Create a 3D Low Poly Character (even if you've never opened Blender) — Transcript
Full transcript
- 0:00Welcome to my character modeling in
- 0:02Blender series. In this series, we're
- 0:03going to make my character you see right
- 0:05here, Lovechan, completely from scratch
- 0:07using low poly modeling and texturing
- 0:10techniques. Low poly modeling is a
- 0:12fantastic way to get into 3D modeling
- 0:14and Blender. And my hope is that more
- 0:16experienced users will also have plenty
- 0:18to learn from when we start talking
- 0:20about UV unwrapping, texturing, and
- 0:22rigging later on. Because not only is
- 0:24Blender completely free to use, this
- 0:25series is going to be totally free and
- 0:27we're not going to be using any paid
- 0:29add-ons to accomplish our modeling or
- 0:31texturing tasks whatsoever. This series
- 0:33is designed for more intermediate users
- 0:35of Blender. However, if you're brand new
- 0:37to Blender, you do not know the hotkeys
- 0:39or how the 3D viewport works or anything
- 0:41like that, do not worry. I actually have
- 0:43a playlist on this channel for people
- 0:45who are just starting out in learning
- 0:46Blender, and I will link that below as
- 0:48well. So, definitely check that out if
- 0:49you're new to learning Blender. And then
- 0:51when you're done with that, you can hop
- 0:52right into starting the first videos in
- 0:54this series. There's also going to be a
- 0:56Gumroad version of this course which
- 0:57will be linked below. This version
- 0:59includes downloadable versions of all of
- 1:01the videos in this series as well as
- 1:03downloadable versions of our final
- 1:05character rig. So, that's the completely
- 1:07textured, modeled, UV unwrapped, and
- 1:09rigged Love Shine character that we're
- 1:10going to make in this series, as well as
- 1:12this low poly base drawing you see here,
- 1:14which you can use as a guide to make
- 1:16your own low poly characters that you
- 1:17can draw and then make 3D using
- 1:20everything that you've picked up and
- 1:21learned throughout this series. So, none
- 1:23of that is required, but it's a really
- 1:24good bonus for those who are very
- 1:26serious about learning 3D modeling,
- 1:27character modeling, and Blender. And for
- 1:29this series, I would recommend you use a
- 1:31Blender 4.0 0 or above version just to
- 1:34make sure you have access to see
- 1:35features like geometry nodes which we
- 1:38will be using later on in this series.
- 1:40You can download the latest version of
- 1:41Blender from the blender.org website or
- 1:44you can just download it from Steam. But
- 1:46yeah, with that intro out of the way,
- 1:48let's jump right into Blender. Let's set
- 1:50up our Blender scene for this course to
- 1:52make sure we have the right color
- 1:54settings and that our model will be
- 1:56looking as intended as we continue to
- 1:58create it throughout this course. So,
- 2:00this is the default Blender scene. When
- 2:02you open Blender, this is always what
- 2:04you're going to see, right? Uh there's a
- 2:06few things though that by default we
- 2:09don't want. So, first thing we're going
- 2:11to want to do is to go to this render
- 2:13tab and make absolutely sure our render
- 2:16engine is set to Eevee because we
- 2:18really, really don't need what Cycles
- 2:20does. Cycles is like a ray trace based
- 2:22renderer, which is not what we're going
- 2:24for with this style at all. So,
- 2:25definitely make sure you're using Eevee.
- 2:28Also make sure that ambient occlusion is
- 2:30disabled, which it is right now. It's
- 2:32not checked. Make sure that bloom is
- 2:33disabled, which it already is. Make sure
- 2:36that screen size reflections are
- 2:37disabled and motion blur is disabled.
- 2:39And the final thing, and this is super
- 2:42super important, is that you go to color
- 2:44management here and click on view
- 2:47transform. Uh right now it's set to
- 2:50Ajix. I think that's how you pronounce
- 2:51that. This is the new default for
- 2:53Blender. Blender's default view
- 2:56transform. um which is not ideal for us
- 2:58whatsoever. We really don't want to be
- 3:00using this. This is for photorealistic
- 3:02rendering. This is not for stylized
- 3:04stuff at all. So, click on view
- 3:06transform and set that to standard.
- 3:09Standard will make it render much more
- 3:11like a game engine does. Um and it'll
- 3:14make sure that the textures we're
- 3:15creating in other software will look
- 3:18exactly the same in Blender. There's no
- 3:20like weird desaturation or hue shifting
- 3:24happening. It'll make sure it's a one
- 3:25one by setting our view transform to
- 3:28standard. We can also delete our cube by
- 3:30clicking on it right here and pressing
- 3:32delete. Just for fun, we don't really
- 3:33need to do that. I'm sure the first
- 3:35thing we spawn in the next tutorial is
- 3:36going to be a cube anyway, but why not?
- 3:39Just have a clean slate to start from.
- 3:41Now, the only thing we need to make sure
- 3:42we're doing is saving and saving
- 3:44constantly. Go to file and save as,
- 3:48which will let you pick where on your
- 3:50computer you would like to save your
- 3:51Blender file. In my case here, this is
- 3:53my documents folder. I'll make a new
- 3:55folder for it. I'll call this low poly
- 3:59character. Ideally, put this folder in
- 4:02somewhere that's automatically backed up
- 4:03to the cloud, like a one drive folder or
- 4:06a Dropbox folder if you can. It's not a
- 4:08requirement, but that's really nice to
- 4:10have. Then, double click your folder and
- 4:12name your blend low poly character.
- 4:17And there you go. All you have to do is
- 4:19hit save as. And now every time you
- 4:21press Ctrl+S or you go to file save, you
- 4:25are going to constantly be saving. And I
- 4:27would recommend you press Ctrl+S
- 4:29constantly. Save after every video you
- 4:31complete. And after every video
- 4:33complete, you can even press Ctrl + Alt
- 4:36+ S to save a new version of your file
- 4:38if you want to be able to go back to
- 4:40your files, which is super useful. So
- 4:41I'll show you that right now. So if I
- 4:43press Ctrl Alt S, that will save
- 4:45incremental. Now, if we see the name of
- 4:48our file at the top of Blender here,
- 4:50it's called low poly character 1. If I
- 4:53press Ctrl + Alt + S again, now it's low
- 4:55poly character 2. And if I go to file,
- 4:58open, you're going to see that we have
- 5:00three different blend files there. So,
- 5:02if we ever want to like go back to an
- 5:04older version cuz it's like, oh, I don't
- 5:05like how I modeled this or I think I
- 5:08messed something up and I need to like
- 5:09get it from an older version of my save.
- 5:11That's an excellent way to save cuz
- 5:13that's what professionals in this
- 5:14industry use. they are always saving
- 5:15incrementally or they're backing up all
- 5:17of their data to the cloud which
- 5:19automatically creates incremental saves
- 5:21for them. So now that we have our scene
- 5:23all set up and ready to go here, we need
- 5:25to add our image references for our
- 5:27character. So to do that, we're going to
- 5:29have to download our file here. And to
- 5:32download our file, all we need to do is
- 5:34go to the link that is in the
- 5:36description box below this video. So go
- 5:38right below this video and check the
- 5:40description box for that link right at
- 5:42the top. or you can look at the pinned
- 5:43comment. After clicking on that link,
- 5:45it's going to take you to this page
- 5:46right here, and it's going to say, if
- 5:48you're not signed into Patreon already,
- 5:50it's going to say locked uh join for
- 5:52free. If it says that for you, all you
- 5:54need to do is sign in, which is free.
- 5:56Making account on Patreon is totally
- 5:57free, and click join for free. Now,
- 5:59you'll be able to access this download,
- 6:03and you can see the full post now. And
- 6:06if I click on low poly love
- 6:08resources.zip, zip either right here or
- 6:11here. That will download everything we
- 6:13need onto my computer. It's going to ask
- 6:14me where I want to save this. And I'm
- 6:16just going to save it to my downloads
- 6:18folder. And we can see that the download
- 6:19has started. So that's all you have to
- 6:21do. So click on the link below, create a
- 6:23free account if you don't already have a
- 6:24Patreon account and join my Patreon for
- 6:27free as a member. You don't have to pay
- 6:29any money. Just join for free and then
- 6:31you'll be able to download this. And you
- 6:32can download this on my Kofi page as
- 6:34well. Once you have downloaded this file
- 6:36and you can uh put it anywhere on your
- 6:38computer, doesn't really matter. All you
- 6:40need to do is right click on it and
- 6:41press extract all. You're going to see
- 6:43this little thing pop up here. Press
- 6:45extract. And now we're going to have a
- 6:47folder with all of our stuff we need in
- 6:50it. So there's a bunch of files in here,
- 6:52but the ones we really only care about
- 6:54are Love Chan front view and side view
- 6:55for now. So I'm going to save myself
- 6:57some time and rightclick right here and
- 6:59press copy address. Then I'm going to go
- 7:02back to Blender. And now I want to spawn
- 7:04in those image references. So to do that
- 7:08I press shift plus A to open the add
- 7:10menu. Remember we talked about that
- 7:12earlier. How to add things to Blender.
- 7:13You press shift plus A for add. Then we
- 7:15want to go to image then reference. So
- 7:19after you do that, you're going to want
- 7:21to paste in the address we just copied
- 7:24right here, which is the address bar. So
- 7:26I'm going to click on this, press
- 7:27backspace. Then I'm going to press CtrlV
- 7:31to paste in the address we just copied.
- 7:34V is paste if you didn't know that.
- 7:36Press enter here. Then I'm going to want
- 7:39to import our image references here. So
- 7:42I will just double click on this love
- 7:43chan side view. Then I'll press shift
- 7:46plus A again. Go to image reference and
- 7:49double click on this love chan front
- 7:51view. Now we have our references in our
- 7:54scene. Now, we have to line up our
- 7:56references and make sure they're scaled
- 7:58properly for 3D modeling. Now, to scale
- 8:01them properly, however, we're actually
- 8:02going to need to enable an add-on we're
- 8:04going to use later on anyway. And that
- 8:06add-on is called Rigify. To enable
- 8:09Rigify, all you need to do is go to edit
- 8:12preferences and click on this add-on
- 8:14section right here. And then when you're
- 8:16done with that, click on this little
- 8:18search bar and type in RI
- 8:21ify. So that is rigging rigify. Click on
- 8:25that little check box. And now we have
- 8:27that add-on enabled. And what that does
- 8:29for us is when we press shift plus a to
- 8:31go to the add menu, we now have a new
- 8:34option under armature here called human
- 8:36metarig. So click on that option to have
- 8:39our human metarig in our scene for us.
- 8:42So we don't actually need to use this
- 8:44human meta rig, but it's really nice for
- 8:46scale reference because this is a human
- 8:48being at the end of the day and we kind
- 8:49of want it generally human being sized.
- 8:52So now all we have to do is select both
- 8:55of our references here, which I will do
- 8:58by click dragging them like so and
- 9:01making sure they're both selected, which
- 9:03we can see in our outliner. They are
- 9:04both selected. Then I actually want to
- 9:06go to the front view here, which I can
- 9:08do by clicking this little Y right here
- 9:11in the top right of our 3D viewport. Now
- 9:12we're in front orthographic view, which
- 9:14is perfectly flat. There's no
- 9:16perspective, which is perfect for us.
- 9:18Then I want to, and I just saved.
- 9:20Remember to save. Now I want to reset
- 9:22our transformations here. So I'll press
- 9:24Alt S, Alt G, Alt R. We press R. We're
- 9:27going to see that we're rotating along
- 9:29the wrong axis. We want to be rotating
- 9:32along the X axis. So I pressed R and
- 9:35then X. So again, with both of these
- 9:37selected in the outliner, press R, then
- 9:39X, then punch in 90,
- 9:44and press enter. Now we want to get our
- 9:45scale correct. And we can do that by
- 9:47pressing G, scaling this down, pressing
- 9:51G and then Y, excuse me, G and then Z to
- 9:54move this up. Then we can press S to
- 9:57scale this up again. And that's getting
- 10:00pretty darn close actually. So I'll move
- 10:02this down. Pressing G and Z like that.
- 10:07Uh, but it's a little hard to see if my
- 10:09foot is being aligned here. So we're
- 10:11going to fix that by making these
- 10:12transparent. To do that, all you need to
- 10:14do is click on them. You can either
- 10:16click on the 3D viewport or the
- 10:17outliner. The outliner is a little
- 10:19easier. Then click this little opacity
- 10:21check box and set it to 0.5. Then click
- 10:25on your other reference and click this
- 10:27opacity checkbox and then make the value
- 10:300.5.
- 10:32Now we can kind of see where we're at a
- 10:35little bit easier cuz we want to zoom in
- 10:38here and make sure that our feet are
- 10:41aligned with the ground plane. That's
- 10:43really important. So, we're going to
- 10:44click on both of these empties by
- 10:46clicking the first one and then shift
- 10:47clicking the second, then pressing G and
- 10:50then Z. And now our foot is perfectly on
- 10:53the ground plane. I don't think it's
- 10:55actually centered though because the
- 10:57ground plane is actually indicated by
- 10:58this red line you see here. And the
- 11:01Z-axis is indicated by this blue line,
- 11:04you know. So, that's kind of our center.
- 11:06So, we actually want to move our
- 11:08reference on the Xaxis a little bit more
- 11:11like that. Just so that it's nice and
- 11:14aligned. GX.
- 11:17Yeah, something like that. It's not. And
- 11:20actually, that is pretty well aligned
- 11:22with the top of the head, which is
- 11:24perfect. We don't even need to do that,
- 11:25but that's nice to have. All right. So,
- 11:27then I'm going to middle mouse on out of
- 11:29that and select our topmost image
- 11:31reference. Uh, which I believe uh no,
- 11:35that's the wrong one. So, I'm going to
- 11:36right click to cancel and press on this
- 11:38one. Click on that one. Press G. And
- 11:40then press Y. Move this back. Then I'm
- 11:44going to click on our other image
- 11:45reference. Then press R. And then uh
- 11:50uh press Z. I had to figure out which
- 11:53axis that was for a second there. So,
- 11:54this we actually want to rotate this on
- 11:56the Z-axis. All I want to do is again
- 11:59select it, press R, press Z, and then
- 12:02press 90 because we want this rotation
- 12:05perfectly on this axis. Now I'm going to
- 12:08press G, and then I'm going to press X
- 12:11to move this back a little bit. So we
- 12:14have some breathing room here. Now, if
- 12:17we go to our front view, looks like this
- 12:19is really nicely aligned. If we go to
- 12:21our side view, this is not super nicely
- 12:24aligned because we can tell just by
- 12:25looking at this. This is generally where
- 12:28the top of the head is supposed to be.
- 12:29Top of the head on our reference is like
- 12:31right here. So, that's not ideal. And to
- 12:33fix that, we can just press G and then Y
- 12:36to just move it along the Y- axis and
- 12:39kind of line it up like so. Again, this
- 12:42does not need to be perfect, but we can
- 12:44see here that, oh, look at this. The the
- 12:46Y is perfectly aligned with the foot
- 12:49right there. So that's great. The top of
- 12:51the head is basically aligned with the
- 12:54um top of the head for the Rigify rig
- 12:56here, which is awesome. So by middle
- 12:58mousing on out of this, we can see that
- 13:00things are looking pretty good. So in
- 13:03this tutorial, we fixed the color
- 13:05management right here so that things are
- 13:07going to line up perfectly color-wise
- 13:09when we start importing our textures and
- 13:11applying them to our model. We also
- 13:12learned about saving in Blender and
- 13:14saving incrementally. And we also got
- 13:17our references set up on both axes and
- 13:20spawned in our meta rigs that will have
- 13:23be totally ready to start modeling our
- 13:25character in the very next video. So, if
- 13:27you're serious about learning how to
- 13:29make your own characters in 3D using
- 13:31Blender, check out the Gumroad version
- 13:33of this course, which is linked right
- 13:34below. It includes the final fully
- 13:36textured and rigged Lovechan model that
- 13:38we're going to create in this series.
- 13:39Downloadable versions of all the videos
- 13:41in this series as they're released, a
- 13:43low poly turnaround drawing that you can
- 13:44sketch your own characters onto, which
- 13:46you can then 3D model using everything
- 13:48you've learned in this series. And it
- 13:49also includes a bonus video series that
- 13:51introduces you to the fundamentals of
- 13:53using Blender with even more content
- 13:55coming soon. To learn more, click the
- 13:56link in the video description below.
- 14:00Now, we can click on this Rigify rig and
- 14:02just press H. That's H on your keyboard
- 14:04to hide it because we don't need that
- 14:06right now. Now, let's model our
- 14:08character starting with the feet. So,
- 14:10this is is not actually going to be very
- 14:12difficult. All we need to do is press
- 14:15shift + A, then go to the add menu,
- 14:18mesh, cube. Click on cube. And then from
- 14:22there, we are not going to want to edit
- 14:24this object in object mode. We actually
- 14:26want to edit this in edit mode. So to
- 14:29enter edit mode in Blender, just make
- 14:31sure you have your cube selected and
- 14:32then go to the top left of your viewport
- 14:34and click edit mode. Or if you're like
- 14:38me and that's super annoying, you can
- 14:39just press tab. So tab to switch back to
- 14:42object mode and switch to edit mode.
- 14:45Spam tab.
- 14:46So when you are in edit mode, which we
- 14:48can see we are in by looking at the top
- 14:50left of our viewport here, there are
- 14:52three different selection modes that you
- 14:54need to be aware of. The default in
- 14:56Blender is this one all the way on the
- 14:58left called vertex select. That's what
- 15:00these little edges on our model are.
- 15:02These are all vertices. So, if I click
- 15:05on one and press G, I can move it around
- 15:07like that. All the models we're going to
- 15:09be making here are going to just be made
- 15:10up of a series of vertices, edges, and
- 15:14faces. That's all you need to worry
- 15:15about. So, that's what a vertex is. It's
- 15:18all these little points on our cube or
- 15:20any 3D model that make up the model.
- 15:22Right? There's also this one right here,
- 15:25which is edge select. Edges are exactly
- 15:27what you think they are. They're the
- 15:29edges that make up your model, right?
- 15:31So, if I click on this edge right here,
- 15:32and then I'm press G to move it. Our
- 15:34entire edge of our cube is moving like
- 15:37so. And I can press right click to
- 15:38cancel that. Or I can press G and then
- 15:40left click to confirm that, but I'll
- 15:42undo that right now. And the final
- 15:44selection mode is right here. And this
- 15:47is face select. So, every 3D model
- 15:50consists of a series of faces as well.
- 15:52And you could think of the face of a 3D
- 15:54model as its surface area almost, right?
- 15:57Uh that's kind of confusing to describe,
- 15:58but it's a lot easier if you just start
- 16:00clicking on your cube here and you're
- 16:01like, "Oh, it's it's literally just like
- 16:03every face of my cube. Every side of my
- 16:06cube is a face, right?" So you can click
- 16:08on these, you can press G to move them,
- 16:09press R to rotate them, like so. There
- 16:12are going to be reasons to use all three
- 16:14of these constantly. Sometimes you just
- 16:16want to move one verticy. Sometimes you
- 16:19just want to move an edge along an axis
- 16:22or something like that. And sometimes
- 16:23you just want to shift select multiple
- 16:25edges and move a bunch of them. There's
- 16:28a ton of reasons to use all three of
- 16:30these. You're going to be switching
- 16:31between them constantly. So
- 16:32understanding what they are and how they
- 16:34work is super important. That is the
- 16:36very very short version. But yeah, let's
- 16:38get into modeling. So you might have
- 16:40noticed when we have our cube selected
- 16:42and we press tab to go into edit mode
- 16:43like so. If we switch between edit and
- 16:46object mode, we're going to see that a
- 16:47bunch of new options appear here. If you
- 16:49don't see these names, just make sure to
- 16:51drag this little section out. You can
- 16:52see if I drag this all the way to the
- 16:54left, it becomes abbreviated, which we
- 16:56don't want. So, hold left click and just
- 16:58drag this out so you can see the full
- 16:59list of names here. So, when we're in
- 17:02edit mode, there's a bunch of operators
- 17:04in here that are just used for modeling
- 17:07specifically, right? For this series
- 17:08though, we only really care about four
- 17:10of these options. One is our default,
- 17:12which is selection box. That's just how
- 17:15we select things. That's our default for
- 17:16a reason. It's very useful. And we can
- 17:19switch between the different selection
- 17:20modes by pressing W. So, there's also
- 17:22select circle. You can see there.
- 17:23There's a selection lasso, which will do
- 17:25this if you hold left click. And there's
- 17:27also a tweak. But personally, I always
- 17:29use box cuz I like being able to hold
- 17:31leftclick and have that option available
- 17:33to me. The other ones we care about are
- 17:35going to be extrude region, bevel, and
- 17:38loop cut. So, let me show you what loop
- 17:42cut does first. Right. So, if we click
- 17:44on loop cut, you're going to see that we
- 17:45can't select our object. Like, we can't
- 17:48select faces, we can't select vertices,
- 17:49we can't select edges like we used to,
- 17:51right? That is because we're using one
- 17:53of these tools in this section. And the
- 17:54way that loop cut works is is it lets
- 17:56you create an edge loop around your
- 17:58model. So, if I press leftclick here,
- 18:01you're going to see it creates an edge
- 18:02loop on the top of our cube. I can undo
- 18:04that with Z. And if I press and hold
- 18:07leftclick here, it's going to create an
- 18:08edge loop on the side of our model. So,
- 18:10an edge loop is literally, it's what it
- 18:12sounds like. It's a loop of edges that
- 18:14kind of wrap around your model in a
- 18:16quote unquote circle and they're
- 18:18connected to each other. So, I'm going
- 18:19to undo that by pressing Ctrl +-Z. Then,
- 18:22I'm going to go to our next tool here,
- 18:23which is bevel. But before I use bevel,
- 18:26I'm actually going to press W. So, I go
- 18:28back to my selection box, making sure
- 18:29I'm on face select. Then, I'm going to
- 18:31click on this face here. Now, if I press
- 18:34bevel, you're going to see that there's
- 18:36this little circle icon that appears.
- 18:38Right? If I hold left click on the
- 18:40circle icon, you're gonna see that our
- 18:41faces here become beveled. So, this is
- 18:45really good if you want your model to
- 18:47catch a highlight. So, if you're
- 18:48modeling like a crate or something like
- 18:51that, but you'll see when we start
- 18:52modeling Lovechan here that her torso is
- 18:54actually kind of just a beveled cube.
- 18:56Notice how this part in the top is
- 18:58beveled. This part in the bottom is
- 19:00beveled. It's kind of just a cube shape
- 19:03that we kind of reshape into a torso,
- 19:05right? So this tool is super useful both
- 19:08for hard surface modeling but also for
- 19:10modeling characters like this. And the
- 19:12last tool I want to talk about is
- 19:14extrude region. So I'm going to press W
- 19:17to go back to face select here. Then I'm
- 19:19going to click on this face. I'll click
- 19:21on the top face of this cube actually.
- 19:22Then I'll click on extrude region. And
- 19:25what this does is by holding leftclick
- 19:28we are creating a new set of faces here.
- 19:31Right? So, if I hold left click and move
- 19:33this up, we have made a new set of faces
- 19:37on our model here. So, I'm going to show
- 19:40you what what would happen if we didn't
- 19:41do that by pressing Ctrl +-z and then
- 19:43just pressing G to move this. See, if we
- 19:45just move this, we're not actually
- 19:47creating a new set of faces. We're just
- 19:49modifying the existing ones. But by
- 19:51using extrude region, we can extrude
- 19:54from our existing mesh a new part of the
- 19:57mesh. Right? So, this is super useful if
- 19:59we want to continue our mesh. We'll
- 20:01probably use this on her arms, maybe her
- 20:03hair, for example. It's just a really
- 20:05useful tool to have. Yeah, I'm going to
- 20:08undo that with Z. So, we just have a
- 20:10cube here. And now, let's get to
- 20:12modeling the foot. Uh, because we've
- 20:14already made these front and side views,
- 20:16all we need to do is kind of model and
- 20:19line up our cube to match the foot in
- 20:22our front view and side view. Right. So
- 20:25to do that, I'm going to select make
- 20:27sure I'm in edit mode first of all, not
- 20:29object mode. We want to do all of our
- 20:30editing of this in edit mode. So I'm
- 20:33going to scale this down by pressing S.
- 20:36Scale that on down. Then I'm going to go
- 20:38to the front orthographic view by
- 20:40pressing one on my numpad. I can also do
- 20:42that right here if I want to. Now I
- 20:45actually want to see my reference behind
- 20:48my cube or in front of my cube. I want
- 20:50my cube to be transparent. That's the
- 20:51word I'm trying to say. of. And to do
- 20:54that, you can just click right here to
- 20:56do this toggle X-ray button. The
- 20:58shortcut for that is alt z, by the way.
- 21:00So, I'm going to click on that right
- 21:01now. Now, we're just going to try to
- 21:03line this up with the right side of her.
- 21:05Um, we only need to model the right side
- 21:08of her for now. We don't need to worry
- 21:09about the left because we're just going
- 21:11to mirror all of these and save
- 21:13ourselves a ton of work later on. So,
- 21:16I'm going to make sure I'm in vertex
- 21:17select by going up here to vertex
- 21:21selection. Then I'm gonna box select
- 21:24these vertices and then press G plus X
- 21:28so that it lines up perfectly here. I'm
- 21:32gonna drag select box select these
- 21:34vertices. Press G plus X and kind of
- 21:37just line this up. Box select these top
- 21:40two. Press G + Z. Like so. Then I'm
- 21:45going to go to the side view by clicking
- 21:46up right here, which I could also do
- 21:48numpad 3. Now I'm going to do something
- 21:50a little weird. I'm going to box select
- 21:53these vertices. Press G + Y. Move these
- 21:57over like so. So, it's actually falling
- 22:00off the side a little bit there. And
- 22:01I'll box select these vertices and press
- 22:03G + Y and move them to the front here.
