're going to do is you're going to go e to extrude s to scale a little bit and then e to extrude and then z you're going to scale it up like so and then you can go e to extrude s to scale and just scale it in like that doesn't matter if it intersects there you're going to go ctrl r add in a loop here click it in and then s to scale it out a little bit just to give it some curvature now at this point you can come in here and you can customize the shape of it a little bit you know pull points around whatever so this is just a rough shape of the beanie we're gonna work on it later anyway but what you can also do is um select these verts at the top so shift alt click on an edge and you'll loop select these verts and you can go control f or command f go over to grid fill and you can come over here and take the span down to two and then just mess around with the rotation until it's nice and lined up so you can see here from the front view it's like that you don't want it to be off to the side so we have a perfectly symmetrical object like that from our front view okay so that's pretty much the modeling of our beanie done the reason i have it a little bit more square at the top here is because that's kind of what you see with a beanie it's made out of like a pattern that's been cut out um you can select these and just bring them down a little bit but overall this works quite well so i'm going to tab back into object mode right click and go shades move there we have the beanie let's go to our modifiers let's give it a subdivision surface modifier and because we have a low topology object here something that doesn't have a lot of vertices to it it's very easy to come into edit mode now and select some verts and move them around as opposed to having like a really dense mesh and coming in here you have to select a lot of points which doesn't really make a lot of sense so this box modeling method is really good and practical so one little detail we can add here and it's optional but i would recommend you do it so if you go back into edit mode what you can do in your front view shift alt and just left click on this edge here in the middle to select it all the way through and what you can do is you can go control b or command b to create a bevel and then roll your middle mouse button up once to add in a segment in that middle and then just left click while that's all active go control minus or control minus on your keyboard and it shrinks the selection like that and then you can go alt s and just scale it in a little bit to make like a divot you can then select these bits over here so i'm just holding and shift and individually selecting these verts here i'm going to go alt s to scale them in a little bit just to have a slight variation here and you can do the exact same thing here at the back just kind of giving the idea here of there being a parting like two parts coming together you could also just go shift alt and just click on this edge and this edge and then just deselect these bottom bits and then you can go shift e and just tighten those up with a seam so shift e and that's optional but i'm just having that weighted edge jerk and give a little bit more definition but yeah that just makes it look like it's two parts that are kind of sewn together and you can do the same with the middle part here if you wish but don't overdo it there that's that's fine so now we have our beanie modelled um okay so first of all you're gonna get some textures a lot of different sites out there but i found this one which has this free texture i'm gonna put a link to this in the description below all you have to do is come over here to the downloads you get some different size options i'd recommend anything over 2k so 2k and higher for me i'm going to go with the 4k it's going to be a bit of a bigger file i'm going to go ahead and download the zip and when that's down downloading we're going to extract the textures okay it's done downloading i'm going to go to where my downloads are and what i'm going to do is i'm going to right click and i'm just going to go and extract it and you can extract the images however you want whatever extractor you use on your computer in fact what i'm going to do is now that i have those images extracted i'm just going to go to my desktop and create a folder i'm just going to call it text for textures i'm going to take all of those extracted textures i'm just going to click on them drag them into that folder you can do this however you want just know where they are on your computer once you've extracted them and what you're going to do then is you're going to go back in to blender and you're going to select the beanie you're going to go to your materials go new and click on that and just call it material and then what you can do is you can go over to your render settings and let's change the render engine to cycles if you have a gpu make sure to enable it if you don't you can stick to cpu and under the render options here just to set those max samples to 120 and if you have the denoiser go ahead make sure to enable that as well as we're using a little bit of a lower sample but all of that said let's go over to our uv editing workspace and we're going to do something really simple here just go shift alt left click on this middle edge here to select the whole thing control e and then you're going to go mark seam so we've marked a seam here and then we can go a to select all of it we can go u and then uv unwrap okay so we've just unwrapped these two pieces here they're now nice and folded out so let's get into our shading workspace and we have that beanie material here that we created let's go over here in this workspace we're gonna go shift a search and let's just type in image let's get an image texture place it here click on open and then go to your desktop wherever you have that textures that you extracted click on that folder if you can't actually see things if you're seeing something like this just click up here on these little tile display modes and you can see it like this so we're going to go here for the color i'm gonna go open image and that's gonna go obviously into the base color of the principled and you can see here there it is if you can't see it press z and then go into the rendered you can also by the way just go over to your world settings if you want some light click over here under the surface give it a sky texture and just bring that strength down to 0.2 for now and if you want to quickly go over to your render settings up here go down to film and just make it transparent i like doing that works better for me but let's get back to our materials here we've got the beanie selected we're in our rendered mode we