- 22:07Now, remember that loop cut tool we just
- 22:10used? We're going to use it immediately.
- 22:12So, I'm going to click on loop cut here.
- 22:14Then, I'm going to hover over my cube
- 22:16until this little yellow line appears.
- 22:18You can see it there. Then I'm going to
- 22:19hold left click and move it down to this
- 22:22line on our shoe here. Then I'm going to
- 22:25go back to select box, select both of
- 22:27these verts. Vert is just short for
- 22:29verticy, by the way. Then I'm going to
- 22:31actually I'll just select one by one.
- 22:33I'll select these vertices right here.
- 22:35Press G plus Y. Then I'll select these
- 22:38vertices right here. Box select these
- 22:41vertices right here. Press G + Y. And
- 22:44keep in mind, I'm box selecting for a
- 22:46reason. Because if I just clicked on one
- 22:47of these vertices, I'd only be selecting
- 22:49one of two because remember, go to front
- 22:52view here. This is a box. That's not one
- 22:54verticy we're moving when we're doing
- 22:55this. We're moving two vertices. So,
- 22:57it's important to box select so you
- 22:59actually get all of them. Um, so yeah,
- 23:02still not lining up though. And to fix
- 23:04that, we will once again use loop cut.
- 23:06So, I'm going to once again hover over
- 23:09my model till that little yellow line
- 23:10appears. Then I'm going to press left
- 23:12click. Then I'll go back to my select
- 23:14box by pressing W. I'll left click and
- 23:17drag over this vert. Press G + Y. Move
- 23:20it in. Hold left click on this vert.
- 23:23Press G plus Y and move it in. And I'll
- 23:27hold left click on these verts. Press G
- 23:30+ Y and move them in. Then I'll go back
- 23:33to my front view just to make sure
- 23:35things are looking good on the Y-axis.
- 23:37And we can see that I drew the shoe kind
- 23:39of at an angle like this. I don't think
- 23:42that actually looked good in 3D. Like if
- 23:45I try to recreate that here, I could,
- 23:47but it didn't look very great. So, I'm
- 23:49just going to leave this perfectly
- 23:51upright right there in the front view.
- 23:53I'm fine with that. Um, then I'm going
- 23:55to middle mouse out of our view here.
- 23:57Then I'll turn off X-ray by clicking
- 23:58this little button at the top right of
- 24:00our viewport here. And we have modeled
- 24:02our shoe. We are now ready to start
- 24:04modeling the legs. And this is actually
- 24:06super super simple. So, all we need to
- 24:09do to model the leg is press shift plus
- 24:10A, go to the mesh menu here, and click
- 24:14on cylinder. Now, your cylinder is not
- 24:17going to look like this. It's going to
- 24:18look something like uh this when you
- 24:22spawn it in. Um, the reason why that is
- 24:24the case is because Blender has an add
- 24:27menu. And by default, when you spawn in
- 24:29a cylinder to Blender, it's going to
- 24:31have, I think, 25 vertices and a cap
- 24:33fill type of engon or triangle fan,
- 24:36which just is telling Blender, hey, do
- 24:39you want to fill in the top and bottom
- 24:41of the cylinder with verts or faces or
- 24:44anything like that? Um, and for our
- 24:47purposes here, we actually don't want
- 24:49that. So, we're going to set the cat
- 24:50fill type. So if after you spawn on your
- 24:53cylinder, just make sure to expand this.
- 24:54Then click on cap fill type and set this
- 24:56to nothing. And for our verts here, we
- 24:59only want five verts cuz this is a super
- 25:01low poly model, right? So we're going to
- 25:02click on vertices and press five and
- 25:05then enter. That is our super chunky
- 25:08leg, which is perfect. So now I'm just
- 25:11going to press tab, go to the front view
- 25:13here, and just scale this down with S.
- 25:17Move it with G. Scale it down with S.
- 25:19And we're going to go to X-ray once
- 25:21again by pressing Alt Z or clicking this
- 25:23button at the top right of our viewport.
- 25:25Then we're going to move this G. Uh
- 25:30scale it with G. Uh excuse me with uh S
- 25:34plus Z. So it's kind of lines up there.
- 25:38But it doesn't need to be perfect cuz
- 25:39now we're just going to grab verts. So
- 25:41going to box select these bottom birds.
- 25:42G + Z to move them up. Then I'll scale
- 25:46them with S + X.
- 25:50Then I'll move them with G plus X. And
- 25:53this does not need to be perfect. Do not
- 25:55worry about getting this perfect at all.
- 25:57G plus or excuse me, S plus X to scale
- 26:01them on the X axis. Perfect. Then I'm
- 26:04going to select these ones at the top
- 26:05here. Press S plus X. Scale them up a
- 26:08bit. G plus Z to move them up. We
- 26:12actually want them to be slightly over
- 26:13the shorts here. So, kind of moving a
- 26:16little bit beyond the shorts. Then I'm
- 26:18going to see what this is looking like
- 26:19in the right view. So, I'm going to go
- 26:21to the right view by pressing this
- 26:22little X button right here. Or I could
- 26:24have just pressed numpad 3. Now, you're
- 26:27going to see that this doesn't quite
- 26:29line up in the side view. And we got to
- 26:30fix that. So, box select these bottom
- 26:33verts right here. And then press G + Y
- 26:36to move them. Then G or excuse me, S
- 26:38plus Y to scale them down. Then G plus Y
- 26:42to move them. Go to the top box. Select
- 26:45S+ Y to scale them up. Then G + Y to
- 26:49move them over. Like so. That is good
- 26:52enough. Now, we can see that there's
- 26:54this little like divot in the leg right
- 26:56here that we don't have enough geometry
- 26:58to represent. So, to fix that, we're
- 27:00going to make a loop cut in the middle
- 27:02of the leg. So, we're going to click on
- 27:03the loop cut tool, hover on over our
- 27:06model until that little yellow line
- 27:07appears, that hold left mouse and kind
- 27:09of release left mouse right here where
- 27:12this little divot kind of hits its peak.
- 27:14Then, we're going to go back to the
- 27:15select box tool by pressing W. Then, I'm
- 27:18going to box select these two vertices
- 27:21right here. And I'll press G plus Y to
- 27:24move them in like so. Now, we're going
- 27:27to go double check our front view. And
- 27:29yeah, this is looking pretty good. And
- 27:31I'm going to press Ctrl S to save.
- 27:33Constantly be saving. And I'm going to
- 27:35middle bomb us out of this view. And
- 27:38I'll turn off X-ray by going to the top
- 27:41right of my viewport and clicking this
- 27:43or just pressing Alt C. And you're going
- 27:45to see that our leg is now done.
- 27:47Congratulations on getting this far.
- 27:49You've already learned how to import 2D
- 27:51references, the fundamentals and tools
- 27:53of 3D modeling in Blender. Plus, you've
- 27:55already modeled the legs. In the very
- 27:57next video, we're going to model the
- 27:59waist and more. But in the meantime,
- 28:00make sure to subscribe to the channel
- 28:02and ring the bell to make sure you don't
- 28:03miss out on any tutorials we upload. And
- 28:06if you're serious about learning how to
- 28:07make your own characters in Blender,
- 28:09make sure to check out the Gumroad
- 28:10version of this course, which is linked
- 28:11in the top of the description box below.
- 28:13Thanks for watching, and I'll see you in
- 28:15the next video.
- 28:17So now, let's model her waist. So to do
- 28:20this, all I want to do is press shift
- 28:22plus a mesh cube. So shift plus a to add
- 28:26menu, go to mesh, then click on cube
- 28:28there. Now that I have a cube in our
- 28:31scene, I'm going to press Alt + Z to go
- 28:34into X-ray view. Then I press edit to go
- 28:36into edit mode. Then I'm going to scale
- 28:39this down with S. I'll go to the front
- 28:41view here, the front orthographic view
- 28:43that is by pressing one on my numpad,
- 28:45which I could also do by pressing
- 28:47negative Y up here. Then I'll press G +
- 28:51Z to move this up. Then I'm going to
- 28:53scale it down again with S.
- 28:56G + Z to move it up. And that's looking
- 29:00pretty good. So now I want to do
- 29:02something a little weird. So I actually
- 29:05want to place a loop cut in the perfect
- 29:07center of this model because we're
- 29:09actually going to mirror this model
- 29:11model using a mirror modifier. We want
- 29:14to do that because this part of Lovechan
- 29:17here is essentially perfectly
- 29:19symmetrical. And by mirroring this
- 29:21model, we don't have to like do the
- 29:23exact same work twice. and it'll ensure
- 29:26that our model is perfectly symmetrical,
- 29:28which will make our lives a lot easier
- 29:29when we're texturing, UVing, etc. So, to
- 29:34add a loop cut here, I'm going to go to
- 29:35the loop cut tool in edit mode. Then,
- 29:37I'm going to click right here to place a
- 29:39loop cut right in the dead center. Then,
- 29:41I'm going to go back to my select box by
- 29:42pressing W. And I'm going to go to face
- 29:46select by pressing three on my keyboard.
- 29:48So, you can actually switch between
- 29:49selection modes in edit mode by pressing
- 29:511, 2, and three. One is vertex select,
- 29:55two is edge select, and three is face
- 29:58select. And we want to be on three,
- 30:00which is face select. So now I'm going
- 30:02to box drag like this. And delete half
- 30:06of our cube. And again, making sure
- 30:08we're in X-ray mode. So we actually
- 30:09delete the whole thing. Press delete on
- 30:12my keyboard. And then go to faces. And
- 30:14I'm going to turn on screencast keys.
- 30:16They are not on. There we go.
- 30:18So, now that half of our cube is
- 30:20deleted, I'm going to go to add modifier
- 30:23search and then type in m ir
- 30:27to see that we have the mirror modifier
- 30:31here. And again, this modifiers tab is
- 30:33just the blue wrench icon. So, just make
- 30:35sure that's the modifier tab you're on.
- 30:37So, click on the blue wrench and then go
- 30:39to add modifier, search mirror. So, now
- 30:42we have the mirror modifier. We're going
- 30:44to go back to our 3D view by middle
- 30:47clicking out of that view and pressing
- 30:49Alt + Z to see that our cube is now
- 30:52perfectly mirrored. So, because I'm on
- 30:55face select here, I can just click on
- 30:57this face and start moving around. And
- 30:58you'll see that oh, I actually have
- 31:01Okay, that's that's an interesting thing
- 31:02to point out. Uh, so this is called
- 31:05proportional editing. So, if you're
- 31:07trying to move one part of your model
- 31:08and it seems like things are dragging
- 31:10along with it, you're going to want to
- 31:12turn this off. This is a really great
- 31:15useful feature for Blender, but
- 31:17sometimes it can get turned on
- 31:18accidentally like I did here because the
- 31:20shortcut for that is O. So just click
- 31:22right here to turn that off cuz we only
- 31:24want to be moving one face at a time. So
- 31:26now you can see that we're only moving
- 31:28one face at a time. But with
- 31:29proportional editing on, we're moving
- 31:30like the whole thing, which we don't
- 31:32want right now. So going to leave that
- 31:34off. Going to undo that movement. And as
- 31:36you can see, every move I make on this
- 31:40right side of the cube is getting
- 31:41perfectly mirrored to the our left side,
- 31:44right? Uh, and that's why this mirror
- 31:46modifier is so powerful for saving time
- 31:48and keeping things perfectly
- 31:50symmetrical. So, that's awesome. We're
- 31:52going to go back to the front view by
- 31:53pressing one on our numpad here. Then,
- 31:56I'm going to go to the X-ray view once
- 31:57again by pressing Alt + Z. Now, I'm
- 32:00going to try to line up our cube with
- 32:02our reference here. So, I'm going to go
- 32:04back to making sure I'm on the select
- 32:06box tool right here. Then I'm going to
- 32:08press one on my keyboard to switch to
- 32:10vertex select. Going to box select these
- 32:12verts. Press G + Z to move them down.
- 32:16Box select these verts. G + X to move
- 32:20them over. Then I'm going to press click
- 32:22on just these verts or box select just
- 32:25these verts and press G plus X to move
- 32:27them on in. Now, this isn't lining up
- 32:29like I want it to. So to fix that, I'm
- 32:31going to make another loop cut right
- 32:33here. And again, it's looking like, oh,
- 32:36it's only doing a loop cut on half of
- 32:37the model. But because we're using a
- 32:40mirror modifier, it's going to be
- 32:41perfectly mirrored on the other side,
- 32:42which is super awesome. So I'm going to
- 32:44go back to select box by pressing W, box
- 32:46select here, G plus X. And there we go.
- 32:50It's looking pretty good. Though this
- 32:51part still looks a little questionable.
- 32:52So I'm going to place another loop cut
- 32:54right here.
- 32:56Press W to go to select box. Box select
- 32:59right here. G plus X. And there you go.
- 33:04We also want to make this hole right
- 33:06here, but we're going to do that after
- 33:08we go to the other view to make sure
- 33:09that's looking good. So, I'm going to
- 33:11press three on my numpad to go to this
- 33:13view. And we can see things are
- 33:14definitely not lined up properly. Uh, so
- 33:17I'm going to box select all these, press
- 33:19G plus
- 33:21G+ Y to move them in. Select these top
- 33:24two. G+ Y to move them in. Select these
- 33:26top two. Box select these top two. G+ Y
- 33:30in box like these G+ Y and move them in
- 33:33like so. Now to finish this off, I'm
- 33:35going to go back to our front view by
- 33:37pressing one on my numpad. And I'm going
- 33:40to make sure that I have nothing
- 33:41selected by pressing Alt + A, which is
- 33:43deselect all in Blender. Then I'm going
- 33:45to go to loop cut. So in order to make
- 33:48this hole in the shorts right here, I
- 33:50want to loop cut right here. And it's
- 33:53going to mirror on the other side
- 33:54perfectly because we have this mirror
- 33:55modifier, which is fantastic. So, as
- 33:57soon as I see this line right here
- 33:59towards the center, I'm going to hold
- 34:01left click and drag that over to right
- 34:04here. Then release. Then I want another
- 34:07loop cut right here. So I can kind of
- 34:09make this shape only affect this area.
- 34:11Cuz if I didn't add a loop cut here, it
- 34:13would kind of delete like all of this.
- 34:14This is which is, you know, we don't
- 34:16want that. So to place another loop cut
- 34:18here, I'm going to wait for this line to
- 34:20appear. Then hold left click with the
- 34:21loop cut tool and drag up like so. Then
- 34:24I'm going to go back to select box, go
- 34:27to face select by pressing three. Then
- 34:29I'm going to box select this area right
- 34:31here and then press delete faces. And
- 34:34now if I middle mouse on out of our view
- 34:38here and press alt z to turn off x-ray.
- 34:41This is looking pretty good. This looks
- 34:43almost exactly as I want it. Except
- 34:46there's one issue and that there's holes
- 34:47right here, right? Uh which you don't
- 34:49want in shorts. So to fix that, all I
- 34:53need to do is making sure that I'm on
- 34:55edge select by pressing two. I'm going
- 34:57to select this edge right here by
- 34:59pressing left click. Then I'm going to
- 35:01rotate around and press and hold shift,
- 35:05then select this edge. So left click
- 35:08this edge, then turn around, hold shift,
- 35:11click this edge, then press, excuse me,
- 35:14press control + E, then go to bridge
- 35:18edge loops. So, with both of these edges
- 35:20selected, press Ctrl + E, go to bridge
- 35:22edge loops, and now those edge loops are
- 35:25connected and sealed, which is awesome.
- 35:27So, I'm going to select this edge,
- 35:29rotate around, shiftclick on this edge,
- 35:32and press Ctrl + E. Bridge edge loops.
- 35:35And now you can see our shorts are done.
- 35:37So, that was super quickly. We have the
- 35:39waist modeled now. So, now let's model
- 35:42her torso. So, to do this, I am going to
- 35:46spawn in a cube. So, shift + a mesh
- 35:51cube. Then I'm going to press edit.
- 35:53Press tab. Go into edit mode and scale
- 35:55this down. Front view orthographic by
- 35:58pressing numpad one. Then press G + Z to
- 36:01move this up. S to scale it down. G + Z
- 36:04to move it down. Then press Alt Z to go
- 36:07into X-ray view like so. Then I'm going
- 36:11to kind of want to line up this cube
- 36:12with this part of her torso right here.
- 36:14So, I'll go to face select by pressing
- 36:17three. Then I'll box select right here
- 36:20using my select box tool. Then I'll
- 36:22press G plus Z to move this down. S to
- 36:24scale it in. Select this part right
- 36:27here. G plus Z to move it down like so.
- 36:30Then S to scale it in. So now that we
- 36:32have this part of her torso lined up
- 36:34like this, we're going to press E and
- 36:36then move this up. Then we're going to
- 36:39press S to scale this out like so. So it
- 36:42kind of lines up with this part. Uh,
- 36:44then we're going to press G to G plus Z
- 36:48to move it down like this. Then we're
- 36:50going to press E again to extrude that
- 36:53up. Now let's go to the right view by
- 36:55pressing three on our keyboard. And
- 36:56we're going to see that we have a little
- 36:58bit of a disaster on our hand. That's
- 36:59fine. We can fix this. So we will be in
- 37:03face select here. Select these faces.
- 37:05Box select G + Y. Move those over. Box
- 37:08select these faces. G + Y. Just these
- 37:11faces. G plus Y. Move them over. Then go
- 37:14to vert select by pressing one. G+ Y.
- 37:16Move this over. Vert select G+ Y. Vert
- 37:19select G+ Y. And vert select G+ Y. There
- 37:24we go. Now I'm going to go to face
- 37:25select. Select these top faces right
- 37:27here. And then press E to extrude.
- 37:29And then press left click to confirm. S
- 37:32to scale these out. Like so. Then go
- 37:35back to vert select by pressing one G +
- 37:39Y. Then I'm going to go back to face
- 37:41select here. Box select this face like
- 37:44so. Then I'm going to press E. Move this
- 37:47on up. S to scale it on in. Press one to
- 37:51go back to vert select. G + Y.
- 37:55That's looking pretty good. I think I
- 37:57want another loop cut here. So, this
- 37:58kind of lines up. So, I'll go to loop
- 38:00cut. Uh, wait for this to get
- 38:03highlighted. Hold left click. Drag up.
- 38:05Release. Go to W. Sure. on vert select.
- 38:10Select these verts. G + Y. Like so. Then
- 38:15I can see this isn't lining up
- 38:16perfectly, but that's fine. You don't
- 38:18need these things to line up perfectly
- 38:20with your concepts at all. Uh it just
- 38:22needs to be like close enough basically.
- 38:24So I'm going to go to front view by
- 38:26pressing one on my numpad. Then I'm
- 38:28actually going to delete half of this.
- 38:30So I'll go to loop cut, place a loop cut
- 38:33in the dead center of our cube, like so
- 38:34here. Then I will press three on my
- 38:38keyboard and press W to make sure I'm in
- 38:40select box and face select. And I'll box
- 38:43select all of these. Press delete faces.
- 38:46Then I'll go to add modifier search.
- 38:48Then click on mirror. And just to save
- 38:51us time so that this is all perfectly
- 38:52mirrored. And then I'm going to press
- 38:57one to so that I'm on vert select. Then
- 38:59click on these verts. G + X to move them
- 39:02over. Select this vert G plus X to move
- 39:05it over. And that's looking pretty good.
- 39:08I'll select these verts. G plus
- 39:11Z to move them down a little bit. Go
- 39:14back to this view. G Z to move them up a
- 39:18little bit. Doesn't need to be perfect,
- 39:19but that's looking pretty nice. So, go
- 39:21to my 3D view here. Press Alt Z. This is
- 39:23looking pretty awesome. It's just this
- 39:26part that we need to add still. So to
- 39:28add that part, all I'm going to do is go
- 39:32to face select by pressing three here.
- 39:34Click on this face and then I'm press E
- 39:37to extrude up. And I'm going to go to my
- 39:39front view, alt C to make this
- 39:42transparent, uh, aka X-ray. Then I'm
- 39:45going to go to vert select by pressing
- 39:48one with my select box tool. Then I'm
- 39:50going to click on just this ver. So I'm
- 39:52not going to box select. I'm just going
- 39:53to click on this vert. So because I only
- 39:56want the vert in the front. Then I'll
- 39:57press G plus Z to move this down like
- 40:01so. Now if I come out of this view,
- 40:04press Alt Z. This is looking pretty
- 40:07nice. That looks like our torso except
- 40:09this looks a little weird. Fix this. All
- 40:12we need to do is go to press three to go
- 40:14to face select. Click on this face.
- 40:17Click on this face. Then press delete
- 40:20faces. And we also don't want this face.
- 40:23Obviously this looks weird. So press
- 40:24delete faces. And look at that. We have
- 40:28modeled our torso here. Now, let's model
- 40:31her arm. So, this is actually going to
- 40:33be very, very simple. Um, to do this,
- 40:36we're going to press shift plus a mesh.
- 40:38And yes, once again, we're going to
- 40:40spawn a cube. Then, we're going to go to
- 40:42edit mode, front orthographic view,
- 40:45scale this down, and try to move it in
- 40:47place. Alt C to go to transparent mode
- 40:49here. Back to that front view. Select
- 40:51this face. Actually, I'll select
- 40:53everything and just rotate it with R and
- 40:55S to scale it down to kind of get that
- 40:58close enough. Then I'm going to box
- 40:59select so I can get this bottom face cuz
- 41:01I'm in face select with select box. Move
- 41:04it all the way to the bottom. Get this
- 41:06face. Rotate it. Move it like that. Then
- 41:10I'm just going to add some loop cuts
- 41:11here. So I'm going to go to loop cut,
- 41:13drag this down. Loop cut, drag this
- 41:16down. Going to go back to select box on
- 41:19vert select. Move this over. Move this
- 41:22over. Move this over. Move this over.
- 41:25And move this over. And kind of just
- 41:26line things up in the front view. Like
- 41:29so. Now, my reference for the side view
- 41:32is kind of bad and useless. I'm going to
- 41:34be super honest with y'all. You're going
- 41:36to notice as you draw on your own
- 41:37character references. Like you'll just
- 41:40draw things that as you get into 3D,
- 41:42it'll just not make sense or it won't
- 41:45line up the way you expect it. And I'm
- 41:47just placing more loops here. Um, you
- 41:49can probably just guess what I'm doing
- 41:51at this point because it's it's kind of
- 41:52repetitive in a good way. Um, so I'm
- 41:55going to box select here, move this up.
- 41:56But yes, so now this is looking like
- 41:58basically perfect in front view already,
- 42:00right? This is looking nice. Um, but we
- 42:05like go to our side view here. It's kind
- 42:07of useless because this is kind of in
- 42:09perspective, which is not super useful
- 42:11for us. It's kind of useful for topology
- 42:13reference, but that's about it. So, I'm
- 42:16going to go to uh back to our 3D view
- 42:19and press alt z to see how this is
- 42:21looking. And this is looking pretty
- 42:22good. Um the only thing that I can tell
- 42:25by looking at this is that I actually
- 42:27might want this in a little bit more.
- 42:29So, I'll go to face select pressing
- 42:31three here. Select this and this side.
- 42:35And then scale on the yaxis in a little
- 42:37bit. Select this and this side and
- 42:41scale. H. Actually, no, that's fine.
- 42:46Yeah, that's fine. I I'll actually scale
- 42:48this out a little bit in general so it's
- 42:50a little more square. So I'll just
- 42:52select all by pressing A, press S, and
- 42:54then Y just to scale that out in
- 42:57general. Then I'll move this a little
- 42:59bit to the side cuz I can just tell by
- 43:00looking at this in 3D that kind of
- 43:02intersects in a weird way. So I'll just
- 43:04with everything selected in edit mode,
- 43:05push G then Y gy.
- 43:12And that, my friends, is looking pretty
- 43:15good. We've modeled our arm. Now, let's
- 43:17model the hand. Once again, this is
- 43:19pretty simple stuff. Shift plus a mesh
- 43:22cube. Tab to go down mode. S to scale it
- 43:26down. Front view orthographic. G to move
- 43:29the cube over. R to rotate the cube. Alt
- 43:32Z to go into X-ray mode. Scale. Rotate.
- 43:36Move. Rotate. And move. So now I'm going
- 43:41to try to line up these verts here.
- 43:43Making sure I am in vertex select with
- 43:45select box like this. Move box select
- 43:49move, etc., etc.
- 43:52Then from this point on, we're going to
- 43:54do something a little different. Um,
- 43:55I'll move these back a little bit. Why
- 43:57not? But now I'm going to press three
- 44:00while with select box active to switch
- 44:02on over to face select. Then I'm going
- 44:04to box select this face right here and
- 44:07press E to extrude from this point. Now
- 44:10I actually want to press Alt Z to exit
- 44:13my X-ray mode because I want to do
- 44:15something a little different here. We
- 44:17want this to kind of converge to a point
- 44:21right here. Right? And to do that we
- 44:23need to merge these vertices uh first
- 44:26the front verts and then the back verts
- 44:28on this cube. So to do that I am going
- 44:31to go to vertex select right here.
- 44:33making sure I am not in X-ray mode. I'm
- 44:35in, you know, just plain plain no X-ray
- 44:39view. I don't know what to call it.
- 44:41Opaque mode, whatever. Um, so select
- 44:44this vert right here. Then shift select
- 44:46this vert. Then press F3, which we have
- 44:50not done yet. This is like how you
- 44:51search to do commands in Blender, which
- 44:53can be very helpful sometimes.
- 44:55Press F3 with those two selected, and
- 44:57then type merge. Then you're going to
- 44:59see this option, mesh merge at center.
- 45:02Click that option. Then click on this
- 45:06vert right here. And shiftclick this
- 45:08vert right here. Press F3 again. And you
- 45:11should see merge at center right there.
- 45:13But if you don't, just type merge again.
- 45:14And you'll see mesh merge at center.
- 45:17Click that. Then press Alt Z again. Box.
- 45:20Select these verts and kind of line them
- 45:22up and make sure things are looking good
- 45:24here. Looks pretty good to me. Going to
- 45:26go exit out of X-ray by pressing Alt Z.
- 45:29And that's looking pretty nice, but is
- 45:31not aligned correctly. So, I'm go to the
- 45:33side view by pressing three. Alt C for
- 45:36transparent, then alt C, so it's opaque
- 45:38again. Press G + Y to move this over.
- 45:43That's looking pretty good, though. It
- 45:44looks a little flat to me. So,
- 45:46personally, I'm going to select our arm
- 45:49again, press tab to go into edit mode.
- 45:51I'm going to scale this on the Yaxis a
- 45:54little bit more. Again, you don't need
- 45:57to do this, but I want to because I
- 46:00think it'll look a little better. And
- 46:02I'm going to go back into object mode by
- 46:03pressing tab. I'm going to click on this
- 46:05object. Press tab to go back into edit
- 46:07mode. Press A to select all and S Y to
- 46:11scale on the Y-axis. Just make this a
- 46:13little wider cuz I think that looks a
- 46:15little nicer. There we go. So, now we
- 46:18have our hand and arm modeled. Now,
- 46:21let's model the neck, which is honestly
- 46:23kind of hilariously easy. So, shift plus
- 46:26a mesh
- 46:28uh cylinder. And this is going to have
- 46:30like uh what is it like 20 by default.
- 46:32It's going to have more vertices than
- 46:34three, but we want three vertices on
- 46:36this cylinder. So, click right here
- 46:37where it says vertices and type in
- 46:39three. Then for cap fill type, set it to
- 46:42nothing cuz we don't actually need that
- 46:44filled and scale this way down. Then go
- 46:47to the front view here. GZ to move it
- 46:50up. Alt Z S
- 46:54GZ down scale like so. Then go to side
- 46:59view with numpad 3
- 47:02g y g y then s y scale up on that axis
- 47:09gy front view with one. It's looking
- 47:12pretty good. Press alt c to see what
- 47:14they're looking like here. That's
- 47:16looking nice. I will go to the front
- 47:18view. Alt C box select all these bottom
- 47:21ones and then move them down.
- 47:24GZ Z to move them down a bit and alt C
- 47:28again. And we might do some things to
- 47:30hide this a little bit more in future.
- 47:31But that's our neck. It's very very very
- 47:34simple. You don't actually need more
- 47:36than this for this kind of uh art style.
- 47:38And this is exactly what they do in Mega
- 47:40Man Legends, which is what this art
- 47:42style is very inspired by. So there you
- 47:45go. That is the neck. In the next video,
- 47:48we're going to model her face.
- 47:49Congratulations on getting this far.
- 47:51You've already modeled most of Love
- 47:53Chan. In the next video, we're finally
- 47:55going to be modeling the face. Remember
- 47:57to check out the Gumroad version of this
- 47:58course, which is linked in the video
- 48:00description below, and get it today if
- 48:01you want the absolute best value and
- 48:03bang for your buck on it. Please comment
- 48:05below and like the video if you find
- 48:06this series helpful. And subscribe and
- 48:08hit the bell so you get notifications
- 48:09and you never miss new content arriving
- 48:11on this channel. It helps a ton. Thank
- 48:14you so much for watching and I'll see
- 48:15you in the next video.
- 48:18Let's model her face. Now, this can be
- 48:22very complicated, but it's really not
- 48:26too bad if we simplify it out. This is
- 48:28one of the hardest things to model in
- 48:293D, but we're going to do some things
- 48:31here to make our lives a lot easier,
- 48:34including clicking on our reference here
- 48:35in object mode, lowering this opacity
- 48:38down a bit, like so. And we're also
- 48:41going to be using a new tool called the
- 48:43knife tool. But before that, let's look
- 48:46at what we're going to be making here.
- 48:48This is what we're going to be modeling,
- 48:49right? And we can see here that this
- 48:52model is actually not too complicated.
- 48:55And we really only need to worry about
- 48:57one view at a time. Modeling this front
- 48:59view right here and modeling this side
- 49:02view right here. And there's a very
- 49:05limited amount of vertices we have to
- 49:07worry about here. So, just to start out
- 49:09with, we're only going to be worrying
- 49:10about modeling this front view, which,
- 49:12you know, it's got some faces. It's got
- 49:14a nose, but it's really not too
- 49:16complicated once you break it down. So,
- 49:18to do that, I am going to spawn in a
- 49:21plane. Shift A, mesh plane. Then, I'm
- 49:24going to go into edit mode. Rotate this
- 49:26plane along the X-axis 90°. Confirm
- 49:29that. Go to the front view or the
- 49:30graphic. Scale it down. GZ to move it
- 49:33up. Then, I'm going to press Alt Z to go
- 49:36into X-ray. G Z C move it down and scale
- 49:41it down like so.
- 49:44Now I am going to immediately use the
- 49:48loop cut tool. Put a loop cut there. Go
- 49:50to select box face select and delete
- 49:52half of our face here. Then I'm going to
- 49:56go to modifiers. Add modifier search.
- 49:59Type in mirror or in my case here
- 50:01mirror's right there. Then I'm going to
- 50:03go to
- 50:05vertex select. Select this vertex. Move
- 50:08it up. This vertex and move it to the
- 50:12side a little bit. Then I'm going to
- 50:14want to use a brand new tool here called
- 50:16the knife tool. This knife tool lets you
- 50:20create new edges from existing EP edges.
- 50:23You're basically cutting into edges,
- 50:25which is why it's called the knife tool.
- 50:27So, I'm going to click on knife here.
- 50:29And when I do that and click on an edge,
- 50:31you're going to see this little
- 50:34uh green square appear. I guess I've
- 50:36never really thought about it, but it's
- 50:37a green square. So, I'm going to click
- 50:40on this edge and this green square will
- 50:43appear. Then, I'm going to drag it over
- 50:46and click right there to confirm that
- 50:48green square. And again, we're going to
- 50:50go back to our reference here. We're
- 50:52going to see that this face is kind of,
- 50:57you know, there's there's edges right
- 50:58here. There's edges that go here. Edges
- 51:01go here. Edges go here. And we want to
- 51:02replicate this as closely as we can. And
- 51:05I'm actually going to put this on my
- 51:06other monitor so I can reference it. So
- 51:09now that we have this edge here, I'm
- 51:11going to go to select box. Move this
- 51:13down so it matches our reference uh more
- 51:16closely. Move this over like this. Move
- 51:19this down so this matches our reference
- 51:21more closely. And keep in mind in this
- 51:24by using this course, by purchasing the
- 51:27course, you can download this 3D model
- 51:29which you can reference yourself. Um, so
- 51:31at any point if you get stuck, you can
- 51:33always download and reference the 3D
- 51:35model included with this course. So now
- 51:37that that's pretty close to our
- 51:40reference here, I'm going to go to the
- 51:41knife tool, click right here, bring this
- 51:44into the center, kind of where her nose
- 51:46is, like that. Then I'm going to cut
- 51:50right here by clicking right here and
- 51:52clicking this vert like so. Then
- 51:55pressing enter. So you just click click
- 51:57enter to confirm. That's how the knife
- 51:59tool works. So, I'm going to click here,
- 52:01click here, click here, enter to
- 52:04confirm.
- 52:05Click here, click here, enter to
- 52:08confirm. Then click here,
- 52:11click right here, and then enter to
- 52:14confirm. Now that that's all set up and
- 52:18good to go, this is looking pretty close
- 52:21to what we have here. Though, I will
- 52:23also add a few edges right here just to
- 52:26match what we have in our reference. So,
- 52:28now that that's all set up, I'm going to
- 52:31move some verts around. I'm going to
- 52:32move this down on the Z-axis a little
- 52:35bit. Going to move this in a little bit.
- 52:39Move this down on the Z-axis a little
- 52:41bit. And move these up on the Z-axis
- 52:45like so. And move this to the side a
- 52:48little bit. So, this is looking great.
- 52:49This is looking really close to my
- 52:51reference. But there's a problem. And
- 52:54our problem is if we move out of the
- 52:58front view here, this is perfectly flat.
- 53:01So we totally nailed this view. Like if
- 53:03we go to the front view here, this looks
- 53:05like really similar. But the problem is
- 53:08go to the side view, it's totally flat,
- 53:12right? Whereas if we go to the side view
- 53:13of this, our reference, it's not flat.
- 53:15It's 3D. So now our job is to match what
- 53:18the side view of our reference looks
- 53:20like here to the side view in uh our
- 53:24scene. So to do that, I'm going to
- 53:26select the nose and just press G and
- 53:28then uh Y to move that out. Press this.
- 53:32Select this. G then Y to move that out.
- 53:35Select both of these. G Y to move them
- 53:37out. Then I'm going to go to uh numpad 3
- 53:40on my keyboard. And then I'm going to
- 53:42try to line these up with our face here.
- 53:45Uh, oops, number three. My bad. That
- 53:47wasn't the correct graphic view. So, now
- 53:50I'm going to move these over by pressing
- 53:51G plus Y. This over by pressing G + Y.
- 53:57Like so. Move this in.
- 54:00Uh, rotate these like this.
- 54:04This down.
- 54:06This up.
- 54:08And put this
- 54:11maybe even a little further up. kind of
- 54:14just move things around like that. And I
- 54:17can see just by looking at this, like
- 54:18our nose is supposed to be, you know,
- 54:20there's a point out and we have this
- 54:22triangle shape. Not the case with this
- 54:24right now. So, we have to move this
- 54:25back, move this down,
- 54:29move this up. And I can see that there's
- 54:31two verts here, which we don't want. So,
- 54:33to fix that, I'm going to select this
- 54:35verticy. Then, I'm going to select this
- 54:37verticy. Then, press F3 to go to the
- 54:40search function and type in merge. So
- 54:43now I've typed in merge. I'm going to do
- 54:45merge at last. And that's looking pretty
- 54:48good now. It's kind of what we want it
- 54:50to look like.
- 54:52Again, I'm just referencing my 3D model
- 54:54here of the final love chan. And this is
- 54:58looking pretty good. Pretty close. You
- 55:00can see that this is way over. This is
- 55:03also way over on my reference here. Like
- 55:07these are way over. And doesn't actually
- 55:09go that far back. uh because that just
- 55:11gets filled in with hair later on,
- 55:14at least on mine. Yours might vary. You
- 55:16can always change that up. Um and yeah,
- 55:19now I'm going to go to the solid view
- 55:20and try to recreate this, you know, this
- 55:24pattern here where we have the under jaw
- 55:27and these like edges right here. So I'm
- 55:29just comparing, okay, where are their
- 55:31edges on my reference, which I can see
- 55:33like here, edge, edge, edge. And now I
- 55:36just want to recreate that on my 3D
- 55:38model here. And to do that once again
- 55:40going to use the knife tool. Select
- 55:42press alt a to deselect all. Then I will
- 55:46make an edge by clicking this verticy.
- 55:48I'll click here and I'll click here.
- 55:50Press enter to confirm. Then I'll click
- 55:52here. Click here. Press enter to
- 55:55confirm. And I'll click here. Then here.
- 55:58Press enter to confirm. Alt A to
- 56:02deselect that. Now, it looks like there
- 56:05might be another an extra edge we don't
- 56:07need right here. Yes, there is. And to
- 56:10remove that, I'm going to go to a select
- 56:11box. Then I'm going to go to edge select
- 56:14by pressing two. Select this edge. And
- 56:16then I'm going to press delete. And then
- 56:18dissolve edges like so. Cuz this can
- 56:22just be a quad like that. And we're
- 56:25looking pretty good. I'm going to go to
- 56:26the side view here and compare my
- 56:27reference against my current model. And
- 56:31I can see just by looking at my
- 56:32reference, this should be further down
- 56:34more. So I'm going to select this vert,
- 56:36drag that down a little bit. Drag this
- 56:39over. I press alt, excuse me, I can
- 56:42press yeah, alt z to
- 56:45uh see how it's looking compared to my
- 56:47image reference. And it's looking pretty
- 56:49good. It's lining up nicely. Love to see
- 56:52that. And this is looking pretty good as
- 56:55well. I'll move this over cuz I can see
- 56:56my reference does. Going to go to the
- 56:58front view by pressing one. And it looks
- 57:01like things got a little misaligned at
- 57:02our front view, but that's fine. Just
- 57:05box select, move over. Box, select, move
- 57:07over. Box, select, move over.
- 57:10This move it over. And it's looking
- 57:14pretty. I don't want to do that. I want
- 57:15to make sure I'm along the Z-axis.
- 57:19This wants to actually Let's Let's press
- 57:22Alt Z so we can actually see this looks
- 57:24like in solid view.
- 57:26All right,
- 57:28that's looking pretty nice. It's looking
- 57:31pretty nice. This I can probably put
- 57:33back a little bit. Then I just want to
- 57:35rotate around my model really and just
- 57:36see how things are looking. The nose
- 57:38looks a little little small here. So
- 57:42move this a little bit. Maybe
- 57:45some move this down and back a little
- 57:48bit. So it's kind of a little more
- 57:49pointy cuz I like how I like that look.
- 57:52It looks nice.
- 57:54This is totally up to you. Totally
- 57:55personal preference from this point on.
- 57:57Whatever you want to change and modify,
- 57:58it's totally up to you. Just going to go
- 58:01by eye here. And looks like this is a
- 58:04little bit further up in my reference.
- 58:06Maybe
- 58:08these are definitely
- 58:10These are definitely further up. And
- 58:12what's awesome is because this is we're
- 58:14using a mirror modifier, this is going
- 58:15to be perfectly mirrored on the other
- 58:16side. It looks like I messed up. And
- 58:19this vert, there's a little hole here
- 58:21because this vert got moved
- 58:24uh a little bit in along the x-axis. So
- 58:27to fix that, I could just move it in
- 58:29like this. So I press G and then X and
- 58:32just kind of wait until the merge kicks
- 58:34in. So that's that's how to fix that.
- 58:36And this is looking pretty nice,
- 58:38actually.
- 58:39I'm liking how this head looks. It's
- 58:42lining up. It's looking nice. And I
- 58:44think it matches up with our reference
- 58:46quite nicely. So, our reference here
- 58:49looks spot-on. Let's go to the front
- 58:51view. Reference here looks great. It
- 58:54looks very, very similar. I'll actually
- 58:56move this up a little bit cuz I think
- 58:57that looks a little bit better. So,
- 58:59yeah, that's how you model a head.
- 59:01That's how you model a face. Remember,
- 59:03you can always find references for 3D
- 59:05models online. There's a really good
- 59:07resource called uh 3D modelers resource
- 59:12or rather the models resource. And if
- 59:16you want excellent resources, this is
- 59:18just a website. It's a great website.
- 59:20And for our purposes here, if you search
- 59:22Mega Man Legends, for example, you're
- 59:26going to get so many excellent,
- 59:29excellent 3D models in this art style.
- 59:32Um, and just click on them and then go
- 59:34to Megaillian Legends 2 in our case
- 59:36here. Or you can click on this one, go
- 59:38to Mega Legends one, and you have all
- 59:40these amazing 3D models you can download
- 59:43and look at the topology on. Just
- 59:45download these, import them into
- 59:46Blender, and you'll have amazing,
- 59:47amazing references. So, that's our face
- 59:50all modeled. And in the next video,
- 59:52we're going to model the hair. The
- 59:54Gumroad version of this series just got
- 59:56updated to include a 3D modeling guide
- 59:58PDF. Not only does it include this
- 1:00:00guide, but it also includes our final
- 1:00:01Love Chan model that we'll create in
- 1:00:03this series, downloadable videos, a
- 1:00:05short video series that introduces you
- 1:00:07to the fundamentals of using Blender,
- 1:00:08and more. Price of the Gumroad version
- 1:00:10will increase after this series is
- 1:00:12completed in full. So, if you want the
- 1:00:14absolute best value on it, tap that link
- 1:00:16below today.
- 1:00:19So, now let's model her hair. And this
- 1:00:21is definitely where a lot of people can
- 1:00:23get stuck and frustrated. But don't
- 1:00:25worry, we are going to be doing this in
- 1:00:27a way that is as simple as it possibly
- 1:00:29can be. We're going to split this into
- 1:00:31chunks and we're going to be making sure
- 1:00:33that we're looking at lots of
- 1:00:34references, um, which helps with hair so
- 1:00:37much. So, if you're trying to make your
- 1:00:39character's hair and you're getting
- 1:00:40stuck, one, that's totally normal. Two,
- 1:00:43make sure to be looking at 2D
- 1:00:44references, look at 3D references, how
- 1:00:46other people build out their hair
- 1:00:48topology and all that stuff. And make
- 1:00:51sure to split your hair into chunks,
- 1:00:52right? Like this is the hair we're going
- 1:00:55to be making today. Uh, this is what it
- 1:00:57looks like in 3D. And notice how, you
- 1:01:00know, this is a chunk of hair. We'll
- 1:01:02even hide the face here. This is a chunk
- 1:01:04of hair. This is a chunk of hair. This
- 1:01:07is a chunk of hair. And we're going to
- 1:01:10model our hair in a way that this is
- 1:01:12going to be symmetrical. So we only have
- 1:01:13to model half of this. This is going to
- 1:01:14be symmetrical. So we only have to model
- 1:01:16half of this. Only this part after we're
- 1:01:18done modeling it will be asymmetrical.
- 1:01:21So we'll have to model this after we
- 1:01:23apply our mirror modifier. Right? But
- 1:01:25it's not too too complicated really.
- 1:01:28There's pretty few triangles on this
- 1:01:31total. And we're going to start by
- 1:01:33modeling this right here, which is going
- 1:01:36to be the top cap of her head and her
- 1:01:39hair rather. So, let's get started here.
- 1:01:42So, first, let's start by spawning in a
- 1:01:47cube. So, press shift plus a mesh cube.
- 1:01:51Tab to enter edit mode. S to scale it
- 1:01:53down. GZ to move it up. And the first
- 1:01:57thing I'm going to do is actually delete
- 1:01:59this bottom face. So, I'm going to go to
- 1:02:00face select by pressing three. Turn on
- 1:02:02screencast keys cuz it's off.
- 1:02:05So, now you can see the keys I'm
- 1:02:06pressing. Now, I'm going to press delete
- 1:02:08right here. Faces. And there we go. So,
- 1:02:11now I'm going to go into the side view.
- 1:02:13Actually, no, I'm not. I'm going to go
- 1:02:15to the front view here and go to loop
- 1:02:16cut and add a loop cut in our cube right
- 1:02:19here. Like so.
- 1:02:22Now that we have this loop cut in the
- 1:02:24center of our model, all we want to do
- 1:02:26is go to select box, then face select,
- 1:02:29alt C to make this transparent. Go to
- 1:02:31front view and delete half of these
- 1:02:34faces. Then add a mirror modifier. There
- 1:02:37we go. Alt C again to put that back to
- 1:02:40normal. Then I am going to want to look
- 1:02:44at my reference again and see how this
- 1:02:48is actually set up. And we can see that
- 1:02:51this essentially, it's weird to think
- 1:02:53about, this is a box shape. And there's
- 1:02:56this line of edges here that's slightly
- 1:03:00raised in the center that goes down
- 1:03:02towards the right side here. And you
- 1:03:05know, you can think of this as being one
- 1:03:07plane. This is being one plane. This is
- 1:03:09being a plane. This is being a plane. So
- 1:03:11we're going to do the same thing here.
- 1:03:13Right? So to do that, I am going to add
- 1:03:17a loop cut right here. Press enter to
- 1:03:20confirm.
- 1:03:22And I think we'll leave it like that for
- 1:03:26no, we'll we'll we'll do a loop cut
- 1:03:28here. So we'll do a loop cut uh right
- 1:03:30here. And a loop cut along this part of
- 1:03:31the box as well. Select box. Go back to
- 1:03:34the select box tool and press alt A to
- 1:03:37deselect all. Then I'm going to go to
- 1:03:39select vert by clicking right there. And
- 1:03:42shift click these top three verts. Press
- 1:03:43G Z to move them down.
- 1:03:47Then I'll select these verts. G Y to
- 1:03:52move them in. Select these. G Y to move
- 1:03:55them in. Then
- 1:03:58we'll do this.
- 1:04:01Let's just go to the side view now and
- 1:04:02then press Alt Z. So now we actually
- 1:04:05want to line up our cube with the hair.
- 1:04:07Right. So, I'm going to select all by
- 1:04:09pressing A. Then I'm going press G to
- 1:04:11move this down. Then I'm going to select
- 1:04:13this front vert here. Uh, press G to
- 1:04:16move it down. Select this vert. G to
- 1:04:18move it down.
- 1:04:20Select this vert. G to move it over. And
- 1:04:23I'm kind of just going to look at my
- 1:04:24reference here and try to line up the
- 1:04:27way I built this out. So, this is again
- 1:04:30why references are so incredibly
- 1:04:32valuable. Uh, so and as I can see here,
- 1:04:35there's these top faces here. Top face,
- 1:04:38top face. And I kind of just need to
- 1:04:40align my box like this. Right? So, by
- 1:04:45looking at these two and comparing them,
- 1:04:46I can see that this should be up more.
- 1:04:48This should be going down.
- 1:04:51Kind of line up our reference a little
- 1:04:52bit more.
- 1:04:54Can move both of these up. Actually,
- 1:04:57this up. Move this up. Maybe even over.
- 1:05:02We'll see about that. Press Alt C to see
- 1:05:04what this is actually looking like here.
- 1:05:06Actually move this over with GY.
- 1:05:11Very good.
- 1:05:13Looking nice.
- 1:05:16This over this in.
- 1:05:19And kind of just go by what you're
- 1:05:22seeing here. Don't feel like you need to
- 1:05:24follow me perfectly. This is just one
- 1:05:27way of doing it. This is not the
- 1:05:28definitive way of doing this. So, press
- 1:05:31G Y to move that in.
- 1:05:33All right, that's looking pretty good.
- 1:05:37G G.
- 1:05:40Just moving things around like so. And
- 1:05:44now this is kind of already looking just
- 1:05:46like our hair uh does in our reference,
- 1:05:49which is really awesome. Move this up a
- 1:05:51little.
- 1:05:53Kind of just eyeballing this. I'm just
- 1:05:56going by vibe. kind of see how this will
- 1:06:00look, get the flow right. So, that's
- 1:06:04about it really. That is the top of our
- 1:06:06head. I'm going to go to the front view
- 1:06:08here. Um, oh, I've I made a mistake. I
- 1:06:11spoke too soon.
- 1:06:13So, there's one other issue here. And if
- 1:06:15we go to the top view here, you can see
- 1:06:17this is like a totally flat plane, which
- 1:06:20we don't want. We want to move these in.
- 1:06:22So, uh, and then you can see by looking
- 1:06:24at the front view of our head here,
- 1:06:26these are these verts are kind of moved
- 1:06:28in and caned to the side like this. Uh,
- 1:06:30so if we go to the top view, you can see
- 1:06:32that's like, you know, it's moved in a
- 1:06:34little bit. So, it's not perfectly flat
- 1:06:36there. So, going to go to the front view
- 1:06:38and compare both front views. And this
- 1:06:41in, move this in, move this in,
- 1:06:46move this out,
- 1:06:48move this out.
- 1:06:52this out.
- 1:06:54Move this out.
- 1:06:57Move this out. Move this up a little.
- 1:06:59The back. And we'll go to the back view
- 1:07:02in our 3D reference. Like so. Just to
- 1:07:06see what that's looking like, which
- 1:07:08seems to be caned down a little bit like
- 1:07:10that. So, go back to orthographic view
- 1:07:13by clicking right. Oops. Clicking right
- 1:07:16here.
- 1:07:18Trying to line it up a little bit. This
- 1:07:20is our back view. It's a little
- 1:07:21confusing because our reference isn't
- 1:07:22getting flipped there, but trust me,
- 1:07:24this is the back view. And just move
- 1:07:27this out. Move this out a bit so it kind
- 1:07:30of lines up with our reference. And this
- 1:07:32is me looking at my own reference, but
- 1:07:34you can using any reference you found
- 1:07:37online or on the 3D models resource
- 1:07:39website. Uh, anything at all is super
- 1:07:43super valuable to have when it comes to
- 1:07:44modeling hair in particular because it
- 1:07:46can be very challenging. So, go to the
- 1:07:48front view on both of these. And I can
- 1:07:51see right now that these are looking
- 1:07:53pretty gosh darn similar, which is
- 1:07:55awesome. Move this down a little bit.
- 1:07:58And that is the top of the hair. So, as
- 1:08:02you actually might have noticed, we go
- 1:08:03to our front view and press Alt Z.
- 1:08:06You're going to see that the bottom of
- 1:08:07our hair here actually should be ending
- 1:08:10about right here, but it's ending right
- 1:08:13here cuz this is where the bang should
- 1:08:15be starting. So, we're going to fix
- 1:08:16that. Just little proportional error by
- 1:08:19going to vert select right here, box
- 1:08:21selecting all these verts, and pressing
- 1:08:22G + Z to just move them up about right
- 1:08:27here, we'll say. Then we'll press uh
- 1:08:30just box select these. Move them in. And
- 1:08:33we'll just kind of just line this up
- 1:08:35with our reference a little bit more.