have that first texture added let's work on the scale here so we're gonna go shift a search and let's just get a mapping and yes i do know that there is a node wrangler that does this for you but some people don't always know how to enable it so to make it a bit simpler and not confuse anybody i'm just adding these nodes in real quick so we're going to add in a mapping take that vector put it into the vector here and we need to tell it how we want to distribute it so we're going to shift a search and type in coordinate and you're going to see here we get a texture coordinate i'm going to take the uv and make that the input all we can do now is come over here to the scale you can left click on this top one and while you're holding in the left click just drag down and you'll select all of these slots and you can then go and type in a number so i'm going to type in something like 15. if you struggle to do that just manually type in 15 an inch in each vector here you can see here it's a lot smaller now what we can do now is get this node here we're going to go shift d and duplicate that image texture we're going to place it down here click on a little folder and we're going to come here and we're going to get the normal so both of these here are the normals let's just select this one right here i irect x click on it and go open image and then bring it over here and then go shift a search and get a normal so type in normal and then you're gonna get a normal map take the color place it in here to the color and then take this normal and put it into the normal of the principled make sure that you make this over here the color space non-color data that's super important you're also going to now take that mapping output over here and you're going to make sure to plug that into the input of that normal map you just added in so it's sharing that same information so now we have a normal there but let's give it some um this physical displacement so the way we're going to do that is we're going to go over to our modifiers when we go down and on top of this we're going to all add a displace we have a subdiv then we have a displace we're going to click new then we're going to go down here to our texture properties and the type here is automatically set to image or movie so let's just come down here now click on open and let's just go once again to that textures folder wherever it is and the one you're going to select here is this height so it should say height go open image and now all you have to do is go back to your modifiers and the strength here let's just set that to 0.2 for now and let's just also come here to the level in the viewport and bump that up the more detail we give that the more we can see the results here in the viewport but the thing here that you see here at the moment we don't have enough detail so the thing we need to do is go back to our texture properties and we need to go here to the mapping just like we gave the mapping here a scale of 15 on all of those vectors we need to come over here under the texture properties go under to our mapping and then change these values here both of them to 15 as well so whatever value you put in here put the same value in there and now we can go back to our modifier and now let's see what happens if we give that a little bit more okay you can see the detail coming for a little bit better but we need to give it more topology in the viewport and you can see it's getting quite dense over there with the topology but the detail is coming through a little bit better now the more you give this the better it'll come out but that can slow things down a lot in your viewport so what i'm going to do is just leave mine at 4 but i'm going to take the render amount up to 5. so that's the amount it's going to render at in fact i might take the levels in the viewport down even to free so now we have that so if you go z and you go rendered i'm not going to notice that until you really render it but for now um we have that out of the way so let's also now just move these two down these two notes down here let's move the color input up and let's shift d to duplicate that node let's go and open and let's get our roughness open image and then take that color output and put it into the roughness of our principled and now we have that out of the way so let's actually set up a camera here and some lights so i'm going to go back to my layout i'm going to go shift a and add in a camera i'm just going to place it anywhere rotate it this does not matter how you do it just get something that you like i'm going to go something like that and then what i'm going to do is i'm going to go shift a i'm just going to add in an area light move it up i'm going to go to my light settings increase the strength to whatever i feel works and then the size and i'm going to go z rendered and see what it looks like so um that's looking okay but the skylight we have here in the scene is a bit too much i'm just going to go to my world settings and i'm going to take that strength bumper down a little bit and i'm also going to take the rotation of the sun and rotate it until i think i get something a little bit more desirable okay something like that looks nice i'm going to just grab this light bring it down a bit more and duplicate it as well and that looks okay for now let's give it a quick particle system which is really going to add something so select the beanie go over to your particles click the plus to add a new system make it here click on advanced and then under the source make sure to enable use modifier stack so it takes into account the other modifiers and then come up here to the emission and bring that hair length way down okay now at the moment it looks like it's not adding it anywhere but it's actually adding it in the inside because the normal's a little bit distorted so what you can do to fix that is just tap in to edit mode select all of the topology and then go alt n and then go recalculate outside as long as the hair is all facing to the outside that's what we're looking for so we can now go back to our particles here i'm going to go down to the render we're going to make it b spline i'm going to go down to the viewport display take up the strands step to free we're going to go to the children and make it interpolated and we're going to change the render amount to 70 and we're going to leave it as it is now at 10 on the display we're also going to go down to the roughness and then just give it a little bit on the end point to give it some roughness and make it a little bit more uniform and then randomize the size a little bit so if we now go z and we go render you can see we have some fluff on this beanie but it's