- 1:08:36So, box select, box select, box select,
- 1:08:41like so. Alt C to confirm. And that's
- 1:08:44looking pretty good. That's good enough
- 1:08:46for now. Now, we're going to want to
- 1:08:47model her bangs. So, to do that, we
- 1:08:50actually want to merge both of these
- 1:08:51models together so that we can actually
- 1:08:53do this in a clean way. And to join two
- 1:08:56models together in Blender, all you have
- 1:08:58to do is click on one in object mode,
- 1:09:01then shiftclick on the other and press
- 1:09:04controll + J for join. So, to join two
- 1:09:08objects in Blender, click on one,
- 1:09:09shiftclick the other, controll + J. Now,
- 1:09:12this is one model, which is really
- 1:09:15useful for our purposes here. So, I'm
- 1:09:16going to go to the front view, pressing
- 1:09:18numpad one, enter mode, press enter to
- 1:09:21go into edit mode. Then, I'm going to go
- 1:09:23to vertex select, and I'm actually going
- 1:09:25to move these up a little bit. So,
- 1:09:27that's kind of uh cuz I notice these are
- 1:09:30a bit low uh and should for topology
- 1:09:33purposes be a little bit higher. So, I'm
- 1:09:34going to click on both these verts,
- 1:09:35press G plus Z to move them up. Gonna
- 1:09:38come out of my camera view here and
- 1:09:40collect these two verts. Just one. Then
- 1:09:42alt C so I can see what I'm doing. Then
- 1:09:44press G plus Z. Just move them up kind
- 1:09:48of about right here and C to move that
- 1:09:50down a little bit. Like so. That's a lot
- 1:09:53better. So I'm going to press Alt Z to
- 1:09:56get out of X-ray view. Press one to go
- 1:09:58to the front view. Now I'm going to
- 1:10:01model in our bangs. So to do that, all I
- 1:10:05need to do is press two to go into edge
- 1:10:07select. Then I want to click on this
- 1:10:09edge right here. Want to shiftclick this
- 1:10:12edge right here. And then I'm going to
- 1:10:14press E to extrude these edges out and
- 1:10:17create some new faces here. Then I'm
- 1:10:19going to go to the side view by pressing
- 1:10:21three and just move these forward a
- 1:10:22little bit. And go back to the front
- 1:10:24view by pressing one. I'm going to click
- 1:10:26on this edge right here. Press E to
- 1:10:28extrude out. Then M to merge at center.
- 1:10:32Press one to go to vertex select. Then
- 1:10:35kind of move this around. Move this down
- 1:10:38a little bit. Give that some more
- 1:10:39character. Move this over here. And I'm
- 1:10:43going to press Alt Z. And I actually
- 1:10:45don't need both of these verts here. I
- 1:10:48only need one. So I'm going to click on
- 1:10:49this vert. Then shift click on this
- 1:10:51vert. Press M to merge at last. There we
- 1:10:55go. It's looking pretty nice indeed.
- 1:10:57Looking pretty cool. So, the only other
- 1:11:00thing I want to do to our bangs here is
- 1:11:02add some volume over here. So, press Alt
- 1:11:03C to get out of X-ray view here.
- 1:11:07Now,
- 1:11:09I am going to
- 1:11:11I'm going to notice something important
- 1:11:13here, which is that these two verts are
- 1:11:15actually combined on my reference here.
- 1:11:18So, I'm going to replicate that here by
- 1:11:20clicking on this vert, shift clicking on
- 1:11:22this vert, and press M to merge at last.
- 1:11:25So, that these two verts are now one,
- 1:11:27which is pretty cool. Uh, and now I'm
- 1:11:30going to press two on my keyboard.
- 1:11:32Uh, just click on this edge. Then shift
- 1:11:35click on this edge. So click and shift
- 1:11:37click this edge. Then press E to extrude
- 1:11:41from this region. So now I can see that
- 1:11:45in my reference here. I'm going to go to
- 1:11:47vert select. Click this up. I can see
- 1:11:50that these are both one. So because this
- 1:11:52is only a triangle, not a quad. So I'll
- 1:11:54click on this vert. Then shift click on
- 1:11:56this vert and do M merge last.
- 1:12:00And that's looking great. Go to the side
- 1:12:03view on both these. Make sure this is
- 1:12:06looking good.
- 1:12:10Move this a little bit down like so.
- 1:12:16G. See? Move that over.
- 1:12:20That doesn't need to be perfect.
- 1:12:22Perfect.
- 1:12:23Uh,
- 1:12:27yeah. And that's looking pretty good. We
- 1:12:29now have our bangs in place. So, I'm
- 1:12:32going to move this out a little bit.
- 1:12:35Like so.
- 1:12:37That's looking pretty nice. Now, I'm
- 1:12:39going to turn around and try to fill in
- 1:12:41this right here uh with an with a
- 1:12:44triangle. So, I'm going to go to edge
- 1:12:47select by pressing two. Click on this
- 1:12:49edge. Shift click on this edge and press
- 1:12:52F. So F is fill. So if you have like an
- 1:12:55empty space that you want filled in with
- 1:12:57a triangle or face, just click on edge
- 1:13:00and click another edge. I think you can
- 1:13:01click up to four edges while doing this.
- 1:13:03And then press F to fill in those edges.
- 1:13:05So that's looking pretty nice. Now I'm
- 1:13:09going to just turn around until this
- 1:13:11area right here where we can see our
- 1:13:13jawline and this part of our bang here.
- 1:13:16So I'm going to click on this edge, then
- 1:13:18shift click on this edge, and press F to
- 1:13:20fill those edges in. And we are looking
- 1:13:23good. So now let's model in the back of
- 1:13:26her hair here. So as we can see in our
- 1:13:28reference here, it's kind of just a few
- 1:13:32spikes. So it's like spike A, spike B,
- 1:13:36spike C, and this is just mirrored
- 1:13:38anyway. Well, they're they're all
- 1:13:39mirrored. So we really only have to
- 1:13:41model spike A and half of spike B here.
- 1:13:44So to do that, all I'm going to want to
- 1:13:47do is click on. So I have this selected.
- 1:13:51Go into edit mode. Click on this edge.
- 1:13:53Then press E to extrude. Face select by
- 1:13:56pressing three. E to extrude again.
- 1:13:58Press M. Then merge at center. Now we
- 1:14:02already have one of our spikes very
- 1:14:04quickly, which is awesome. Um, so I'm
- 1:14:06going to go to vert select G. Drag this
- 1:14:09down. I'm going to move this vert uh a
- 1:14:13little bit more in. So G + Y to move it
- 1:14:16in. G + Z to move it up like that. G to
- 1:14:21move it over. And that's looking pretty
- 1:14:25good. Doesn't need to be perfect,
- 1:14:26though. So, now that I've done that, all
- 1:14:29I want to do is model in this third
- 1:14:31spike. And to do that, this is going to
- 1:14:34look a little weird. First of all, I'm
- 1:14:36going to go to object mode, click on
- 1:14:38this, and hide it because it's super
- 1:14:39annoying and in our way. Then, I'm going
- 1:14:41to go click on this, go to edit mode,
- 1:14:43edge select by pressing two. Then I'm
- 1:14:45going to extrude from here. Then I'm
- 1:14:48going to face select, click on this
- 1:14:50face, extrude out from this face like
- 1:14:53so. Then I'm going to press M to merge
- 1:14:55at center again. And this looks a little
- 1:14:58odd, but then I'm going to go to vert
- 1:15:01select, click on this. Then I'm going to
- 1:15:03press N, go to item, and where this uh
- 1:15:08you see this X value, click on that, and
- 1:15:11set it to zero. That will just ensure
- 1:15:13this is on like the perfect center of
- 1:15:15our model here. So that's fantastic. And
- 1:15:18we want to do the same here. So click on
- 1:15:20this vert X0.
- 1:15:24Click on this vert gy.
- 1:15:27And it still looks odd because this is
- 1:15:29like not where it should be. I'm just
- 1:15:32going to move that down.
- 1:15:35So these two verts should actually be
- 1:15:38combined. So I'm going to click on this
- 1:15:39vert. Shift click this vert. Hem to
- 1:15:41merge at last. There we go. Look at
- 1:15:45that. So, there are our hair spikes. G
- 1:15:48plus move this out a little bit. Kind of
- 1:15:52just moving this around to taste. Don't
- 1:15:53feel like you have to follow me exactly
- 1:15:55here at all. Go to the side view. Move
- 1:15:57this in
- 1:15:59these down.
- 1:16:01And this is kind of like a reference,
- 1:16:03but also not really. It is a little
- 1:16:05different honestly cuz you're not
- 1:16:08usually going to have these things be
- 1:16:09one to one with your reference. Up there
- 1:16:13undo that. Move this in. And now we have
- 1:16:17the back spikes of our hair in place
- 1:16:20here. Now in the next video, we're going
- 1:16:23to model in the bottom.
- 1:16:26So now let's model the rest of the lower
- 1:16:28hair. So to do that, we actually don't
- 1:16:30want to have all this stuff in the way
- 1:16:32cuz we need to kind of view the bottom
- 1:16:34of the model. So to quickly hide
- 1:16:36everything and make sure we're just
- 1:16:38seeing the bottom of the model, we want
- 1:16:40to click on our model here and press
- 1:16:43slash on our keyboard. And that's the
- 1:16:45slash that's like right next to the
- 1:16:46shift key above the control key to the
- 1:16:49left of the arrow key. So just press
- 1:16:51slash. Okay, that one on your keyboard
- 1:16:53with this selected to isolate your
- 1:16:56model. And if you want to unisolate,
- 1:16:57just press slash again. So click on a
- 1:17:00model, press slash to isolate your
- 1:17:02model. So that's the only thing that
- 1:17:03you're actually seeing. So now that
- 1:17:06that's taken care of, we want to be
- 1:17:08modeling the lower hair here. And
- 1:17:11there's a few proportional changes I'm
- 1:17:12going to want to make. I'm going to go
- 1:17:13to edit mode, click on a vert here, and
- 1:17:16kind of move this one in. On this vert,
- 1:17:18and move this down a little bit like
- 1:17:21this. Doesn't need to be perfect, but
- 1:17:24have to be kind of close. Actually, this
- 1:17:27needs to go way down. My apologies. This
- 1:17:28needs to go way down. Um, this actually
- 1:17:32goes all the way down here. So, I'm
- 1:17:33going to click on this vert, shift click
- 1:17:34this vert, press M, merge at last,
- 1:17:38which, yep, that is indeed how that's
- 1:17:40supposed to look. I'll move this down GZ
- 1:17:43a little bit. So, that's all taken care
- 1:17:46of. Now, it looks like this should be up
- 1:17:51a little more. Should be a little bit to
- 1:17:52the side.
- 1:17:54And now that I see that I need a
- 1:17:56triangle here, I'm going to extrude from
- 1:17:58this vert, not this vert. And then shift
- 1:18:00click this vert. M. Merge it last. Go to
- 1:18:04edge select by pressing two. Click on
- 1:18:06all these edges and press F to fill in
- 1:18:08those edges. Then I'm going to want to
- 1:18:11create another triangle like right here.
- 1:18:14Do that. Going to go to vert select.
- 1:18:16Click on this vert. E to extrude from
- 1:18:18this vert. E to extrude from this vert.
- 1:18:20And then shift click this vert. M. Merge
- 1:18:22at last. Press two to go to edge select.
- 1:18:25Click on this edge. Shift click this
- 1:18:27edge. F to fill them in. So, that's
- 1:18:29looking pretty cool. That's about how we
- 1:18:31want it to look, which is awesome. I'm
- 1:18:34going to go to edge select and extrude
- 1:18:38from right here. From this extrusion,
- 1:18:40I'm going to press edit, go to Well,
- 1:18:43it's already in mode, but I'm going to
- 1:18:46go to vertex select right here. Then I'm
- 1:18:48going to shift click this vert, press M,
- 1:18:50merge it last. Then I'm going to move
- 1:18:52this fur down. Kind of try to line it up
- 1:18:58like this.
- 1:19:00And
- 1:19:02move this down. And we want to connect
- 1:19:04these verts together. These two. So I'm
- 1:19:07going to shift click this vert. Press M.
- 1:19:09Merge at last. Those two verts selected.
- 1:19:13And now I can see that we want
- 1:19:16this vert on the jawline to connect with
- 1:19:19this. So, I'm going to actually cut in a
- 1:19:21new edge by using the knife tool. Click
- 1:19:24right here. Click right here. Press
- 1:19:26enter. Go to select box. Vert. G to move
- 1:19:30this over. Shift click this vert. M.
- 1:19:32Merge it last. Kind of just going like
- 1:19:36this. Really studying my reference to
- 1:19:38make sure this is looking correct.
- 1:19:40Uh, I actually don't want a vert here.
- 1:19:42So, I'm going to shift click. Oops.
- 1:19:43Going to click this vert. Then shift
- 1:19:45click this vert. Merge at last.
- 1:19:48That's looking pretty good.
- 1:19:51G to move this over. G to move this
- 1:19:53over.
- 1:19:55Move this over. And
- 1:19:58move this over like so. All right,
- 1:20:02that's looking pretty good. Now, I'm
- 1:20:03going to go to the side view on our
- 1:20:04model by pressing three. We're going to
- 1:20:06see that we're getting pretty close
- 1:20:08here. I'm going to go to side view on my
- 1:20:10reference here. Make sure things are
- 1:20:11looking correct. They are. Fantastic.
- 1:20:14Press G to move this over a little bit.
- 1:20:17Now I want to extrude from this edge. So
- 1:20:20I'm going to click on this edge and edge
- 1:20:21select which I got to by pressing two. E
- 1:20:24to extrude from this edge. Go to vert
- 1:20:26select by pressing one. Click on this
- 1:20:28vert. Shift click this vert. Merge at
- 1:20:31last. G to move up this vert like so. On
- 1:20:37this edge speed extrude. Go to vert
- 1:20:40select by pressing one. Click on this
- 1:20:41vert. This vert. M. Merge at last. G.
- 1:20:44Move this vert. Move it up like so.
- 1:20:49Then I am going to want to
- 1:20:53G. Move this up a little bit.
- 1:20:56Oops. Press two. Click on this edge. E
- 1:21:00to move it out. And rotate around. G to
- 1:21:04move it out this way. And click on this
- 1:21:07part. Move it out like so. Move it out
- 1:21:11like that. Back to my side view. Then
- 1:21:16looks like there's a hole right here
- 1:21:19that I need to fill in. So I'm going to
- 1:21:21press E to extrude from this part. Shift
- 1:21:24click this vert. Mge it last. Two to go
- 1:21:28back to edge select. Click two of these
- 1:21:31edges. F to fill them in. So let's click
- 1:21:34one edge. Shift click the other. Then
- 1:21:36press F. Then for the top of this right
- 1:21:39here, it looks like now that this is
- 1:21:42filled in, I want to try here. So, I'm
- 1:21:45going to move this over a little bit.
- 1:21:51And I think I want to
- 1:21:53Yeah, I want to combine these. So, click
- 1:21:56on one bird, shift click the next M,
- 1:21:58merge it first or last. It doesn't
- 1:22:00really matter. Move it over a little
- 1:22:02bit. Then, I'm going to press E to
- 1:22:05extrude from here. Shift click this
- 1:22:07part. Merge at it last two to switch to
- 1:22:10edge select. Click click click F.
- 1:22:15Then same here. This is kind of the long
- 1:22:19way of doing it, but whatever it works.
- 1:22:21Press one to go to vert select. E to
- 1:22:23extrude.
- 1:22:25Shift click. This vert M. Merge at last.
- 1:22:30Two. Click click click fill. All right,
- 1:22:34it's looking pretty good. And I think we
- 1:22:37want yet another try here. So, click
- 1:22:39click F to fill. Click, click, fill. And
- 1:22:44oh my goodness, our hair is done. We're
- 1:22:46getting there. We're getting there.
- 1:22:49So, this is looking good. This is
- 1:22:51looking good. Go to the front view. Both
- 1:22:54of these. Make sure this is looking
- 1:22:56correct. Go to vert select. G to move
- 1:22:58this out. Click this. G to move this
- 1:23:00out. Click this. G to move this way out.
- 1:23:03G this out with this out this in. Just
- 1:23:07go by I here to make sure this is all
- 1:23:09looking good. Now that we have most of
- 1:23:12what we need in place.
- 1:23:15Cool, cool, cool. Going to rotate out
- 1:23:17here. Go to the Let's go to the side
- 1:23:20view. Compare our side views here. This
- 1:23:23is actually looking pretty close. Pretty
- 1:23:25cool. I am cuz I don't want this hole
- 1:23:28here. I am actually going to cut in an
- 1:23:31edge here. So, I'm going to alt a to
- 1:23:32deselect all. Go to the knife tool.
- 1:23:35Click this vert. Click right here. Enter
- 1:23:38to confirm. Select box. Alt A to
- 1:23:40deselect all. Click this vert. Shift
- 1:23:42click this vert. M. And merge at last.
- 1:23:46Just so there's no weird holes in our
- 1:23:48model cuz those aren't fun. Um, then
- 1:23:52double check this is all looking good.
- 1:23:54It's looking pretty good. Move this up.
- 1:23:58This move this up. And these are just
- 1:24:01proportional changes I'm doing. Your
- 1:24:02mileage may vary because we're all
- 1:24:04modeling different little bit different
- 1:24:07models here. Move this up. Move this in.
- 1:24:12Looking pretty awesome. Pretty cool. And
- 1:24:16that, ladies and gentlemen, get out of
- 1:24:19this and press slash on my keyboard to
- 1:24:22get out. That's our hair. So now let's
- 1:24:25model her bangs. So, this is going to be
- 1:24:26really easy, but I am noticing that her
- 1:24:29neck looks a little weird here. So, I'm
- 1:24:30going to go to edit mode. I'll isolate
- 1:24:33by pressing slash on my keyboard. I'll
- 1:24:35box select these top verts and just move
- 1:24:37them up and press slash to unisolate.
- 1:24:40And that is looking a lot better. All
- 1:24:42right. So, now to model her bangs, we're
- 1:24:45just go to the front view by pressing
- 1:24:46one of our keyboard. Go to edit mode and
- 1:24:49we're going to apply. Oh, not going to
- 1:24:51edit mode yet. We're going to be in
- 1:24:53object mode. Then we're going to go to
- 1:24:55our mirror modifier and apply it. So
- 1:24:58just click apply right there to apply
- 1:25:00modifiers so that we can actually edit
- 1:25:02both sides of our model in edit mode now
- 1:25:04which is really useful. So to add the
- 1:25:06bangs here, all I'm going to want to do
- 1:25:08is press T to open this knife tool or to
- 1:25:12select the knife tool rather. Then I'm
- 1:25:14going to click from right here to right
- 1:25:18here and press enter. And I could also
- 1:25:22press uh alt h, excuse me. I can go to
- 1:25:26object mode and press alt h to bring
- 1:25:28back my reference here. I'm going to
- 1:25:29hide this skeleton cuz I don't want to
- 1:25:31see it. I don't want to see a skeleton.
- 1:25:34Go to front view pressing numpad one on
- 1:25:36my keyboard. Press alt z to kind of view
- 1:25:39my reference here. Press alt t again to
- 1:25:41hide that. Then I'm going to go to edit
- 1:25:44mode. Select box edge select. And I'm
- 1:25:47going to press G. Excuse me. I'm going
- 1:25:49to press E to extrude from here. Going
- 1:25:52to move this over a little bit. Press M
- 1:25:54to merge at center. Go to vertex select.
- 1:25:57Scooch this on over. Actually going to
- 1:25:59scooch this on over. Scooch this on
- 1:26:02over.
- 1:26:04Scooch this on over. And scooch this on
- 1:26:07over with GX.
- 1:26:10Then for right here,
- 1:26:12going to do a lot of the same things.
- 1:26:14I'm going to press Alt A to deselect
- 1:26:17all. Press my click on my knife tool.
- 1:26:20Cut right here. Cut. Have the cut end
- 1:26:23right here. And press enter. And I'm
- 1:26:25doing that because alt A to deselect
- 1:26:28all. So now when I extrude from this
- 1:26:30edge right here by pressing E, I'm not
- 1:26:32going to be like extruding all the way
- 1:26:34over here. It'll just be in this
- 1:26:35section, which is going to look a lot
- 1:26:37better for bangs. So press M to merge it
- 1:26:40center here. Just like here. Press one
- 1:26:43to go to vertex select. Move this bang
- 1:26:45over here. Scooch this over a bit.
- 1:26:49Scooch this down. Scooch this down
- 1:26:52just a little bit to taste. Add some
- 1:26:55asymmetry because it usually looks quite
- 1:26:57aesthetically pleasing
- 1:26:59in general. This down. This over.
- 1:27:05And would you look at that? Looking
- 1:27:07pretty good. Pretty good indeed. So now
- 1:27:12kind of want to move this in. So I'll
- 1:27:13press G.
- 1:27:15So these
- 1:27:18uh
- 1:27:20I can also press X symmetry at the top
- 1:27:22right of my uh viewport here if I want
- 1:27:25to mirror this on the other axis. So now
- 1:27:27I'll move all of these except this one
- 1:27:29cuz it's being annoying. I'll just
- 1:27:31deselect that and then go under here and
- 1:27:34move these in with G
- 1:27:38on this front view in with G.
- 1:27:44Click on this. Move it in with G. This
- 1:27:47around G. So now it's asym asymmetrical,
- 1:27:50which is fine. Nothing wrong with that
- 1:27:53in a 3D model. It can look a little bit
- 1:27:55more aesthetically pleasing. And right
- 1:27:58there are our bangs. I'm also going to
- 1:28:00want to add a mirror modifier to
- 1:28:02everything that is not mirrored in our
- 1:28:04scene yet. So I'm going to exit edit
- 1:28:05mode. Click on our foot. Go to the
- 1:28:09modifiers tab right here. Add modifier.
- 1:28:11Mirror. Click on the hand. Add modifier
- 1:28:14mirror arm mirror leg
- 1:28:19mirror. And look at that. Our model is
- 1:28:23done. The 3D modeling section is now
- 1:28:26complete. And in the next video series,
- 1:28:29we're going to talk about doing our UVs
- 1:28:31and textures on our character, which is
- 1:28:35probably the most anticipated part and
- 1:28:36most requested part. So, I'm really
- 1:28:38excited to get into that. I'll see you
- 1:28:40in those videos really soon. So, make
- 1:28:41sure to like the video, comment below if
- 1:28:43you enjoyed it, and subscribe and turn
- 1:28:44on the notification bell to make sure
- 1:28:46you never miss out on future Crush
- 1:28:49Academy videos. When I was going to
- 1:28:50animation school back in 2021, I cannot
- 1:28:53tell you just how much I absolutely
- 1:28:56hated UV wrapping. I despised it. When I
- 1:29:00watched all the videos we had explaining
- 1:29:02how UV wrapping worked and how it's just
- 1:29:04like wrapping a gift, and I heard that
- 1:29:06over and over and over again, it just
- 1:29:08did not make sense to me. I did not
- 1:29:10understand it. It felt like I was
- 1:29:12pulling teeth out. It was torture. I
- 1:29:15absolutely hated UVN wrapping. I avoided
- 1:29:18it like the plague. I procrastinated on
- 1:29:20it as if it was math homework. It was
- 1:29:22not fun. It was boring. It was
- 1:29:25frustrating and it did not make sense.
- 1:29:27But after literally years of
- 1:29:28frustration, I figured out that wait a
- 1:29:31second, UV unwrapping is actually not
- 1:29:33that frustrating at all. It's actually
- 1:29:35very simple. and I'm about to show you a
- 1:29:37super quick way we can UV unwrap our
- 1:29:39models. Let's get into it.
- 1:29:42So, before we UV unwrap our Love Chan
- 1:29:45model right here, first of all, we need
- 1:29:47to talk about what UVN wrapping actually
- 1:29:49is. And it's kind of impossible to talk
- 1:29:51about UV wrapping without also talking
- 1:29:53about texturing as well. So, texturing,
- 1:29:56right, that is actually typically done
- 1:29:59after UVs. So if we want to take a
- 1:30:02broader view here and think about how
- 1:30:04this process works, we start off with
- 1:30:06our concept. That's our drawing. That's
- 1:30:08the illustration that you know kicks off
- 1:30:10our character model in general. And from
- 1:30:13our character model, a concept, which is
- 1:30:15just a drawing or an illustration or
- 1:30:17whatever or just an idea that you want
- 1:30:19to make a character out of. Then you
- 1:30:22make a turnaround drawing. You make this
- 1:30:23turnaround drawing to make sure your
- 1:30:25proportions are in check and you're you
- 1:30:28have a finalized idea of what you want
- 1:30:30your 3D model to look like. And not only
- 1:30:33that, you also want to color it so that
- 1:30:35you have reference for when you get into
- 1:30:37the texture painting part of this
- 1:30:39process, which is what we're going to be
- 1:30:40talking about today, right? So, you make
- 1:30:43your sketch, you turn around sketch,
- 1:30:44then you make a colored version of that
- 1:30:46turnaround sketch that you can reference
- 1:30:48when you're making your texture. So
- 1:30:52after those two stages, we get to the
- 1:30:54stage that we are at right now. And if
- 1:30:56you're watching a video on UV wrapping,
- 1:30:57this is also the stage you're at right
- 1:30:59now. The actual 3D model is done or very
- 1:31:03close to being done. You made your 3D
- 1:31:06model out of these chunks which you then
- 1:31:08made three-dimensional. So after that
- 1:31:11stage is done, your 3D model is made,
- 1:31:13then we move into the stage we're going
- 1:31:15to be talking about today, which is UVs.
- 1:31:17So, as I have noted right here, UVN
- 1:31:19wrapping is flattening a 3D model
- 1:31:22surface onto a 2D image in order to
- 1:31:25apply textures. That is it. UVM
- 1:31:27wrapping. All you're doing is flattening
- 1:31:29a 3D model surface onto a 2D image to
- 1:31:33apply textures. This process is what
- 1:31:36allows us to correctly apply images, aka
- 1:31:39textures, to our 3D models. And we can
- 1:31:42see by looking at this image right here,
- 1:31:44this is what Blender's UV editor looks
- 1:31:45like, which we're about to jump into.
- 1:31:47And on the right here, we can see that
- 1:31:49we have our UV selected. And this is
- 1:31:53what you can see right here. This is the
- 1:31:55model's geometry that we have flattened
- 1:31:58onto a 2D plane. So, this is obviously
- 1:32:01three-dimensional geometry, but we have
- 1:32:03flattened it onto a 2D plane, which we
- 1:32:05then painted a texture onto. This is
- 1:32:08what the final love chan texture that
- 1:32:10we're going to be downloading today
- 1:32:12looks like. This is the texture that I
- 1:32:14made using Photoshop, but you don't need
- 1:32:15to use Photoshop. You can use any free
- 1:32:17painting application on the planet.
- 1:32:18Trust me, Photoshop is not required for
- 1:32:20this at all. But if we take our UV map,
- 1:32:25which is right here, and kind of shift
- 1:32:28it down on top of our texture here,
- 1:32:31you're going to see some interesting
- 1:32:32things. So, first of all, let's look at
- 1:32:34our UV map. This is the 3D model we just
- 1:32:38made. This is what her waist looks like.
- 1:32:41The waist we just modeled. This is the
- 1:32:42arms we just modeled. This is the feet
- 1:32:44we just modeled. This is Let's see. Uh,
- 1:32:48this is the nose we just modeled,
- 1:32:50believe it or not. So, if we shift this
- 1:32:52down, you see that it lines up with
- 1:32:54these perfectly. This is the arm model.
- 1:32:57This is the hand model. This is the
- 1:32:59waist model. This is the nose we made
- 1:33:01for our face. This is the bottom of the
- 1:33:03jaw, believe it or not. And you can even
- 1:33:05have UVs overlapping like this and it's
- 1:33:08fine. Um, for especially for this style,
- 1:33:10it's not a big deal if you have some
- 1:33:12overlapping UVs like this. And that's
- 1:33:13really all that UV mapping is. We're
- 1:33:15just taking our 3D model and we're
- 1:33:18projecting it to be flat and look
- 1:33:21something like this so that we can apply
- 1:33:23a texture to our model. So now we've
- 1:33:26talked about UVs. Now let's talk about
- 1:33:28texturing because it's kind of
- 1:33:29impossible to talk about UVs without
- 1:33:31also talking about texturing at the same
- 1:33:32time. texturing looks like this. This is
- 1:33:36the texture we were just looking at for
- 1:33:37LoveChan. And the dimensions of this
- 1:33:39texture are 1024 x 512. And I'm bringing
- 1:33:42those up for a reason because if you
- 1:33:44know your maths, you'll know that those
- 1:33:46are powers of two. So this is a list of
- 1:33:49all the powers of two that you would
- 1:33:51reasonably need to care about when
- 1:33:53you're making a texture. Uh it starts
- 1:33:56with one, goes all the way to 8K. Um,
- 1:33:59and the reason why we care about having
- 1:34:02our textures be powers of two is that
- 1:34:04while there is not really a
- 1:34:06one-sizefits-all resolution when it
- 1:34:08comes to texture sizes, many game
- 1:34:10engines such as the Unreal Engine and
- 1:34:12Unity recommend your texture sizes have
- 1:34:15power of two dimensions. So, you can mix
- 1:34:18and match power of two dimensions as I
- 1:34:20did here. So, for this texture here, I
- 1:34:22decided that 1024, which is right there
- 1:34:24on our list, by 512, which is right
- 1:34:26there on our list, was the best size for
- 1:34:29my texture sheet. However, you can also
- 1:34:31have things be square. So, if you wanted
- 1:34:33512 x 512, which would look like this.
- 1:34:37This is a 512 x 512 texture. This is
- 1:34:40what a 246 x 246 texture means. These
- 1:34:43are just texture resolutions. You just
- 1:34:45want to make sure the resolution the
- 1:34:47pixel resolution of your textures is a
- 1:34:50power of two. The reason for this is one
- 1:34:53simplicity because if you're doing
- 1:34:55texture related calculations, which you
- 1:34:57actually do want to do on a semi-regular
- 1:34:59basis, believe it or not, like
- 1:35:00calculating UV coordinates, those are a
- 1:35:03lot simpler to do with power of two
- 1:35:05dimensions on your texture sheet.
- 1:35:07However, there's also reasons if you're
- 1:35:09ever going to be putting this in a game
- 1:35:10engine that you're going to want to use
- 1:35:12power of two dimensions. And the reason
- 1:35:14for that is because power of two
- 1:35:16dimensions are really useful in game
- 1:35:18engines because they simplify the
- 1:35:19generation of mip maps and texture
- 1:35:21filtering works a lot more efficiently
- 1:35:23with power of two textures. This is why
- 1:35:25game engines like Unreal and Unity
- 1:35:27recommend your texture sizes be power of
- 1:35:30two in dimension. Let's talk about the
- 1:35:31process of actually making a texture and
- 1:35:33what that looks like. So if we go down
- 1:35:35here, you're going to see that
- 1:35:37especially if we look at the texture
- 1:35:39sheets of these characters. This is what
- 1:35:41we started with on the left here. This
- 1:35:43is a very basic texture. It's just flat
- 1:35:46colors. Um, and the reason we want to
- 1:35:49start with flat colors is to just kind
- 1:35:50of get a general idea of what our model
- 1:35:54is going to look like in 3D, how things
- 1:35:55are shaping up, what colors we want, and
- 1:35:57to just get an idea of where we're going
- 1:35:59to be placing things. Then, after you
- 1:36:02have just this base color sheet, you
- 1:36:04slowly start to add in detail. You don't
- 1:36:07do this all at once, but after you block
- 1:36:09in this basic color rough, you then go
- 1:36:12to adding detail. So, you can see with
- 1:36:14Love Chan here, I slowly started to add
- 1:36:16the detail for her waist. I added the
- 1:36:18shoe textures. I added the textures for
- 1:36:20her arm. Her hair went from being just
- 1:36:22one solid color to having the highlights
- 1:36:25in her hair as well as the shadow colors
- 1:36:27as well. And I sketched in her face. I
- 1:36:30sketched in these shading colors for her
- 1:36:32jacket. And this is not a process where
- 1:36:34it's one and done. You're not going to
- 1:36:37make a UV map, then make a texture, and
- 1:36:40you're done. You're going to be
- 1:36:41constantly iterating and going back and
- 1:36:42forth in this process where you'll see
- 1:36:44that, wait a second, I actually want
- 1:36:46this part of my 3D model to be bigger on
- 1:36:48my UV map. So, you go back to your UV
- 1:36:50map and say you wanted the size of the
- 1:36:52hips to be larger, so you got more
- 1:36:53resolution on your texture sheet. You'd
- 1:36:55select the UVs on your hips and scale
- 1:36:57them up. Then you'd go back to your
- 1:36:59texture sheet in whatever painting
- 1:37:01software you're using and kind of like
- 1:37:02draw over them or fix whatever changes
- 1:37:04you need to make. Then you'll export
- 1:37:06that texture back to Blender and see how
- 1:37:07it was looking. And it's an iterative
- 1:37:09process. You kind of go back and forth
- 1:37:11and you keep on iterating on this to
- 1:37:13make sure that things are looking as
- 1:37:14clean as they possibly can. And slowly
- 1:37:17over time, you're going to build up to
- 1:37:18having this detailed of a texture.
- 1:37:20You're not going to have it all done
- 1:37:22perfectly on your first try. I would not
- 1:37:24recommend that. That's why I'm
- 1:37:25recommending starting with basic colors
- 1:37:27like this. Then get it in 3D. It won't
- 1:37:30look very good, but you'll have an idea
- 1:37:32of where you should be going from there.
- 1:37:34And from these basic colors, you'll know
- 1:37:36exactly where you should be adding your
- 1:37:38details, or at least a rough idea of
- 1:37:39where you should be adding your details.
- 1:37:41And just slowly build up to this very
- 1:37:45detailed texture over time. because this
- 1:37:47is probably the most time-conuming and
- 1:37:49difficult part of this process is going
- 1:37:51from this very basic texture to this
- 1:37:53very detailed one. But be patient with
- 1:37:55it and you will get there. It is not
- 1:37:57complicated. It is just a bit
- 1:37:58timeconuming and this is definitely the
- 1:38:01most rewarding and satisfying part of
- 1:38:02the process too. So enjoy it. Have fun
- 1:38:04with it because when all that is done,
- 1:38:06you're going to have your beautiful
- 1:38:08looking final model that we've been
- 1:38:10working towards this whole time. So
- 1:38:12enough with all the blabbing out of the
- 1:38:13way. Let's actually get into Blender and
- 1:38:16I'm going to show you how to UV your
- 1:38:18model. But first, a word from this
- 1:38:20video's sponsor, me. The Gumroad version
- 1:38:22of this series just got updated to
- 1:38:24include a 3D modeling guide PDF. Not
- 1:38:26only does it include this guide, but it
- 1:38:28also includes our final Love Chan model
- 1:38:30that we'll create in this series,
- 1:38:31downloadable videos, a short video
- 1:38:33series that introduces you to the
- 1:38:34fundamentals of using Blender, and more.
- 1:38:36Price of the Gumroad version will
- 1:38:38increase after this series is completed
- 1:38:40in full. So, if you want the absolute
- 1:38:42best value on it, tap that link below
- 1:38:44today. So, now let me show you how to do
- 1:38:46UVs in Blender. And to do that, we are
- 1:38:49of course going to need the texture we
- 1:38:51were just looking at of Flowchan here.
- 1:38:53And to download that texture, don't
- 1:38:54worry, it's going to be totally free.
- 1:38:56Just go to the link in the description
- 1:38:58below for this. So, go below this video
- 1:39:01in the description box or in the comment
- 1:39:02section to find this link, then click on
- 1:39:05it. You will need to join my Patreon,
- 1:39:06but don't worry. It's joining my Patreon
- 1:39:08as a member is completely free. And from
- 1:39:11that link, you just want to click right
- 1:39:13here and right here where it says
- 1:39:14Lovechan face texture.png. Lovechan body
- 1:39:17texture.png. Just click on those to
- 1:39:19download those textures to your
- 1:39:21computer. Let's add them to our scene.
- 1:39:23And to do that, all we want to do is
- 1:39:25select this last model we just made,
- 1:39:28which is her head and hair. So on this
- 1:39:30model with it selected, go to this tab
- 1:39:33right here, which is called the material
- 1:39:35properties tab. And where it says
- 1:39:37material properties, we're going to
- 1:39:38click right here where it says new. So
- 1:39:41click right there where it says new to
- 1:39:43make a new material in our scene. And
- 1:39:45we're going to call this material love
- 1:39:47chan body.
- 1:39:51So I'm going to call this material love
- 1:39:52chan body. And I'm going to switch the
- 1:39:54surface from principled BSDF to emission
- 1:39:57by just pressing E on my keyboard. So I
- 1:40:00clicked on surface. And you can also
- 1:40:01just go up here and click on emission.
- 1:40:02But I like to press E because it is
- 1:40:04faster. So, now that we have this
- 1:40:07material on our head, uh, now we want to
- 1:40:10actually apply our texture to it. And to
- 1:40:12do that, we're actually going to need to
- 1:40:14go to the shader editor. So, to do that,
- 1:40:17I'm just going to switch from my
- 1:40:18timeline to my shader editor right here.
- 1:40:21Then, drag this up and zoom in using the
- 1:40:24scroll wheel. And from here, all we want
- 1:40:27to do is plug our image texture into the
- 1:40:30color node of this emission, which is
- 1:40:32very easy. And there's two ways you can
- 1:40:34do this. My personal favorite is just
- 1:40:36dragging and dropping the image into
- 1:40:38directly into the shader editor. So to
- 1:40:40do that, all you have to do is navigate
- 1:40:42to where you downloaded your textures on
- 1:40:45your computer, be it your downloads
- 1:40:46folder, your desktop, or wherever you
- 1:40:48saved them to, then when you're in that
- 1:40:50folder where you downloaded the textures
- 1:40:52from Patreon to, drag and drop that
- 1:40:54texture into your shader editor like so.
- 1:40:56So click and drag and drop it into your
- 1:40:58shader editor like that. Then go back to
- 1:41:01Blender and from the color output of
- 1:41:04your texture, put that into the color
- 1:41:05input of your emission like so, which
- 1:41:07you can also do by pressing shift plus
- 1:41:09A, then typing image texture, and then
- 1:41:13going to open right here. But it's just
- 1:41:15faster to drag and drop into the shader
- 1:41:16editor. So that's what I'd recommend you
- 1:41:18do as well. So you're going to see that
- 1:41:20nothing has actually updated yet. And
- 1:41:22the reason for that is because we are
- 1:41:24not yet in the right shading mode. Uh,
- 1:41:28but before we switch shading modes,
- 1:41:29we're actually going to switch into the
- 1:41:30UV editing workspace, which is at the
- 1:41:32top of Blender right here, because we
- 1:41:34want to edit UVs, of course. So, I'm
- 1:41:36going to click on this UV editing
- 1:41:38workspace, so we can start editing our
- 1:41:40UVs. Then, from this right panel here,
- 1:41:44we're going to go to the front view by
- 1:41:45pressing one on our keyboard. So, we're
- 1:41:47in the Oopsie. So, we're going to press
- 1:41:49one on our numpad, excuse me, to go to
- 1:41:51the front view so that we can do the UVs
- 1:41:54on our character here. And I'm going to
- 1:41:55zoom in. So now that I am in the front
- 1:41:57orthographic view in our right 3D
- 1:41:59viewport here, I'm going to press Z to
- 1:42:02switch my shading mode to rendered. So
- 1:42:04now you can see the material we just
- 1:42:05made is being applied to our model and
- 1:42:08it also looks terrible. This is a mess.
- 1:42:11How do we fix this? Reason this looks so
- 1:42:13bad is because we have not actually done
- 1:42:14the UVs on our model yet. So to do that,
- 1:42:17making sure that our model is selected,
- 1:42:18we're going to go from object mode to
- 1:42:20edit mode by pressing tab. Then we're
- 1:42:22going to select all the faces that make
- 1:42:25up her face. So we're gonna just select
- 1:42:28this face, this face, this face, this
- 1:42:30face, this face, this face, all of these
- 1:42:32faces right here. We want to make sure
- 1:42:34that these are all selected right there.
- 1:42:37So we can go to the other shading
- 1:42:38preview mode to make it a little bit
- 1:42:39obvious that all of these faces are
- 1:42:41selected. I'm going to go back to that
- 1:42:43shading preview mode. Then we're going
- 1:42:45to press U on our keyboard. So U on our
- 1:42:48keyboard brings up this menu right here,
- 1:42:50which is the UV mapping menu. And with
- 1:42:53from this menu, we're going to press
- 1:42:55this button right here, which is project
- 1:42:56from view. So after we've pressed
- 1:42:59project from view, we're going to go
- 1:43:01into this new window on our left here,
- 1:43:03which is the UV editor. So this is a
- 1:43:07panel in Blender just like any other
- 1:43:08panel. You can see it's right here, the
- 1:43:10UV editor. It's just like the 3D
- 1:43:12viewport, just like the image editor.
- 1:43:14just another editor in Blender that you
- 1:43:15can use to accomplish a different task.
- 1:43:17And the controls in the UV editor are
- 1:43:19exactly the same as the 3D viewport.
- 1:43:20It's middle mouse to move around, zoom
- 1:43:22in and out with the scroll wheel, shift
- 1:43:24plus middle mouse to pan around. You
- 1:43:26know, it's exactly what you would
- 1:43:27expect. So, I'm going to press A to
- 1:43:29select all in the UV editor, and then
- 1:43:31I'll press G to move our UVs over. Then
- 1:43:35I'll press S to scale them up and try to
- 1:43:37line them up with our nose here. So, the
- 1:43:40bottom of our 3D nose model, we're going
- 1:43:42to try to line up with the bottom of the
- 1:43:43nose in our texture, like so.
- 1:43:48And this is actually a bit too big. So,
- 1:43:49I'm going to scale this down like so.
- 1:43:55And try to line it up like that. So, the
- 1:43:59bottom of our nose is where this like
- 1:44:00shadowed area and the texture is
- 1:44:02basically. So now that we've done that,
- 1:44:05I am going to middlemon middle mouse on
- 1:44:08out of our arthographic view. And look
- 1:44:11at that. If I go to object mode, we just
- 1:44:13did the UVs on her face. They're done.
- 1:44:16We're going to go back to edit mode and
- 1:44:18select the faces under her jaw. So we're
- 1:44:20going to click on this face, this face,
- 1:44:21this face. Shift click on all these
- 1:44:23faces. Then I'm going to press U on my
- 1:44:26keyboard and do project from view. And
- 1:44:28I'm going to go back to the UV editing
- 1:44:30window. Press A to select all. G to move
- 1:44:32them over. or S to scale them down so
- 1:44:33that they're in this shadowed area on
- 1:44:36the hair right up there. So, just press
- 1:44:38G to move them over and S to scale them
- 1:44:40down so they're all in that shadowed
- 1:44:42area. And we have already done the UVs
- 1:44:45on her face. It's just that easy. It is
- 1:44:48just that fast using this technique. And
- 1:44:50in the next video, we're going to UV
- 1:44:52unwrap the rest of her. So, stick
- 1:44:55around. And I just realized I made a
- 1:44:56mistake because I did not actually
- 1:44:59select the faces up here. So, I'm going
- 1:45:00to press select this face. I'm going to
- 1:45:02select this face as well. Going to press
- 1:45:05U on my keyboard again. Project from
- 1:45:07view. A to select these faces in the UV
- 1:45:10editor. Then press G to move them over
- 1:45:13into this shadowed area. We just have to
- 1:45:14make sure they're in this shadowed area.
- 1:45:16And because it's all flat shaded, it
- 1:45:18will look exactly as we expect. If we go
- 1:45:20back into object mode. So, that's how we
- 1:45:23do the UVs on her face. And in the next
- 1:45:25video, we're going to do the rest of her
- 1:45:27UVs.
- 1:45:29Now, let me show you how I did the
- 1:45:30remainder of the UVs on Lovechan here.
- 1:45:32And to show you that, of course, it
- 1:45:34would be wise to reference what our
- 1:45:36final 3D model ended up looking like and
- 1:45:38how I got it looking the way it does.
- 1:45:41So, this is what our final Love Chan
- 1:45:43model looks like. You can see I have the
- 1:45:45UV editor open right here. I just made a
- 1:45:47new UV editing workspace. And from this
- 1:45:50model, there's going to be a few really
- 1:45:51important things I want to point out.
- 1:45:53First of all, every model that we made
- 1:45:55that is mirrored, we only need to do the
- 1:45:58UVs on that one side. Because the model
- 1:46:01is mirrored, it will automatically
- 1:46:04mirror the UVs that we do on one side to
- 1:46:06the other. And whenever I'm doing UVs, I
- 1:46:08literally just turn off my mirror
- 1:46:09modifier. So, I click on my object, I go
- 1:46:11to this modifier properties tab, and I
- 1:46:13press this little monitor icon to
- 1:46:15disable the viewing of this mirror. This
- 1:46:17does not actually disable the modifier.
- 1:46:19This just temporarily makes it
- 1:46:21invisible, so it's a little bit easier
- 1:46:22to do your UVs. So, I'm also going to do
- 1:46:24that in the shoes here. Turn off this
- 1:46:27mirror modifier. Turn off the mirror
- 1:46:29modifier in the arms. Turn off the
- 1:46:30mirror modifier in the hands. And I
- 1:46:33think that is about it for this one. It
- 1:46:34just makes your life a lot simpler when
- 1:46:36you're only UVing one thing, and you can
- 1:46:38always enable it when you're done doing
- 1:46:39the UVs. So, with that out of the way,
- 1:46:42let's explore how I did the UVs on the
- 1:46:45feet here by clicking on them in object
- 1:46:46mode, going to edit mode, and selecting
- 1:46:49all of our faces on this model. So, with
- 1:46:52that selected, we're going to notice
- 1:46:54some things here that are kind of
- 1:46:55interesting. First of all, I over
- 1:46:58overlapped the UVs on my model here. So,
- 1:47:01these UVs and these UVs are totally
- 1:47:04overlapped like this. And there's a
- 1:47:07clarification I need to make from the
- 1:47:09last video where I said that UV overlaps
- 1:47:12are like fine and kind of a non-issue.
- 1:47:15That is definitely not always the case.
- 1:47:17And I apologize for saying it like that
- 1:47:19because when you are working in a game
- 1:47:20engine like Unreal or Unity, having
- 1:47:23overlapping UVs like this can actually
- 1:47:26cause issues when you're baking light
- 1:47:27maps. So, in Blender here, I really
- 1:47:30don't think that's going to cause too
- 1:47:32many issues that I know of, but just so
- 1:47:34you know, that can cause issues in
- 1:47:36certain game engines. That is not always
- 1:47:38the case. That is not the case with
- 1:47:39every game engine, but for certain game
- 1:47:41engines, that can be an issue having
- 1:47:43overlapping UVs. Now, personally, in
- 1:47:45this tutorial, if we have a few
- 1:47:47overlapping UVs, I don't really care.
- 1:47:48It's not really a big deal. Uh
- 1:47:50especially if your model's only going to
- 1:47:52be living in Blender, I wouldn't even
- 1:47:53worry about it. But that's just
- 1:47:54something to keep in mind, right? So
- 1:47:57that's the first thing I wanted to
- 1:47:58mention out of the way. Second thing I
- 1:48:00wanted to mention is that this texture
- 1:48:02map for Lovechan is very very deeply
- 1:48:05imperfect. And the reason for that is
- 1:48:07this texture map was made kind of early
- 1:48:09on while I was still learning how to
- 1:48:11optimize these UV maps the best I could
- 1:48:14and learning the workflows and
- 1:48:16processes. Now, if we go over to a low
- 1:48:19poly model I made after this, however,
- 1:48:22you're going to notice some
- 1:48:23improvements. So, if I go to another UV
- 1:48:26editing workspace right here, and if I
- 1:48:28go to the shading rendered preview, and
- 1:48:31this low poly model, by the way, is
- 1:48:32available to download in the Gumroad
- 1:48:34version of the course. You not only get
- 1:48:35this model to download, which you can
- 1:48:37reference the UVs on, and they're also
- 1:48:38fully rigged, but you also get this
- 1:48:40model in the low poly course on Gumroad.
- 1:48:43So, definitely check those out today if
- 1:48:44you want to reference these UVs yourself
- 1:48:47or if you want to reference the rigs.
- 1:48:48So, if I go to this model and open up
- 1:48:50the texture sheet here, you're going to
- 1:48:51notice that things are packed a lot more
- 1:48:53tightly together. The hair is not taking
- 1:48:55up nearly as much as the UV map as it
- 1:48:58was on this one. The face only takes up
- 1:49:00a pretty small part of the UV map in
- 1:49:02this Lovech texture, but that ended up
- 1:49:04getting much bigger on this one to the
- 1:49:06point where it's taking up, you know,
- 1:49:07like 10 or 15% of the whole UV map. And
- 1:49:09I say this because as you're making
- 1:49:11textures, as you're making your own 3D
- 1:49:13models, you're going to slowly get
- 1:49:14better and better at this stuff and find
- 1:49:16different workflows and different ways
- 1:49:18to optimize this space a lot better.
- 1:49:20It's going to look a lot better. It's
- 1:49:22going to be a lot more texture
- 1:49:23efficient. You're going to learn how
- 1:49:24this process works, and you're going to
- 1:49:26go back and forth between making the UV
- 1:49:28map, making your model, and you're going
- 1:49:30to adjust things and kind of iterate
- 1:49:32upon them over time. And this is not
- 1:49:34something you're going to nail at first.
- 1:49:35You're going to have a UV map at first
- 1:49:37that you'll slowly realize, oh wait,
- 1:49:39this I should have did it like this.
- 1:49:40Should have did it like this. And that's
- 1:49:42not a bad thing. If those are the
- 1:49:43realizations you're coming to, that
- 1:49:44means you're learning. That is not a bad
- 1:49:46thing. And just know that UV mapping is
- 1:49:48super annoying. It's not something that
- 1:49:50most people enjoy doing at all. It's
- 1:49:52kind of based on math, but it's also not
- 1:49:54that difficult. It is really not that
- 1:49:56difficult. And once you get the hang of
- 1:49:58it, it actually does become pretty fun
- 1:50:00to do and experiment with. So, with all
- 1:50:03that out of the way, let's talk about
- 1:50:05Lovechan here. So, now let's do the UVs
- 1:50:08on Lovechan's feet here. And you can see
- 1:50:11on the left we have the finalized
- 1:50:13Lovechan model in Blender. So, this is a
- 1:50:15different render window. And on the
- 1:50:16right, this is where we were in Blender.
- 1:50:18And I'm keeping these open at the same
- 1:50:20time just so you have a reference point
- 1:50:21for how I did the UVs on this model. So,
- 1:50:25you can kind of reference them and go
- 1:50:26back and forth. But again, it's going to
- 1:50:28be a lot easier if you have the Gumroad
- 1:50:29version of the model. So definitely get
- 1:50:30the gumroad version of the series today
- 1:50:33if you want the easiest way to reference
- 1:50:34this model. But in any case, I am going
- 1:50:36to go into edit mode by clicking on my
- 1:50:38feet, going pressing tab. I'm going to
- 1:50:40also turn on screencast keys. He then
- 1:50:42I'm going to disable this right here,
- 1:50:45which is the mirror modifier cuz I don't
- 1:50:48really want that right now. You can just
- 1:50:50disable it in edit mode by pressing this
- 1:50:51one. So honestly, I'll just press that.
- 1:50:53So I'll go into edit mode, go to my
- 1:50:55modifiers tab, and click right here to
- 1:50:57just disable the modifier in edit mode.
- 1:50:59so I can UV this a bit easier. And with
- 1:51:02that all out of the way, I have to make
- 1:51:04sure that I have my Lovech body texture
- 1:51:06open so I can UV this properly. And
- 1:51:10again, make sure you're in the rendered
- 1:51:11view. Press C, go to render view to make
- 1:51:13sure you're in rendered view while doing
- 1:51:14this. So, I'm going to select all three
- 1:51:16faces on the side of my shoe and press U
- 1:51:19and go to project from view. And of
- 1:51:22course, that has done nothing yet
- 1:51:24because this object does not actually
- 1:51:26have the material that we made for the
- 1:51:30face and head here. That has not yet
- 1:51:31been applied to the feet. So, I'm going
- 1:51:33to click on the material properties tab,
- 1:51:35go to love chan body. So, we actually
- 1:51:37have that material visible. It's only
- 1:51:40going to show up in render view.