just way too big so we need to go over to our hair shape and let's make the diameter of the root here at point one instead and i'm also going to go to the very top and just take that hair length down even more like so and now if we go z and we go rendered we can see that fluff looks a lot better so let's just actually test this now make sure to save and then we're going to go render and render image and see what that looks like and there we have a somewhat realistic looking beanie and uh you can refine um some of the settings a lot more but one thing you could also do that i did on mine is sometimes you can make the stitching a little bit bigger so all you have to do in that case is just go back to your node setup and then come over here and then change the scale so you can go maybe nine go back to your texture properties and change that accordingly and then see what that looks like so now it's a bit bigger so you can also go render render image now you can see we have a bit of a larger scale here on the stitchings one thing that you could also do that i did on mine is i went up here to the color texture and i went shift a and i went search i just searched for a color ramp and i placed it here in between that color map and the principled and then i just came here and i customized customized these handles i dragged the darker value up a bit to give it more contrast i brought the lighter value in but i also changed that lighter value to a color that i like so i went kind of like a purple a bit of saturation but not too much and yeah just that little bit of contrast in the stitching i think looked really cool but um yeah that's an easy way to control the color so what we could do now i'm going to quickly just import a head that i have that i made and i'm going to then show you guys how to place it on the head okay so i'm back in my layout here i'm just going to import a head model that i sculpted myself by the way like i mentioned this um you can actually learn how to sculpt this head um it's one of my skill share courses and i'll have some stuff to that in the description below but you go ahead find whatever head model you want to use and um so i'm just going to go ahead and bring mine in okay so here i have my head model it doesn't matter which one you use um just go ahead and bring it in so what you're going to do is you can take your beanie you're going to bring it up to where the headers you may have to scale the beanie but make sure that um you don't apply anything after you scale it because the physics here of your hair is um looking at the scale so you might have to go if you do set the scale you might have to come back here and mess around with the length of the hair and stuff like that but anyway once you have the beanie the right size to the head you're gonna just roughly bring it in here i prefer to work in the right orthographic view we want that seam to kind of be in the middle there you're going to just bring it roughly in place don't worry too much of this penetration or bit sticking out you're then going to tab into edit mode and it's really handy here if you have the subdivision set low so it doesn't slow you down but remember working of low poly here in this method is really handy because we can come up here enable our proportional falloff and if both things are perfectly symmetrical you could also use the x mirror which means if we change the thing on one side it should work on the other side so in our right orthographic view we're going to move the head back here bring it down kind of almost over the ears and pop that back but don't stretch it too much bring the head forward a bit you do want a little bit of volume here at the top and then at the front what you can do is just bring it in kind of hugging the ears a little bit don't worry if there are spaces where it is more fuller than others but the idea here is just to kind of get it around the ear like that and it doesn't have to be symmetrical by any means if you want to go and make it unsymmetrical um that can definitely add more realism to it but that's just kind of how i'm doing this for now i'm just going to scale it in a bit and that's how simple it is to add the beanie to the head if you now tab back into object mode you can see you still have all of that um hair and particles now my beanie isn't really placed symmetrical to my head i imported kind of unsymmetrically so i'm just going to move my head a little bit instead of moving the beanie which i know is perfectly in the middle but you guys can see here just how simple that was once you have the general beanie modeled it's really not that hard at all to place it on a character but yeah that is the beanie tutorial so let's quickly i'm just going to move my camera so i'm not going to you know i'll probably just speed this bit up here and like i said this is not actually a tutorial on rendering a final character i was just going through how to make the beanie but i've got my camera here of a nice big focal length i'll probably just take the aspect ratio to a square by changing the y parameter in the output settings i'm going to make it 1920 by 1920 and just bring my camera in here so like what does that look like i'm just gonna look okay it looks okay let's quickly give this a test render and see what it all looks like and there is the final render now this is been a pretty quick tutorial i would generally spend a lot more time refining this but this is just a simple way you can model a beanie you can save this somewhere as an asset that you can just import into a scene add it to a character change the colors but um that being said i will add these blend files including the head to my patreon so those of you on patreon will receive that you can check that out in the description below and if you want to actually learn how to sculpt this head sign up for skillshare if you use my link in the description you can try it out free for a month and if you sign up that's also a big help to me and it's a lot of really cool stuff i know not just my stuff but you get access to thousands of professional courses that can really help you develop so if that's something you're interested in it definitely check it out in the description below but that's been me for today and i hope you guys found this useful thank you
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Channel: PIXXO 3D
Views: 21,995
Rating: undefined out of 5
Keywords: blender tutorial, how to model in blender, how to use blender, blender, blender tutorial for beginners, Blender cloths, Blender clothes
Id: xYK5PRMMblk
Channel Id: undefined
Length: 19min 36sec (1176 seconds)
Published: Fri Jul 08 2022
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