- 1:51:41Remember that. It's only going to be
- 1:51:42visible in render view. So, with that
- 1:51:45out of the way, I'm going to select all
- 1:51:46three of these faces and press U,
- 1:51:48project from view. With that done, I'm
- 1:51:51going to press A to select all in the UV
- 1:51:53editor. G to move them over, S to scale
- 1:51:55them down. And again, project from view
- 1:51:58is just a really handy and quick way to
- 1:52:01unwrap simple shapes like the ones you
- 1:52:03have in low poly models. However, you
- 1:52:05have to realize that is not always the
- 1:52:07best choice. This is not always the best
- 1:52:09way to unwrap your models in 3D. And
- 1:52:11other unwrapping methods like unwrap or
- 1:52:13smart UV project, which you can see
- 1:52:15right here, unwrap and smart UV project,
- 1:52:17those can often work a lot better for
- 1:52:19more complicated models, models with
- 1:52:21curved surfaces. But for planer models,
- 1:52:24which is what, you know, this low poly
- 1:52:26aesthetic has a lot of, you can kind of
- 1:52:28just get away with having a project from
- 1:52:31viewbased approach, like 90% of the
- 1:52:33time. It's really not too big of a deal.
- 1:52:35So, with all of that out of the way, we
- 1:52:38now have this kind of lined up on our
- 1:52:41model here. And what I like to do when
- 1:52:43I'm unuving is hide overlays. And to do
- 1:52:47that with a hotkey, that is shift alt C.
- 1:52:49So, shift alt z. So, shift alt z to hide
- 1:52:53overlays like that. And that's looking
- 1:52:56pretty good. So, with that done and out
- 1:52:58of the way, I'm going to go to the
- 1:53:00opposite side and press shift alt so I
- 1:53:02can see overlays again. Click, click,
- 1:53:04click. And I'll go to the orthographic
- 1:53:07view here once again. View, view,
- 1:53:09project from view. Like so. And now
- 1:53:13we're going to kind of line that up with
- 1:53:15where this one was. So G. So I'm going
- 1:53:17to press A to select all. G to move it.
- 1:53:20And you're going to notice this is
- 1:53:21actually inverted, right? We want this
- 1:53:23to be the opposite of what it looks like
- 1:53:25right now. And to do that, I am
- 1:53:27literally just going to scale it on the
- 1:53:30X-axis. So, I'm going to select all,
- 1:53:32press S to scale, then press X on my
- 1:53:35keyboard to scale on the X-axis, and
- 1:53:37then when this little resize thing
- 1:53:39appears, I'm going to make sure that my
- 1:53:40scale on the X value is exactly -1. And
- 1:53:45then I'm going to just line it up like
- 1:53:48so.
- 1:53:49Kind of like that. And alt Z to hide my
- 1:53:53overlay. See how things are looking.
- 1:53:55That looks fine so far. So, now I'm
- 1:53:58going to select the back of my shoe
- 1:54:00here. Press U, project from view. Then
- 1:54:03I'm going to get my faces again, then
- 1:54:05move them over into this, you know,
- 1:54:08nebulous zone because that's kind of
- 1:54:09what I did in my UV map here. Uh, this
- 1:54:12is all just like one color. And you kind
- 1:54:15of can get just get away with that. You
- 1:54:17can get away with a lot of bull in your
- 1:54:19UV map. And it's kind of surprising how
- 1:54:22much people won't notice. Uh, pardon my
- 1:54:24language. So, if I click on the bottom
- 1:54:28of my foot here, for example,
- 1:54:32the bottom of my foot in my final model
- 1:54:34is literally just black pixels. So, in
- 1:54:36my model here, I'm just going to select
- 1:54:37this bottom face, go to U, project from
- 1:54:39view, select this face, and just move it
- 1:54:42into black pixels like so. Uh, and that
- 1:54:45looks perfectly fine. Um, so now we want
- 1:54:48to actually do the front of our shoe, of
- 1:54:50course. So, we did the side, did both
- 1:54:52sides of the shoe. Uh, now we want to do
- 1:54:55and we did the bottom. Now, we want to
- 1:54:56do the front. Actually, first I'll do
- 1:54:58the top of the shoe, which again was
- 1:54:59just solid pixels. So, I'm going to
- 1:55:01select this top face. And again, if you
- 1:55:03can't really see what I'm doing, I'm
- 1:55:06just selecting this top face here. And
- 1:55:07then I'm going to U, my camera angled
- 1:55:10from here. You project from view. That's
- 1:55:12another thing to keep in mind. Every
- 1:55:14time you're projecting from view, that
- 1:55:15is from the perspective. You're
- 1:55:18projecting your 3D model from the
- 1:55:21perspective of your 3D camera, which is
- 1:55:23why this was like kind of at an angle
- 1:55:24here. Uh, when I projected from view, if
- 1:55:27I did this at like a really like harsh
- 1:55:30angle like this and then did you project
- 1:55:32from view again, it's just going to look
- 1:55:34like that. It's literally taking a
- 1:55:36snapshot of the perspective of your
- 1:55:38camera in the 3D viewport and projecting
- 1:55:41that onto 2D space. Right? So, I'm going
- 1:55:45to make sure my camera's all the way up
- 1:55:46here and do project from view like that
- 1:55:48because we do not want that in when we
- 1:55:50are doing our UVs. We do not want a
- 1:55:52super harsh angle when we're doing our
- 1:55:54UVs like that because it's going to
- 1:55:55create really bad distortion in our UV
- 1:55:58map. So, I'm just going to select this,
- 1:56:00go back to the shading preview by
- 1:56:01pressing Z, then going to rendered. I'm
- 1:56:03going to select this UV and move it into
- 1:56:05this space like so.
- 1:56:09And I hope you're starting to realize
- 1:56:10this is definitely not rocket science.
- 1:56:12Anyone could do this. It is not that
- 1:56:14complicated. It is just a bit annoying,
- 1:56:17but it can be fun. I I do think it is
- 1:56:19fun sometimes. So, I'm going to select
- 1:56:21these front faces right here. So, select
- 1:56:23this face, this face, this face, go to
- 1:56:24the front view, view, project from view,
- 1:56:28and sort of grab this and line it up
- 1:56:31with our shoe here. You can see in the
- 1:56:32final model right here, I kind of move
- 1:56:35these faces around a little bit or
- 1:56:36excuse me, use move these vertices
- 1:56:38around because again, remember what I
- 1:56:41just said about you don't want to do a
- 1:56:42project from view from like an angle
- 1:56:44like this cuz you get really bad texture
- 1:56:46distortion your UV cuz it's not going to
- 1:56:48be a very good projection of your 3D
- 1:56:50model into a 2D space. That's going to
- 1:56:52be the same with this right here because
- 1:56:55you know if in our front view these are
- 1:56:58perfectly lined up to the perspective of
- 1:56:59our front view camera. So, these two are
- 1:57:01fine. This one is problematic, though,
- 1:57:04because the perspective of this from our
- 1:57:06FF view camera is at like a I don't know
- 1:57:0830° angle. It's way off. Um, and you can
- 1:57:11see just by looking at it that there's
- 1:57:13this crazy distortion going on here.
- 1:57:15It's very, very pixelated. Whereas this
- 1:57:17looks perfectly fine. So, to fix that,
- 1:57:19we're going to select these three faces
- 1:57:21again. And what I did here in my UV map
- 1:57:24is I kind of just squished things over.
- 1:57:27That's one way of doing it. Again, this
- 1:57:29texture map is far from perfect. I don't
- 1:57:31want you to think this texture map is
- 1:57:33perfect. It's just a jumping off point
- 1:57:35as you learn how UV mapping works. So,
- 1:57:38I'm going to press one to go to vertex
- 1:57:40select in the UV editor. So, just like
- 1:57:42you switch 1 2 3 to go to vertex select,
- 1:57:45edge select, and face select in the 3D
- 1:57:47viewport, you can do the exact same
- 1:57:48thing in the UV editor. So, I'm going to
- 1:57:50press one, make sure I'm in vertex
- 1:57:51select, and kind of slide these verts
- 1:57:53over with G and then X.
- 1:57:57And I'm going to just reference how I
- 1:57:59did this because in I did it in a way to
- 1:58:02reduce distortion
- 1:58:03when I did my projection. And then I'm
- 1:58:05going to grab these and move them down.
- 1:58:08And look at that. You can watch this
- 1:58:10distortion become a little bit lower as
- 1:58:12I kind of move things around in my UVs
- 1:58:16here. And again, you're not going to
- 1:58:18find too many great tutorials on doing
- 1:58:21UVs in Blender, I've noticed, because
- 1:58:24it's really kind of a thing you need to
- 1:58:27just do to understand how it works. It's
- 1:58:29really hard to describe. People are a
- 1:58:32lot more like stream of consciousness
- 1:58:33when they're explaining how this works
- 1:58:34because it is just a weird thing you
- 1:58:37just do. It's not complicated. There's
- 1:58:40still a lot of distortion here. Maybe I
- 1:58:41should move this up.
- 1:58:43I'll move it down a bit. I'll move this
- 1:58:47as well. So there's not like horrible
- 1:58:50horrible distortion.
- 1:58:53Move that down. Again, the UVs here were
- 1:58:56not done in an ideal way, but that is
- 1:58:58totally fine. So I'm going to hide my
- 1:59:00overlays by playing pressing shift alt
- 1:59:02z.
- 1:59:04And that is looking pretty good. You can
- 1:59:06mess with this more so if you want to
- 1:59:08get things lining up a little bit
- 1:59:09better. For example, right here, I'm
- 1:59:10noticing that I could have lined this up
- 1:59:12a bit better. So, I'm going to click on
- 1:59:13this, make sure I'm in vertex select,
- 1:59:16and move these up in my UV editor. Move
- 1:59:18them down, rather. And then I'm just
- 1:59:21going to kind of orbit around my model
- 1:59:22to see how my seams are looking.
- 1:59:25And I can see that these are a bit
- 1:59:27misaligned. So, I'm going to click on
- 1:59:28this front face, press G or A rather,
- 1:59:32and then move it up a little bit. So, it
- 1:59:36kind of lines up, but that's still a bit
- 1:59:37rough. So, I'm going to scale it down.
- 1:59:39Then press G plus, excuse me, G plus Y
- 1:59:44to move it a bit. And that's good enough
- 1:59:47because something you also have to keep
- 1:59:49in mind is that this is the feet. Um
- 1:59:51there's a really easy It's so easy to
- 1:59:54get perfectionistic when you're doing
- 1:59:56UVs where it's like, oh, there's all
- 1:59:57these seams. There's all these errors. I
- 1:59:59need to fix them and fix them, fix them,
- 2:00:00and you spend like 3 hours trying to
- 2:00:02make them perfect. It's not worth it.
- 2:00:04Like, these are the feet of your model,
- 2:00:05right? Um unless you're like doing
- 2:00:07something super professional. you just
- 2:00:09need everything to be absolutely
- 2:00:10perfect. A lot of the time it's just
- 2:00:12like just just just ju just just move
- 2:00:13on. It does not need to be perfect. Like
- 2:00:16the feet are such a small thing. If you
- 2:00:19want to spend time being perfectionist
- 2:00:20in the head, the face, the hair, other
- 2:00:23like focal points of your model, that's
- 2:00:25fine, but don't get lost in the details.
- 2:00:27Don't get lost in the sauce. Don't worry
- 2:00:28about it. It's going to be good enough.
- 2:00:30So, I'm going to say that these feet are
- 2:00:32definitely good enough for this
- 2:00:34tutorial. you can spend more time on
- 2:00:36them if you want, but again, don't try
- 2:00:38to make them perfect unless you are
- 2:00:39enjoying it and you want to learn more.
- 2:00:41So again, I'm going to go to my
- 2:00:43modifiers tab on my legs here. I'm going
- 2:00:45to turn off this edit mode preview. Then
- 2:00:48I'm press tab to go into edit mode, the
- 2:00:51front view, select my leg here, and I'm
- 2:00:55going to see that is not unwrapped yet.
- 2:00:56That's why it's like covering the whole
- 2:00:58face here. So I'm going to preview how I
- 2:01:01did this on my final model here.
- 2:01:04Select the leg. Go into edit mode here.
- 2:01:08Look at my edit legs geometry. And
- 2:01:10there's a few more edge cuts here. We're
- 2:01:11going to get into that later. Don't
- 2:01:12worry about it for now. And once again,
- 2:01:16we need to apply our material to our
- 2:01:18model. So I'm going to material tab, new
- 2:01:20love body, and I'm going to press tab to
- 2:01:23go into edit mode, which will
- 2:01:24automatically hide this leg because of
- 2:01:26this setting we just turned off in the
- 2:01:29modifiers tab. So, to unwrap our legs
- 2:01:32here, I'm going to press U in my
- 2:01:33keyboard. Go to project from view, and
- 2:01:36I'm going to slide these on over in our
- 2:01:39UV map to where the leg texture is.
- 2:01:42Scale them up. Move them down a little
- 2:01:46bit like that.
- 2:01:48Like so.
- 2:01:52And
- 2:01:54orbit around my model. Press shift alt
- 2:01:56z. See what we're looking like. That's a
- 2:01:59problem that we're going to have to fix.
- 2:02:02But we're done. Like this doesn't need
- 2:02:04to be perfect, right? This is totally
- 2:02:06good enough in my opinion. It's just
- 2:02:08this where it's like I want to fix that.
- 2:02:10This is another part of UV editing that
- 2:02:11I kind of want to talk about. And this
- 2:02:14is a kind of strange way to solve this
- 2:02:15problem, but it's something I like to do
- 2:02:17anyway sometimes because when we are
- 2:02:20rigging this model, we're definitely
- 2:02:21going to want more than one edge loop
- 2:02:23here anyway. So, for my case here, um,
- 2:02:26I'm actually going to go into edit mode
- 2:02:28by pressing tab and make sure I have the
- 2:02:30loop cut tool selected. And I'm gonna go
- 2:02:34back into by pressing Z. I'm going to go
- 2:02:36to solid view so I can see what the heck
- 2:02:37I'm doing. Then I'm going to place an
- 2:02:39edge loop here. Actually, I'm going to
- 2:02:41go back to rendered view. Is that right?
- 2:02:43H, let's do it lower. H, never mind.
- 2:02:45I'll just do it in rendered view. So,
- 2:02:46I'm going to place an edge loop right
- 2:02:48above where this is going right here.
- 2:02:50And I'm going to place another edge loop
- 2:02:52right here where this is going. So, you
- 2:02:56can actually mess with the model's
- 2:02:58geometry in order to get your UVs
- 2:03:00looking better. Um, and I'll explain
- 2:03:02what that means in a second. So, with
- 2:03:04those two new edge loops above and below
- 2:03:07our like kneecap here, I'm going to go
- 2:03:09back to the selection tool. I'm going to
- 2:03:11press Alt A to make sure I have nothing
- 2:03:13selected. Oh, I got to make sure I'm on
- 2:03:14face select. I'm going to press three.
- 2:03:16Make sure I'm fa on face select. Then
- 2:03:18I'm going select all these new faces we
- 2:03:19just made.
- 2:03:21Then I'm just going to move them up like
- 2:03:24that. And bada bing, bada boom, we
- 2:03:26solved our problem. It that seems jank.
- 2:03:29That seems like wait, you can do that.
- 2:03:31But you can you can absolutely do that
- 2:03:33sometimes. So now our legs are are done.
- 2:03:35Especially because again, when we're
- 2:03:37rigging this later, we're not just
- 2:03:39adding this extra geometry for the sake
- 2:03:41of UVs. This is also going to help us
- 2:03:44tremendously when we are rigging our
- 2:03:46model. though. Now, with that out of the
- 2:03:48way, I am going to move on to the next
- 2:03:50part of our model, which will be the
- 2:03:52hand. So, with the hand selected again,
- 2:03:55material tab, get that love body
- 2:03:58material on there, which looks very
- 2:03:59strange right now. And I'm going to look
- 2:04:02at how I did this on my final model.
- 2:04:05Yeah.
- 2:04:07All right. So, I'm going to go to tab
- 2:04:10and click on these two faces right here.
- 2:04:13Again, if you want to see what I'm
- 2:04:14doing, that's what I'm doing. Click in
- 2:04:16these two faces. And I'm going to press
- 2:04:18U, project from view. And move this on
- 2:04:22over like so.
- 2:04:25The front view in my reference. Let's
- 2:04:26see how I did this. Yep, that makes
- 2:04:29sense. That is super duper easy. Think I
- 2:04:33rotated it a little bit as well,
- 2:04:37like so. But again, doesn't really
- 2:04:40matter. It's very stylized. I think I
- 2:04:43inverted this. Actually, I did.
- 2:04:45Interesting. So, I'm going to press
- 2:04:46scale. So, S, then
- 2:04:50X. So, going to press select everything.
- 2:04:53S X and then make sure the scale is on
- 2:04:57negative one on the X axis. Right here
- 2:04:59in the resize tab. And I'm going to kind
- 2:05:02of rotate this and move it in place like
- 2:05:05that. There we go. So, now that that's
- 2:05:08done, I'm pretty sure this is just solid
- 2:05:10colors except this part. Yeah, it is.
- 2:05:12And because again this is flat shaded, I
- 2:05:14can literally just select this top face,
- 2:05:16project from view,
- 2:05:18move it down, just have this flat
- 2:05:21shaded. So just like this face, have
- 2:05:23that flat shaded. It's like these two
- 2:05:24back faces.
- 2:05:26Press U project from view. Move them
- 2:05:29over.
- 2:05:31Avoid having overlapping uh UVs here.
- 2:05:35But again, not a huge huge deal unless
- 2:05:37you're doing something very specific
- 2:05:38here. Select this one. you project from
- 2:05:41view this over.
- 2:05:45You can always get rid of overlapping
- 2:05:47UVs when you're done with your model.
- 2:05:49That's not too hard. So now I'm going to
- 2:05:51select this part of our model right
- 2:05:52here. Do both at once. Ooh, that's
- 2:05:55terrible alignment.
- 2:05:58My model is not perfect, y'all. However,
- 2:06:01no one has noticed this until just now,
- 2:06:02but you got to think about that. Like I
- 2:06:04am the only one who notices this, I'm
- 2:06:06sure. So I'm going to select on this.
- 2:06:09Then it looks like I really scaled this
- 2:06:11in a weird way. So I'm going to select
- 2:06:12these two top verts. Making sure I'm on
- 2:06:14vert select by pressing one in the UV
- 2:06:15editor. These down these up.
- 2:06:19That looks odd.
- 2:06:23How did I do this again? Oh, so this is
- 2:06:26upside down. So I'm going to rotate this
- 2:06:28180°.
- 2:06:30180.
- 2:06:32Interesting. I'm going to double check
- 2:06:34how I did this on my model. This is why
- 2:06:35referencing is so useful cuz I don't
- 2:06:38remember this stuff a lot of the time.
- 2:06:40Interesting. So, it looks like I select
- 2:06:43I like put the face like here and here.
- 2:06:45So, I'll kind of replicate that here.
- 2:06:48This up
- 2:06:52this down.
- 2:06:55Hm. Oh, wait. Is this inverted? Let me
- 2:06:57scale this. So, I'm going to scale this
- 2:07:01on the Y axis.
- 2:07:05One.
- 2:07:07Yes, it is. Right. No, it is not.
- 2:07:11See, this could be a little confusing,
- 2:07:13but you really just have to experiment
- 2:07:14this this stuff. There's not a perfect
- 2:07:16way of doing it. You kind of just got to
- 2:07:18mess around and be like, "Okay, how do I
- 2:07:20replicate what's in my turnaround
- 2:07:23drawing that I made?" You know, you just
- 2:07:24got to think about that. And whatever
- 2:07:27method you'd use to get there is fine.
- 2:07:28So I'm going to say that's good enough.
- 2:07:30I'm going to select this face right
- 2:07:31here. U project from view. And I can
- 2:07:34select both of these faces and kind of
- 2:07:35line them up. However imperfectly
- 2:07:38kind of line them up like this.
- 2:07:42Just kind of do something like this.
- 2:07:47Like so. And that looks pretty terrible.
- 2:07:49So I'm going to just select this face
- 2:07:50and kind of get it looking less
- 2:07:52terrible.
- 2:07:54Hopefully. Zoom in.
- 2:07:56move these over. And I'm not talking
- 2:07:58about the hotkeys I'm using because you
- 2:07:59already know these. These are just the
- 2:08:01hot keys we use to navigate the 3D
- 2:08:04viewport. It's all I'm pressing and just
- 2:08:07moving this stuff around. And don't feel
- 2:08:09like you need to follow me perfectly cuz
- 2:08:11you really really do not need to do
- 2:08:12that. And that's still very jank. So I'm
- 2:08:15going to see if I can fix this a little
- 2:08:16bit. Again, does not need to be perfect
- 2:08:20at all. Go to hide overlays with shift
- 2:08:22alt C.
- 2:08:24Select this face three on my keyboard.
- 2:08:27Just line this up like that.
- 2:08:30These verts by pressing one box
- 2:08:33selecting and line those up like so. And
- 2:08:36that's still not perfect. You can see
- 2:08:37it's not perfect, but you zoom out and
- 2:08:39it's like literally who would notice
- 2:08:41that, you know? Um there's a certain
- 2:08:43point you get to where it's just like,
- 2:08:45you know, who cares? Like who cares? No
- 2:08:47one is going to notice or care about
- 2:08:49that except you. So in my case here, I'm
- 2:08:52going to say that hand is good enough
- 2:08:54and move on to the next part of our
- 2:08:55model, which I'll say is the arm here.
- 2:08:58So going to again reference my model
- 2:09:01here on the left. See how I did this?
- 2:09:04Click on my arm. And I did some
- 2:09:05interesting things here. So this is
- 2:09:08another part of making a texture map
- 2:09:10that I'd like to talk about, which is
- 2:09:12kind of about when you're Let me select
- 2:09:16my model here so I can show you what I
- 2:09:18mean. Oh, I have I have viewports
- 2:09:20overlays disabled. So, if you don't see
- 2:09:22your selection, you're freaking out.
- 2:09:23Don't worry. Press shift alt C to turn
- 2:09:25them back on again. If you can't tell, I
- 2:09:27don't normally use that hotkey. I have
- 2:09:28it found to my mouse,
- 2:09:31but that's what it is. So, that's what
- 2:09:32I'm going to teach you. Um, so for this
- 2:09:35bottle here, you're going to notice
- 2:09:36these three shades of red. I used this
- 2:09:39to shade this arm. So, in my texture
- 2:09:42map, I just had a light red, a deeper
- 2:09:44red, and like a super deep shadowed red.
- 2:09:47And all I did was U project from view,
- 2:09:51grab these faces, scale them down, and
- 2:09:54kind of just put them in their area. And
- 2:09:56of course, we don't see anything because
- 2:09:58I forgot to go to the material tab and
- 2:10:00get the love champ body material on
- 2:10:02this. Now, we can see what we're doing.
- 2:10:04So,
- 2:10:05now that I have this all enabled, you're
- 2:10:07going to see that this is literally just
- 2:10:09a flat color. This is a flat color. This
- 2:10:13is a flat color. I hope this is starting
- 2:10:16to seem boring. That's good because that
- 2:10:19means you can tell that this is actually
- 2:10:20not complicated what I'm doing at all.
- 2:10:22It's kind of just a little laborious,
- 2:10:25but it can be fun. I I will say it can
- 2:10:27be fun. So, with that being a flat
- 2:10:30color, I'm going to select this face,
- 2:10:32this face, this face, and this face.
- 2:10:35And this face. Yeah. And you project the
- 2:10:38view. Grab them. Put them into this
- 2:10:41shadowed color right here. Go back to
- 2:10:43object mode. See what I'm doing? Looks
- 2:10:45pretty good. So, I'm going to go back to
- 2:10:47the back part of this arm. Select all
- 2:10:49these faces. This, this, this, and this
- 2:10:52face. U project from view. Grab. Scale
- 2:10:56it down.
- 2:10:58And that's looking pretty not good cuz
- 2:11:00that's a shadow one. So, I want to move
- 2:11:02this up.
- 2:11:04There we go. Awesome. So on the top of
- 2:11:07our model here, we actually have this
- 2:11:09line that continues because I have this
- 2:11:12arrow texture. But before we do that, I
- 2:11:15want to get this bottom part in which is
- 2:11:18shadowed cuz I wanted it to feel like
- 2:11:19this part wasn't shaded. So I'm going to
- 2:11:20click on this face. U grab this face.
- 2:11:24Move it into this shadowed part like so.
- 2:11:28This is like the deep shadowed part.
- 2:11:30This is like the middle shadowed part.
- 2:11:32It's looking pretty good. And all the
- 2:11:34bottom part of the arm here is this like
- 2:11:36middle shadow. So I'm going to select
- 2:11:38all these faces in edit mode.
- 2:11:42Yep. All these faces. You protect from
- 2:11:44view and move them over to this middle
- 2:11:47shadowed part. So
- 2:11:50that's looking pretty good,
- 2:11:52I think. Oh, so these faces are actually
- 2:11:55supposed to be in the deeper shadowed
- 2:11:58parts. I'm going to move them down like
- 2:12:00that. Looking good. Looking good. All
- 2:12:04right. So, now we want to do this part
- 2:12:08here, which is a little different the
- 2:12:10way I did it. So, I'm going to select
- 2:12:11this front face, this back face, go to
- 2:12:14the front view, view, project from view,
- 2:12:17and
- 2:12:18I want to line this up with this part.
- 2:12:21But I'm also going to select this face
- 2:12:23and this face to view. Project from
- 2:12:26view. Then select all of these faces
- 2:12:29like so.
- 2:12:31A to select all and move them over.
- 2:12:34Select this face.
- 2:12:36Move it over.
- 2:12:38And scale these
- 2:12:41like so. I think I had this. Let's see
- 2:12:43how I did it on my model here.
- 2:12:49Yeah, I kind of just lined them up so
- 2:12:51they're kind of smaller than this. I'm
- 2:12:52going to press G.
- 2:12:55Kind of move them over like this.
- 2:12:59Back to edit mode just so I can see what
- 2:13:00I'm doing.
- 2:13:02You do kind of want the scale of these
- 2:13:04to be the same. So, I'm going to select
- 2:13:06my verts here and kind of like line them
- 2:13:08up and see how that looks. Might not be.
- 2:13:11Oh, no. We don't want to do that. Haha,
- 2:13:12never mind.
- 2:13:14But you do want the scale of them to be
- 2:13:16roughly the same. And this one feels a
- 2:13:18little bit bigger than the other. So,
- 2:13:19I'm going to scale it up
- 2:13:22like that.
- 2:13:24But you don't want these weird lines.
- 2:13:26I'm just going to move it over to taste.
- 2:13:29This does not need to be perfect.
- 2:13:30There's no math going on here. I'm just
- 2:13:32eyeballing it. I am literally just
- 2:13:34eyeballing it.
- 2:13:36It's over.
- 2:13:38I'm pressing G plus Y to keep it locked.
- 2:13:40Excuse me. G plus X to keep it locked on
- 2:13:42the X axis when I'm moving it.
- 2:13:45This This feels a little bit more
- 2:13:47pixelated than this. So, I'm going to
- 2:13:49scale it like this. And again, eyeball
- 2:13:52eyeball it. Just move it over.
- 2:13:55And that's good enough. So, now let's do
- 2:13:58the top part here. edit mode.
- 2:14:00I'm going to select all of these faces
- 2:14:02just referencing how I did on my model.
- 2:14:04So go back to our project
- 2:14:06all these faces
- 2:14:09and then with my viewport kind of here
- 2:14:13going to do U project from view. Select
- 2:14:16this. Rotate it like this. Put it on
- 2:14:20this big arrow we have down here. And
- 2:14:22now
- 2:14:24how did I do it? Looks like I kind of
- 2:14:26just scaled it like this.
- 2:14:30And look at that. That's pretty cool
- 2:14:32looking already, fellas. That's looking
- 2:14:34pretty nice. I'm liking that. So, I'm
- 2:14:37going to try to scale it on
- 2:14:40and move it scale it on the Yaxis a
- 2:14:43little bit because I think that looks a
- 2:14:45little better.
- 2:14:46Cool. Move it over a bit. H. We don't
- 2:14:48really want that. Leave it like that.
- 2:14:51Then we'll get this top face right here.
- 2:14:53And I can't see anything cuz I turned
- 2:14:54off overlays. Shift, Alt Z to turn them
- 2:14:56back on. This face it over.
- 2:15:03Project from view. Grab this. Move it
- 2:15:06over.
- 2:15:08Rotate this. Uh, rotate it like 90°.
- 2:15:1390°.
- 2:15:16My case here. Our case may vary, which
- 2:15:18is fine. I'm going to isolate my model
- 2:15:20by pressing this forward slash on my
- 2:15:21keyboard, the one next to shift. I'm
- 2:15:23also going to turn off this modifier in
- 2:15:26edit mode so that it's not distracting
- 2:15:28me. The other arm rotate, move it down.
- 2:15:32And again, I am literally just
- 2:15:33eyeballing this. There's a
- 2:15:36mathematically perfect way of doing
- 2:15:37this, but personally, I don't really
- 2:15:39care.
- 2:15:42I am totally fine with doing it like
- 2:15:44this. I'm actually going to unwrap this
- 2:15:46again. You project from view.
- 2:15:51Rotate that. Scale it down a little bit.
- 2:15:55So, it's looking a little bit like that.
- 2:15:57And honestly, it's pretty hard to see.
- 2:15:59Freaking hard to see that.
- 2:16:02So, it's not a huge deal if it's not
- 2:16:05perfect, but I'm a little bit of a
- 2:16:07perfectionist. So, I'm going to move it
- 2:16:09over like that.
- 2:16:11That's not perfect. Not that it needs to
- 2:16:14be, but I'll scale it. And that is good
- 2:16:17enough. That is our arm. I think I don't
- 2:16:21think I did anything differently in the
- 2:16:23actual model. No, looks like that's a
- 2:16:26different shade. Oh, that's interesting.
- 2:16:29So, I had this part be like more shadow
- 2:16:30than the rest. I can do that here. So,
- 2:16:32let's select all these.
- 2:16:34Go to my UV editor. Move this up. That
- 2:16:38looks a little bit better. I see why I
- 2:16:39did that. All right. Cool. And that's
- 2:16:42our arm. And this stuff is so
- 2:16:45repetitive. I really do hope you're
- 2:16:48bored. That's a good thing. So, I'm
- 2:16:49going to go back to the material
- 2:16:50properties editor, new love chan body. I
- 2:16:53hope by watching this, you kind of just
- 2:16:54want to get doing it yourself. Um, cuz
- 2:16:58this is again, it's not complicated at
- 2:17:00all. So, I'm going to select all these
- 2:17:01front faces under jacket here. I'm
- 2:17:03actually going to hide the I'll keep it
- 2:17:05visible in this case. And I'll do view
- 2:17:08project from view. Grab
- 2:17:11and move this over. I think this is just
- 2:17:14Oh, yeah. I think I did this a little
- 2:17:16bit different actually. So, I'm going to
- 2:17:18for now move all these to like that
- 2:17:20middle shading thing right here.
- 2:17:27Go to edit mode to see what this is
- 2:17:28looking like. Yeah. No, this one. It's
- 2:17:30going to be like the highlight quote
- 2:17:32unquote. I hope you don't hear that
- 2:17:34mower. I hate mowers. They ruin so many
- 2:17:37recording sessions. Oh my god. You have
- 2:17:39no idea. I'm going to move this to this
- 2:17:43like blue shading part. I think it might
- 2:17:45even be right there. Is it? We'll see.
- 2:17:48So, we're going to move these faces
- 2:17:50right here into this like blue shedding
- 2:17:52part. So, I move these. Oh, you can
- 2:17:54definitely hear that over. I'm so sorry.
- 2:17:57This right here.
- 2:18:00I think I actually did it differently on
- 2:18:02my model.
- 2:18:04All these. Oh, no. Yeah, I did.
- 2:18:06Interesting. So, yeah, that's totally
- 2:18:09fine. That's one way of doing it. I
- 2:18:11think these need to get unwrapped,
- 2:18:13though. So, I'm going to select this
- 2:18:14face. This face. uh project from view
- 2:18:17and that's totally a messed up way of
- 2:18:18doing it but that's fine because this is
- 2:18:20just a flat color so you're not going to
- 2:18:22see any visible texture distortion right
- 2:18:24so with those selected I'm now going to
- 2:18:27select this
- 2:18:29and
- 2:18:31I will also select this face and this
- 2:18:34face actually just these faces
- 2:18:37just this
- 2:18:40yeah I just select these front faces
- 2:18:42right here and then U check from view
- 2:18:45grab these
- 2:18:46Grab both of these
- 2:18:48and then kind of do this.
- 2:18:52Line them up. I think this is supposed
- 2:18:53to be inverted.
- 2:18:55180 or rotated, not inverted. Yeah,
- 2:18:58there we go. It's looking a lot better.
- 2:19:06Move these around like so.
- 2:19:09And yeah, that's looking good from the
- 2:19:12front and back. I'll do on the side.
- 2:19:14three front slash to isolate our model.
- 2:19:17U not I U project from view. Press A to
- 2:19:22select all. And I am literally just
- 2:19:25going to eyeball this again.
- 2:19:28Again, rotate that 180°.
- 2:19:32Move this down like so.
- 2:19:35Good enough.
- 2:19:37Unisolate
- 2:19:39front view. Let's do the tummy. So,
- 2:19:42let's select the front tummy and the
- 2:19:44back of the tummy.
- 2:19:46U project from view. Select this.
- 2:19:50I think I just Yeah, I can just do it
- 2:19:52here. It's fine.
- 2:19:56Mower. Ignore the mower. Ignore that
- 2:19:59mower, please. All right, that's good
- 2:20:01enough. This face mode view protect from
- 2:20:04view this face and scooch it on over.
- 2:20:08I'm just gonna eyeball this again
- 2:20:09because it literally does not really
- 2:20:11matter that much. It's fine. All right,
- 2:20:15that is imperfect. And you can make this
- 2:20:17as perfect as you'd like in your own
- 2:20:19time. I'm just showing you a little bit
- 2:20:21of how I do things. So, just like this,
- 2:20:24this and this face. Again, don't have to
- 2:20:26worry about this side cuz it's mirrored.
- 2:20:28And then press U check from view. All
- 2:20:31those selected and put all these in the
- 2:20:34shadowed area of my texture shader right
- 2:20:37here. And this is just like a little I
- 2:20:39don't know if you call that a gradient.
- 2:20:40It's not really a gradient. Not a smooth
- 2:20:41gradient. Anyway, so I actually want
- 2:20:43these UVs to be on the same part of my
- 2:20:45UV map that the the whatever this is
- 2:20:48called. This part of a sweater collar.
- 2:20:51That's not the collar. Sleeve. Uh it's
- 2:20:54escaping me. The wrist. Whatever.
- 2:20:57There's a word for that. Uh I'm going to
- 2:20:59select these UVs. Actually, just the
- 2:21:02front and back UVs. Then I'm going to
- 2:21:05I'm going to project them from view
- 2:21:06again. Not press I. Press U. Project
- 2:21:08from view. Then move them over right
- 2:21:12here.
- 2:21:14And
- 2:21:17tab to see how that's looking. It's
- 2:21:20fine. Looks fine. I'm going to press GX
- 2:21:23to slide them over. See if that looks
- 2:21:25any better.
- 2:21:28I don't like No, I I actually like that
- 2:21:30as is. Cool. So, I'm going to go tab
- 2:21:32edit mode.
- 2:21:34I'm noticing that this did not come with
- 2:21:36me. Oops.
- 2:21:40You project from view. Grab this. Scooch
- 2:21:42it over. I'm going to see what this is.
- 2:21:44This one's scaled like kind of just like
- 2:21:47copy it by selecting both faces and then
- 2:21:49going to UV manager, going to face
- 2:21:51select and just line this up roughly cuz
- 2:21:53you're never going to actually see these
- 2:21:55at the same time. But then I see that's
- 2:21:57kind of causing a weird issue visually.
- 2:22:00So I'm going to move this over.
- 2:22:02So looks like that. This looks pretty
- 2:22:04good. Tab. Select face. U project from
- 2:22:08view. Grab this. Scooch it on over. Move
- 2:22:12it down.
- 2:22:14Shift alt z. Shift alt z.
- 2:22:17Scooch.
- 2:22:19Scale is wrong. So scale it
- 2:22:23uh scale it up a little bit over.
- 2:22:31Scale it a little bit more. Maybe just
- 2:22:33on one of the axes.
- 2:22:36I mean, it's fine.
- 2:22:38GZ. Again, I'm just just do this to
- 2:22:41taste. Do not worry about every last
- 2:22:42action I'm making here. It really is not
- 2:22:45need to be perfect. I hope that is a big
- 2:22:47takeaway people have about UVs is that
- 2:22:49they're kind of just whatever. You just
- 2:22:51got to do whatever. We're going to say
- 2:22:53that's good enough for now. You can mess
- 2:22:54with that more in your own time. So,
- 2:22:57that's how she is looking so far. And
- 2:23:00now let's move on to the next part. Ah,
- 2:23:02just kidding. There's some issues back
- 2:23:04here. So, we got to go slash to hide
- 2:23:05this and fix these up. Oh, yeah. Cuz
- 2:23:09these also have lines, too. So, that got
- 2:23:11a lot of mileage, didn't it?
- 2:23:12Interesting. So, I'm going to isolate
- 2:23:16our model, our final model here. Click
- 2:23:18these faces. And again, these can be
- 2:23:20messed up cuz this is flat shaded on my
- 2:23:22model here. So, I'm just going to move
- 2:23:23them over like so to this like quote
- 2:23:27unquote highlight part. It's looking
- 2:23:29good. Looking good.
- 2:23:32Now, we want to do this top part here.
- 2:23:34So, I'm going to select these two. Front
- 2:23:35view by pressing one on my numpad.
- 2:23:37Protect from view. Grab them. Move them
- 2:23:40to this area.
- 2:23:42That looks fine. Tab this view. View.
- 2:23:45Project from view. Grab them.
- 2:23:48This area.
- 2:23:51Uh, it doesn't look right cuz it's get
- 2:23:53that black pixels we don't actually want
- 2:23:56here in this case.
- 2:24:01a scale
- 2:24:03and cheesy. Move it over like so.
- 2:24:10Not perfect.
- 2:24:12Good enough.
- 2:24:14Get out of this orthographic view. And
- 2:24:16you're going to see that I actually
- 2:24:18inset these faces a little bit here. We
- 2:24:20can do that really quickly. So, I'm
- 2:24:22actually going to press tab, then
- 2:24:25isolate our model, front slash on our
- 2:24:26keyboard. And then with my model
- 2:24:28isolate, I'm going to select this, this,
- 2:24:30and this. And then I'm going to press E.
- 2:24:32Then I'm not going to do anything. Not
- 2:24:34going to even move my mouse. I'm going
- 2:24:35to press S to scale that in like that.
- 2:24:38So, with this scaled in, I want these on
- 2:24:40zero. So, I'm click this vert. I'm going
- 2:24:43to shift click this vert
- 2:24:45or excuse me, N, and move these over.
- 2:24:49So, making sure I have global selected
- 2:24:50here. I'm going to press click on X. So,
- 2:24:53that is zero. So, with global, these are
- 2:24:55now on zero, which is great. Now, I'm
- 2:24:58going to press three on my keyboard. So,
- 2:24:59I'm going to face select just like all
- 2:25:01these faces.
- 2:25:03Then do U project from view. Grab this
- 2:25:07and put it in this shadowed area right
- 2:25:08here.
- 2:25:10See how that's looking? That's pretty
- 2:25:11good. I like that. Sweet. Then I'm going
- 2:25:15to select go back to edge select. So,
- 2:25:17we're going to click on go back to edit
- 2:25:19mode, press two, select all these edges,
- 2:25:21and then press E to extrude down. Press
- 2:25:24E, then C. So, it's like perfectly
- 2:25:25extruded down. Press for/ get out of
- 2:25:28that view. That's looking pretty good.
- 2:25:31There we go. It's looking a lot better.
- 2:25:32So, that is the torso finished. So, now
- 2:25:36let's do the neck here, which is very
- 2:25:38easy. Just select the neck here, the
- 2:25:40neck model. Press tab. Well, actually,
- 2:25:42we need the material first. So, get that
- 2:25:44material on there. Then select
- 2:25:47everything with a and I'm just going to
- 2:25:49U project from view. Then grab it and
- 2:25:52move it to our shadowed area if I'm
- 2:25:54remembering correctly. What does it look
- 2:25:56like? Yes. So it's our neck is the exact
- 2:25:58same color as the shadowed area of our
- 2:26:01jaw. So I'm going to move all these UVs
- 2:26:03to right there. And that looks pretty
- 2:26:07awesome. So that's done. Super easy. The
- 2:26:10only things left are the hair and this
- 2:26:13waist section. So, going to select the
- 2:26:15waist and isolate it by pressing forward
- 2:26:18slash on my keyboard. And I'm going to
- 2:26:21make sure that in edit mode, we're not
- 2:26:23going to see the other half of well,
- 2:26:25we'll keep the other half visible, but
- 2:26:26obviously we want the material on here.
- 2:26:28So, I'm going to do that, which you
- 2:26:30should definitely know how to do by now.
- 2:26:31And I'm going to press tab to enter edit
- 2:26:33mode. Going to select all these front
- 2:26:35faces like so. I don't even remember how
- 2:26:37I did this. We're about to figure out.
- 2:26:39Project from view. Select this up here.
- 2:26:45And that is looking pretty good. I'm now
- 2:26:48remembering that I actually applied my
- 2:26:51mirror modifier on my model here because
- 2:26:54this is an asymmetrical texture. The
- 2:26:57lines from one side of the waist to the
- 2:26:59other are not like perfectly
- 2:27:00symmetrical. So, I'll show you how to do
- 2:27:02that in this case here after I'm done
- 2:27:04doing the UVs
- 2:27:06cuz otherwise it would be super super
- 2:27:08annoying. So, I'm going to do this side
- 2:27:10here. Go to the right view. U project
- 2:27:14from view. And I'll grab these UVs. And
- 2:27:16I already know that these go right here.
- 2:27:19Like so. I'll try to line them up
- 2:27:22generally how these are set up. Wow,
- 2:27:25that looks terrible. Wow. What the heck
- 2:27:26did I do here?
- 2:27:29So again, maybe uh not the greatest map
- 2:27:33in the world, but this is going to
- 2:27:35happen with everybody when you're
- 2:27:36learning UVs, and it's fine. It is a
- 2:27:39learning experience. I'm going to press
- 2:27:42these down.
- 2:27:44So this up like that. Then I think I'll
- 2:27:50And again, I'm just moving vertices. So
- 2:27:51I'm pressing one and just moving
- 2:27:53vertices around. I'm going to press Y to
- 2:27:56move these a bit down
- 2:28:00like that.
- 2:28:03So now this is nice and lined up. Go to
- 2:28:05the back view.
- 2:28:07And again, I'm not going to make this
- 2:28:08perfect. This is not about perfection.
- 2:28:10But I'm going to select all these back
- 2:28:11faces right here. U project from view.
- 2:28:16And I'm going to grab this
- 2:28:18and line it up like this. Make sure it's
- 2:28:22lined up with these as well as best as I
- 2:28:26can.
- 2:28:31Put this kind of at the center like
- 2:28:32this. Just to see what that looks like.
- 2:28:35This is clearly supposed to be down
- 2:28:37here.
- 2:28:40And I did some weird stuff on this UV
- 2:28:42map. Don't do this.
- 2:28:45Oh boy.
- 2:28:47But that's fine. You know, that is how
- 2:28:49learning works. I'm literally just
- 2:28:51selecting these verts, box selecting G +
- 2:28:53Y, just like we've been doing in 3D
- 2:28:56viewport. I'm not doing anything special
- 2:28:58here.
- 2:29:02Sometimes you do need to do weird things
- 2:29:03like this. But other times, this can be
- 2:29:04totally avoided by just having a UV map
- 2:29:07done before uh you make your texture.
- 2:29:10Cuz that's the problem with this
- 2:29:11texture. I believe I did it the other
- 2:29:13way around where I made a texture, then
- 2:29:14I tried to do a UV map on top of that.
- 2:29:17That is not ideal. I wouldn't recommend
- 2:29:19that when you're especially when you're
- 2:29:20starting out because you get weird stuff
- 2:29:21like this where it's like they don't
- 2:29:23line up. It's very strange. Um and you
- 2:29:27have to do some weird stuff like this.
- 2:29:28But yeah, so I'm going to say that is
- 2:29:33definitely misaligned still.
- 2:29:37Again, box selecting and then pressing G
- 2:29:39+ Y. Excuse me. G plus Yeah. No, G plus
- 2:29:44Y. I didn't misspeak. That is correct.
- 2:29:48That's looking all right. I'm going to
- 2:29:49go to this box bottom part box like
- 2:29:51this. G plus box like this. Then press G
- 2:29:55plus Y.
- 2:30:00That looks good enough. All right. So
- 2:30:02now I'm going to select right here.
- 2:30:04Press U. Actually I'll go this
- 2:30:07orthographic view. You project from
- 2:30:09view.
- 2:30:10And I'll get this.
- 2:30:13And I'm going to
- 2:30:15now make sure this is hidden in object
- 2:30:17mode or excuse me, edit mode so I can
- 2:30:19see what I'm doing. So I'm just going to
- 2:30:20press this little thing on our modifier
- 2:30:22here to make sure that's hidden edit
- 2:30:23mode.
- 2:30:25And I'm just going to line this up by
- 2:30:27moving our verts around
- 2:30:31the bottom verts around. It's kind of
- 2:30:33lined up.
- 2:30:34This is what I'm talking about. That
- 2:30:36weird pixelization. This could be
- 2:30:37avoided if I set up my texture map a
- 2:30:39little bit differently. But again, this
- 2:30:42happens to everyone. It's a learning
- 2:30:43process when you're starting out and
- 2:30:46it's certainly not something I will try
- 2:30:48to do ever again.
- 2:30:50Try to make your UV maps before you make
- 2:30:53your texture maps, folks. Let this be a
- 2:30:55learning lesson.
- 2:30:57Okay, I'm so sorry. I'm sure you can
- 2:30:59hear that weed whacker outside. I
- 2:31:01apologize if you can't. I'm just a sound
- 2:31:03like a crazy person, which is
- 2:31:06that's cool. I love that.
- 2:31:09So, I'm going to select this face. U
- 2:31:11project from view. I think this is just
- 2:31:14blue. Honestly, I'm just going to move
- 2:31:15it into the blue area. And that's her
- 2:31:17torso. But as I just said, this torso
- 2:31:20was actually as actually we should do
- 2:31:22the top part here. These top two faces.
- 2:31:25This one. This one. You project from
- 2:31:28view. Color. Did I do these? I did them
- 2:31:31blue. So move these into the blue zone
- 2:31:34like so. There we go. Unisolate our
- 2:31:38model. It's looking pretty good. Pretty
- 2:31:40good.
- 2:31:42Oh yeah, I have to do the bottom part.
- 2:31:43So I'm going to isolate again. Select
- 2:31:46this bottom face. It's just one face.
- 2:31:47Yep. So you project from view.
- 2:31:51This is actually a shadowed color,
- 2:31:52interestingly. So I'm going to press G
- 2:31:54to move this over to what I assume was
- 2:31:57the shadowed area, which is probably
- 2:31:58right here. Yeah, that looks good. Cool.
- 2:32:02So I'm going to unisolate by pressing
- 2:32:04forward slash on my keyboard. That's
- 2:32:06looking pretty good. Pretty good. I'm
- 2:32:09I'm tempted to shadow this face. I'm
- 2:32:12going to isolate again because I'm
- 2:32:15curious what that would look like if I
- 2:32:16move this into this shadowed area.
- 2:32:20Eh, that looks kind of weird. I can see
- 2:32:21why I didn't do that.
- 2:32:24You can see the model disappeared when I
- 2:32:26undid it there. That's just a bug. Just
- 2:32:28isolate your model again. You should be
- 2:32:29fine. Yeah, that looks fine. All right.
- 2:32:32So, we just modeled or excuse me, UVed
- 2:32:34our waist. That is now done. except we
- 2:32:38want this asymmetry. So to do that to
- 2:32:42make sure that it's not just like
- 2:32:43exactly the same on both sides, it's
- 2:32:45going to look a little bit better if
- 2:32:46this is asymmetrical. Um, and I'm
- 2:32:48noticing this is a little bit incorrect.
- 2:32:50Select all these faces and move them
- 2:32:52like this.
- 2:32:56That's how that's supposed to be, which
- 2:32:58means I have to change these as well.
- 2:33:02So I'm going to select the Wait, no, I
- 2:33:04need to select all three of these. So,
- 2:33:05it's like this. This this. Go to vertex
- 2:33:08select. Grab all of them and make sure
- 2:33:10they're aligned by pressing G plus Z.
- 2:33:15Like that.
- 2:33:18Oh, that's definitely messed up now cuz
- 2:33:21like these bottom ones. G plus Z. Line
- 2:33:23them up.
- 2:33:25And that is
- 2:33:28G plus this a bit. G plus
- 2:33:32G plus Z.
- 2:33:38That is far from perfect and there are
- 2:33:40better ways of doing that. But again,
- 2:33:41this is tutorial. You can take all the
- 2:33:44time you want in the world to make this
- 2:33:45as perfect as possible. I'm trying to
- 2:33:47avoid that for the sake of time. So,
- 2:33:49we're going to say that this is good
- 2:33:50enough for the waste. And again, if you
- 2:33:52want to reference the final final 3D
- 2:33:54model I made here, please consider
- 2:33:55getting the Gumroad course because this
- 2:33:57is something you can look at and
- 2:33:58reference directly like the actual blend
- 2:34:00file and 3D model here. So, with all
- 2:34:02that out of the way, now that the UVs on
- 2:34:04this are done, we want to make them
- 2:34:07asymmetrical because in our texture map,
- 2:34:10you can see we didn't just have half. If
- 2:34:12we wanted just half of something, we
- 2:34:13could like do something like what we did
- 2:34:15with the feet here where um because this
- 2:34:17is the feet are symmetrical on both
- 2:34:19sides, like this is the same as this. We
- 2:34:21only did half of the feet and we just
- 2:34:23put our UVs on top of each other. But
- 2:34:25you can see here if we select all of our
- 2:34:28uh UVs here, we select all of our faces
- 2:34:31rather in the 3D viewport, you're going
- 2:34:33to see that the UVs don't actually use
- 2:34:36this texture space. So, it's just being
- 2:34:38wasted. So, to fix that, I'm going to go
- 2:34:41to our mirror modifier here in the
- 2:34:43object mode. So, make sure you're in
- 2:34:44object mode cuz you can't do this in
- 2:34:45that mode. And go to apply. So, with our
- 2:34:48mirror modifier applied, we can now go
- 2:34:50to our front view and select half of our
- 2:34:53model. And I'm just going to do this by
- 2:34:55doing a box selection like this.
- 2:34:58And then I'll just select the rest of
- 2:34:59the faces here manually. Like that. I
- 2:35:02think that's just the front ones.
- 2:35:03Perfect. Then I'm going to scale this
- 2:35:06negative one. So I'm going to scale
- 2:35:08right pressing S. Then I'm press X and
- 2:35:12do one right here. One. Then I'm going
- 2:35:15to move these by pressing G plus X. Move
- 2:35:20them over
- 2:35:22this. So now this is asymmetrical, which
- 2:35:25just looks and feels a little better. So
- 2:35:26that's what it looks like when it's
- 2:35:27symmetrical. This is what it looks like
- 2:35:29when it's asymmetrical. It just looks a
- 2:35:31little bit better. I'll do that on the
- 2:35:33back as well on the butt here. So go to
- 2:35:36the back view.
- 2:35:39Select all of these.
- 2:35:42Cool. Then S
- 2:35:45to scale. X to scale on the X axis. do
- 2:35:49one
- 2:35:52g plus x to move them over
- 2:35:55like so. We're noticing a bit of an
- 2:35:58issue here. I'm going to have to select
- 2:35:59these verts and just move them on in.
- 2:36:01And that's fine.
- 2:36:04That is totally fine. That's how to
- 2:36:06recommend the workflow where you do it
- 2:36:08mirrored first and then you do it uh
- 2:36:11asymmetrically because it's just going
- 2:36:13to end up saving you time. So that is
- 2:36:15the waist done. The only thing that
- 2:36:16remains is the hair here. Right before I
- 2:36:18do that, I'm actually noticing this is
- 2:36:20supposed to be shadowed. So, I'm going
- 2:36:22to select all these faces right here.
- 2:36:23Should select all of them, then grab
- 2:36:26them and move them into this shadowed
- 2:36:28area. Yeah, that looks a lot nicer. I
- 2:36:30like that. All right, cool. So, to do
- 2:36:32the UVs on the hair here, I am going to
- 2:36:35want to isolate our model by clicking on
- 2:36:37it and pressing forward slash here. And
- 2:36:40to make this process a lot easier, I'm
- 2:36:42going to want to separate the hair from
- 2:36:44the face. So to do that, I'm going to
- 2:36:46press tab. Then I'm going to select all
- 2:36:48the faces on the face and like the under
- 2:36:51jaw here. So I'm going to click all of
- 2:36:53these. Make sure to not miss these ones
- 2:36:55up top. I'm press Z and go to solid so I
- 2:36:57can clearly see what I'm doing. Select
- 2:37:00all of these faces. So with all those
- 2:37:02faces selected, I'm going to press P on
- 2:37:04my keyboard and click selection. So now
- 2:37:07you're going to see that this face is a
- 2:37:09separate object from the rest of the
- 2:37:10hair, which is going to make our lives a
- 2:37:12lot easier. We'll go back into rendered
- 2:37:14view and I'll press click on our head
- 2:37:16model and press H to hide it. Then we
- 2:37:19just have our hair to work with. So to
- 2:37:22do the hair, first of all, I kind of
- 2:37:23just want to have the base color be
- 2:37:25accurate. I'm going to press tab, select
- 2:37:27all the faces of my hair by pressing A.
- 2:37:29Then I'll do U and then unwrap. So then
- 2:37:32we're going to have a really roughly
- 2:37:34unwrapped version of our hair. I'm going
- 2:37:36to select all in our UV editor and press
- 2:37:38G to move that over. then S to scale it
- 2:37:40down like so. And I'll move this into
- 2:37:43the top right of our hair. Like that. So
- 2:37:45now our hair is at the very least the
- 2:37:47right color. Now I want to press tab
- 2:37:50here and select all of these front faces
- 2:37:54of our hair like so. So I'm referencing
- 2:37:57what I did in our final model here. I'm
- 2:37:58going to select all of these front faces
- 2:38:00like so.
- 2:38:05Then I'm going to press U on my keyboard
- 2:38:08and do unwrap.
- 2:38:10And we can see, excuse me, I'm going to
- 2:38:12press U on my keyboard. I'm going to
- 2:38:13undo that and press project from view.
- 2:38:16Then I'm going to move this to where the
- 2:38:18hair highlights are on our model. So
- 2:38:20that's going to be right here. Then I'm
- 2:38:22going to line them up to kind of how I
- 2:38:24did it on my model. I think that would
- 2:38:27turn out pretty good. Going to scale it
- 2:38:30just like we've been scaling everything
- 2:38:31in the 3D viewport and in the UV editor
- 2:38:34like this.
- 2:38:37That's looking pretty good. All right.
- 2:38:41So, if I take the bigger view here, I'm
- 2:38:43going to see that this is actually seems
- 2:38:44a bit smaller. So, I'm going to scale
- 2:38:45this
- 2:38:47up a little bit like this.
- 2:38:51And that's looking pretty good. Looks
- 2:38:54like this ends a bit earlier on my
- 2:38:55model. So, I'm going to G and Z to move
- 2:38:58it over.
- 2:39:01I'll actually scale this um the
- 2:39:05X axis a little bit so that is a bit
- 2:39:08wider like this.
- 2:39:13Generally like that. This seems a bit
- 2:39:15high though. So, I'm going to move this
- 2:39:16down. This
- 2:39:21kind of like that. I'm try You don't
- 2:39:23need to make this perfect. And honestly,
- 2:39:25that seems like it's good enough for
- 2:39:27now. So, with that out of the way,
- 2:39:28you're gonna notice that we have all
- 2:39:29these shadowed regions in our hair,
- 2:39:31right? Um, and honestly,
- 2:39:35all I'm doing to get these shadowed
- 2:39:37regions is so easy. I'm just selecting
- 2:39:40faces, right? So, I'm selecting all of
- 2:39:43these faces below love Chan here. So,
- 2:39:47and these are just done in big chunks.
- 2:39:49So, we'll start in the back of the hair
- 2:39:51here. So, I'm going to select this face,
- 2:39:53this face, this face, this face, this
- 2:39:56face, this face, and these faces. Like
- 2:40:00so. I'll select all these faces too.
- 2:40:04Press U project from view. And I'll move
- 2:40:07all these faces into the shadowed area
- 2:40:09like this.
- 2:40:11So, now that that's done, I want to do
- 2:40:14these parts in the shadow area as well.
- 2:40:16So, I'm going to click on this head or
- 2:40:18this. I'm saying face. These are
- 2:40:19probably they are faces but tries
- 2:40:21whatever. So I'm going to click on this
- 2:40:23these tries to view you drag from view
- 2:40:26move them
- 2:40:28go to face select in our UV editor and
- 2:40:31just move them into the shadowed area
- 2:40:32like that. Also this is already looking
- 2:40:35really close. Then we want to select
- 2:40:38these faces right here.
- 2:40:41View project from view and move them
- 2:40:44down like so.
- 2:40:47So now I'm going to go to the opposite
- 2:40:49side of my model. Select these faces.
- 2:40:50Press U. Project from view. Grab them.
- 2:40:54Move them. Scale them, etc., etc.
- 2:40:58And now it's already looking really
- 2:41:00close. It's pretty cool.
- 2:41:03I can already see that there's some
- 2:41:06differences between our model and my
- 2:41:08reference here. It looks like I should
- 2:41:10probably move this out. This just
- 2:41:11happens sometimes in your process. You
- 2:41:13You're never done modeling really.
- 2:41:16I'm going to move this over a bit like
- 2:41:18that. Looks like these are in shadowed
- 2:41:21as well. So I'm going to my front view
- 2:41:23select these faces, these faces.
- 2:41:27Then you project from view. Just move
- 2:41:30them into shadow.
- 2:41:32That do the same on this side.
- 2:41:37You project from view. Move them into
- 2:41:39shadow.
- 2:41:42that it's going to look a little weird
- 2:41:43because we don't have a face here, of
- 2:41:45course, which looks a little odd. But we
- 2:41:48can also see that these select it. These
- 2:41:52faces actually have like a shadow on
- 2:41:55them. And you might be wondering how I
- 2:41:57did that. I literally just did U project
- 2:42:00from view, grabbed this face in the UV
- 2:42:03editor, moved it, and rotated it like
- 2:42:05this.
- 2:42:08Going to rotate like this. I'm going to
- 2:42:09press shift alt z so I can hide overlays
- 2:42:11so I can see what I'm doing in the 3D
- 2:42:12view 3D viewport.
- 2:42:16And it literally is just like that. It's
- 2:42:18nothing fancy. Just a fun little UV
- 2:42:21trick that you can get away with when
- 2:42:22you have flat shading like this.
- 2:42:25Again, this looks weird cuz we have no
- 2:42:26face. So, I'm going to select this as in
- 2:42:30by face I mean like an actual face, not
- 2:42:32like a 3D face in 3D. So, I'm going to
- 2:42:35do this one as well. UV project from
- 2:42:38view. Grab this and rotate it like so.
- 2:42:44And there we go. That's also shadowed as
- 2:42:47well. It's looking pretty close. Let's
- 2:42:49go to the back of our hair to see if
- 2:42:51this is kind of same idea. This is kind
- 2:42:53of the stuff that it's going to happen
- 2:42:55when you make your turnaround drawing.
- 2:42:57You're going to notice there's certain
- 2:42:58shading things you did with the
- 2:42:59highlights and shadows in your model.
- 2:43:01And you're gonna have to come to
- 2:43:02creative solutions to how to actually
- 2:43:04get that to look the way it does in 3D.
- 2:43:07And that's one of the most fun parts of
- 2:43:10this entire process, trust me. So, I
- 2:43:12actually want these
- 2:43:14not in shadow. Yeah, that looks a lot
- 2:43:16better. Okay, awesome. So, going to
- 2:43:19select my hair now cuz that's looking
- 2:43:21pretty darn similar. And press front
- 2:43:23slash on my keyboard. So, that's back.
- 2:43:25And I hid my uh face here. So to unhide
- 2:43:29all, if you accidentally hit something,
- 2:43:30you want to reveal it again, you can
- 2:43:32press Alt + H on your keyboard to reveal
- 2:43:34everything. But I don't want my
- 2:43:36reference and I don't want my skeleton
- 2:43:38here. So look at my skeleton. Hide it.
- 2:43:41And look at that. We've done all the UVs
- 2:43:43on Love Chan. That's amazing. She looks
- 2:43:45a little funky because her hair
- 2:43:48proportions look weird to me. And in
- 2:43:50order to find uh proportional issues,
- 2:43:52it's often great to just reveal your
- 2:43:54reference again. Like I just press Alt H
- 2:43:56again to reveal my reference. go to the
- 2:43:58front view, then switch between viewport
- 2:44:00shading mode when you press alt c so
- 2:44:02it's transparent and kind of just click
- 2:44:04between these and by doing that I can
- 2:44:06see that my eye should be a little bit
- 2:44:08more over
- 2:44:10and that my hair is still a little bit
- 2:44:11big. So I'm going to with using my
- 2:44:14reference I'm going to go to edit mode
- 2:44:16and just move things over that line up a
- 2:44:19bit better with my hair like so.
- 2:44:24Then to fix her face, I'm going to go
- 2:44:28back to this view. I can see that the
- 2:44:30eye should be a bit over so she looks a
- 2:44:32little less derby. Maybe a bit bigger.
- 2:44:35So I'm going to press tab, select all
- 2:44:38these front faces.
- 2:44:40Do I need to do that? Yeah, I'll select
- 2:44:42all these front faces. I had to think
- 2:44:43about it. Actually, I don't need to
- 2:44:46select these two. I'll select all these
- 2:44:47front faces cuz this is just flat
- 2:44:49shaded, so those don't matter. Uh same
- 2:44:51with those two. Those are just flat
- 2:44:52shaded, so they don't matter. Then I'll
- 2:44:53go to my UV editor and scale this around
- 2:44:55a little bit so it lines up with my
- 2:44:57reference a bit more. So again, I just
- 2:44:59press S, then Z. So I'm scaling this to
- 2:45:03make them a bit wider like that. G plus
- 2:45:07C to move it over like that. I'm going
- 2:45:10to compare it to my reference by doing
- 2:45:12the press alt C in solid view and just
- 2:45:15compare.
- 2:45:18Looks like the eye should still be a bit
- 2:45:19bigger. So, I'm going to go back to this
- 2:45:22view. Scale this up a little bit. Yeah,
- 2:45:26scale this up. This does not need to be
- 2:45:28perfect, but why not try to get it a
- 2:45:31little bit more accurate, you know?
- 2:45:33Scale this up a little bit more. Even
- 2:45:36G + C.
- 2:45:39And that's looking a lot better.
- 2:45:40Actually, I really do like those
- 2:45:41proportions more. Going to move around
- 2:45:44my hair model cuz I kind of like this
- 2:45:47looking a little bit higher. move these
- 2:45:49up GC.
- 2:45:51And these are just kind of proportional
- 2:45:53changes you always are going to go
- 2:45:54through. This is something that's never
- 2:45:56ending. You always want to refine it
- 2:45:58more and more. Uh but
- 2:46:01yeah, let's go to the side view compared
- 2:46:03to our reference. This might look crazy
- 2:46:05different actually. No, not really. I'll
- 2:46:08line this up a little bit more. This
- 2:46:11doesn't need to be perfect, though. The
- 2:46:14reference is just a reference. You're
- 2:46:16going to want to go in 3D and see what
- 2:46:18things are looking like there because
- 2:46:19you can have something perfectly aligned
- 2:46:20with your reference and still look weird
- 2:46:21in 3D sometimes. I'll move this over to
- 2:46:26like this
- 2:46:28just to kind of refine our hair a little
- 2:46:30bit more. This looks a little bit weird.
- 2:46:33I'm going to select this face. I don't
- 2:46:34even think I did this in my model, but
- 2:46:36screw it. We're going to try something
- 2:46:37new. U project from view. Uh make sure
- 2:46:41I'm lined up. You project from view.
- 2:46:43This face. Try to do my funny little
- 2:46:47shadow trick here.
- 2:46:51Rotate this all the way around. Shift
- 2:46:53alt C to hide that. Scale this down.
- 2:46:58Yeah, there we go. Look at that. I love
- 2:47:01this trick. It's so fun.
- 2:47:04And ideally, I should not have even done
- 2:47:06it like this. I should have done
- 2:47:07literally what I did here with the hair
- 2:47:08shading. Other than the highlight, I
- 2:47:11really don't need all this space for
- 2:47:14just pink pixels. It's such a waste of
- 2:47:16UV space. But again, this is the things
- 2:47:19you learn as you continue to make more
- 2:47:20and more 3D models and more and more UV
- 2:47:22maps. It's like this one as well.
- 2:47:27Why do I not Oh, shift C. Alt C so I
- 2:47:30don't have that transparency
- 2:47:33from view. Grab this. And if I'm going
- 2:47:35kind of fast, I'm really not. If you've
- 2:47:38watched this entire video, this should
- 2:47:41all be pretty obvious by now.
- 2:47:45So, shift alt, hide overlays,
- 2:47:48rotate
- 2:47:50like that. That looks pretty nice. I
- 2:47:54like how that looks. So, that is our
- 2:47:57entire 3D model UVD. You can do way more
- 2:48:01time. You can spend way more time with
- 2:48:02this and get it as perfect looking as
- 2:48:04you want. But in the next video, we're
- 2:48:06going to talk about rigging. Thank you
- 2:48:08so much for sitting all the way through
- 2:48:09this. I hope you have a great day and
- 2:48:11I'll see you in the next video. How can
- 2:48:13we take our 3D model we have right now
- 2:48:15and transform it into something that we
- 2:48:17can animate like this. That's what we're
- 2:48:19going to talk about in this video.
- 2:48:21Rigging.
- 2:48:233D models are like statues. They're
- 2:48:25stiff and can't move at all. And 3D
- 2:48:27character rigging is essentially putting
- 2:48:29joints inside of those statues in order
- 2:48:32that they can bend and move around kind
- 2:48:34of like an action figure does. While
- 2:48:36this series is not primarily focused on
- 2:48:37rigging, and I am not a professional rig
- 2:48:39creator, I'm about to show you exactly
- 2:48:40how I create all of my rigs in Blender
- 2:48:42and get them animation ready in just
- 2:48:45minutes. So, first and foremost, I'm
- 2:48:46going to scooch this tab on over cuz we
- 2:48:49really don't need it right now. And I'm
- 2:48:51actually going to want to box select
- 2:48:52everything in my scene and press H to
- 2:48:54hide it. Then press shift plus tab and
- 2:48:56spawn in a cube. Now I'm going to want
- 2:48:59to press tab to go into edit mode. Scale
- 2:49:00this cube down. Scale it up on the
- 2:49:04X-axis or excuse me the Z-axis. Then I'm
- 2:49:07going to want to go press T to open the
- 2:49:08tools menu here. Go to loop cut. Place a
- 2:49:11loop cut in the center. And from this
- 2:49:13little menu right here, I'm going to
- 2:49:15increase the number of loop cuts to
- 2:49:17about 20. Now I'm going to press tab,
- 2:49:20press shift plus A, and spawn in an
- 2:49:22armature single bone. Now, we can't
- 2:49:25actually see our bone through our cube
- 2:49:27here. And in order to change that, we're
- 2:49:28going to go to this object data
- 2:49:30properties, which is like the little
- 2:49:31green running man icon, which if we
- 2:49:33click on another object, we're not
- 2:49:34actually going to see that. So, I want
- 2:49:35to click back on my bone, go to this
- 2:49:38object data properties tab, and click on
- 2:49:39in front so that we can see our bone in
- 2:49:42front of our object. I'm going to press
- 2:49:43tab to go into edit mode. And look at
- 2:49:45this. This is our bone. So, there's two
- 2:49:48parts of our bone here, right? We have
- 2:49:50this bottom part and this top part. And
- 2:49:52if we press N to open this little menu
- 2:49:54on the right here, you're going to see
- 2:49:55that this right here is what's
- 2:49:57considered the head of our bone. This
- 2:49:59bottom one, we can change the values of
- 2:50:01it in this menu if we wish. And the tail
- 2:50:04of our bone is this top part. So this is
- 2:50:07the head of our bone and this is the
- 2:50:09tail of our bone. And we can edit the
- 2:50:11values of this in here if we want to.
- 2:50:13But normally you're just going to be
- 2:50:14editing those values directly in the
- 2:50:16viewport here. So I'm going to press GC
- 2:50:18to move this down. GC to move this down.
- 2:50:22And then I can create a new bone from
- 2:50:24this bone by clicking on the tail of the
- 2:50:26bone, then pressing E to extrude,
- 2:50:28locking it to the Z-axis, like so. Now
- 2:50:31I'm going to press tab to go back into
- 2:50:33object mode. Then I'm going to press Alt
- 2:50:34A to deselect all. Then I'll select my
- 2:50:37cube and then my bones. Then I'm going
- 2:50:40to press Ctrl + P on my keyboard and do
- 2:50:43armature deform with automatic weights.
- 2:50:45So now you can see that if we click on
- 2:50:48our bones and then press control plus
- 2:50:50tab, we're going to now be in a
- 2:50:52different mode in Blender called pose
- 2:50:53mode. So to switch from object mode to
- 2:50:56pose mode, just select on your bones and
- 2:50:58go to pose mode. Or you can press
- 2:51:00control plus tab, which is what I almost
- 2:51:01always press. So with all that out of
- 2:51:04the way, if we rotate our cube here,
- 2:51:06you're going to see that it is actually
- 2:51:08deforming to our bones we just created.
- 2:51:10And this is kind of just how rigging
- 2:51:12works in general. You have a series of
- 2:51:13bones that then get weight painted to an
- 2:51:16object like they've automatically been
- 2:51:18weighted here. Then we move these bones
- 2:51:20around in order to create animations and
- 2:51:22poses for our characters. So, I'm going
- 2:51:24to select all bones with A and reset
- 2:51:26them with Alt R. Now, I'm going to go
- 2:51:27back into edit mode by clicking up here.
- 2:51:30And it's important to note that you can
- 2:51:31also press shift plus D to duplicate
- 2:51:33bones. You can press Alt + P to clear
- 2:51:36parents. So, for this bone in
- 2:51:37particular, Alt + P, I could clear the
- 2:51:39parent. And if I go back into pose mode
- 2:51:41and try to rotate this, this bone will
- 2:51:43now stay in place. Which brings up a
- 2:51:45really important part of how bones and
- 2:51:47rigging works in general in Blender,
- 2:51:49which is that bones in 3D have a
- 2:51:52hierarchy, just as bones in real life on
- 2:51:55real skeletons also have a hierarchy.
- 2:51:57And having bones in a hierarchy like
- 2:51:59this helps keep our character rig
- 2:52:00organized and a lot easier to manage. It
- 2:52:03lets us create complex movements by just
- 2:52:05animating a few parent bones rather than
- 2:52:07having us animate each bone
- 2:52:09individually. And more importantly, it
- 2:52:11ensures that our characters move in a
- 2:52:12way that is much more similar to the way
- 2:52:14we move in real life, which makes the
- 2:52:16process of creating 3D animations much
- 2:52:18more intuitive. And if you want an
- 2:52:19amazing video that goes in depth about
- 2:52:21how rigging works in 3D in general,
- 2:52:24definitely check out this doodly video
- 2:52:25called 3D rigging is beautiful. Here's
- 2:52:27how it works. cuz this is just an
- 2:52:29unbelievably beautiful explanation of
- 2:52:32how rigging works, what the difference
- 2:52:33between skeletons, skinning, and
- 2:52:35controls are. It's a really great
- 2:52:37in-depth explanation of how rigging
- 2:52:38works. And if you want in-depth
- 2:52:40breakdowns of how rigging works in
- 2:52:41Blender specifically, definitely check
- 2:52:43out Joey Carino's channel cuz his
- 2:52:45videos, particularly this one, rigging
- 2:52:47for impatient people and the rigging for
- 2:52:49beginners videos that Charlie Carino
- 2:52:51made. That's this one and this one are
- 2:52:54really, really good, fantastic
- 2:52:55breakdowns about how rigging works in
- 2:52:57Blender specifically. And they're super
- 2:52:59short, too. So, definitely go check
- 2:53:01those videos out if you want a little
- 2:53:02bit more of an in-depth breakdown about
- 2:53:04how rigging in Blender actually works.
- 2:53:07Because yes, we can actually spawn in
- 2:53:09each individual bone as we have here. We
- 2:53:11can name them with the correct naming
- 2:53:13conventions. We can make sure that their
- 2:53:14orientations are correct so we don't get
- 2:53:16any issues while animating. We can do
- 2:53:18all of that stuff by hand. However, I
- 2:53:21never actually do that myself. That's
- 2:53:23because I always spawn in a Blender
- 2:53:25rigify metarig skeleton because creating
- 2:53:28a complete properly structured rig from
- 2:53:30scratch is super timeconuming. And
- 2:53:31Rigify gives us a base skeleton with all
- 2:53:33the essential bones and naming
- 2:53:34conventions in place, meaning that we
- 2:53:36can significantly speed up our rig
- 2:53:38creation process. Plus, Rigify rigs come
- 2:53:41with a lot of built-in features that
- 2:53:43really help speed up the animation
- 2:53:44process, such as a built-in menu that
- 2:53:46lets us toggle the visibility of
- 2:53:48different sections of our rigs,
- 2:53:49pre-created rig control shapes, and
- 2:53:51more, which gives you much more time to
- 2:53:53focus on refining your rig and actually
- 2:53:56creating animations. So, as a result, I
- 2:53:58don't actually ever do this. So, I'm
- 2:54:00just going to delete these right now and
- 2:54:02show you how I actually rig all of my
- 2:54:04characters. So, to get everything back
- 2:54:05in our scene, press Alt + H. That's Alt
- 2:54:08plus H on your keyboard to reveal
- 2:54:10everything that was hidden in your
- 2:54:12scene. So to reveal all this, Alt plus H
- 2:54:14in Blender. And I'm actually going to
- 2:54:16select this skeleton we spawned in
- 2:54:17initially for reference and press delete
- 2:54:19on my keyboard to delete it because we
- 2:54:21no longer need that. And now we need to
- 2:54:24make sure that the Rigify add-on is
- 2:54:25actually enabled. And to do that, we got
- 2:54:27to go to edit, preferences, add-ons,
- 2:54:30search add-ons for rigy. There's rigify.
- 2:54:33And as you can see for me, it's enabled.
- 2:54:35If it's not enabled for you, click that
- 2:54:37check box and go to save preferences.
- 2:54:39Then close out this window. Now, we want
- 2:54:41to spawn in a basic human metarig. So,
- 2:54:44we want to press shift plus a armature.
- 2:54:46And by enabling this add-on, we have
- 2:54:47this new tab right here, rigify
- 2:54:49metarigs. Then, we want to go to basic
- 2:54:52basic human. The reason we want the
- 2:54:54basic human meta rig is because while
- 2:54:56these are fantastic for animals and this
- 2:54:58human meta rig is great for realistic
- 2:55:00characters, we really don't need that
- 2:55:02much detail because the human meta rig
- 2:55:04by default has things for like finger
- 2:55:06controls and mouth controls and controls
- 2:55:09for the nose and the eyelids which is
- 2:55:11just way too much for this art style. So
- 2:55:14in our case here, we want to go to
- 2:55:15rigify metarigs basic then basic human.
- 2:55:19And with that spawned in, we want to go
- 2:55:21to this data object data properties tab.
- 2:55:24Go to viewport display and make sure
- 2:55:26that in front is checked. So again, so
- 2:55:28we can actually see our bones and what
- 2:55:30they look like. Then we want to go to
- 2:55:32the front view by pressing one on our
- 2:55:34numpad. Then we want to scale our rig.
- 2:55:37So we're going to press S on our
- 2:55:39keyboard to scale like so. And if it's
- 2:55:41not scaling from where you want it to
- 2:55:42be, make sure that you have either
- 2:55:44median point or bonding box center
- 2:55:46selected. So, I'm going to scale this so
- 2:55:48it kind of lines up with our character
- 2:55:50like this. That's looking pretty good. I
- 2:55:52can also scale it on the X-axis if I
- 2:55:56want things to be a little bit wider,
- 2:55:57which I kind of do in this case. So, do
- 2:56:00it kind of like that. And that's looking
- 2:56:03pretty good. So, with that done, I'm
- 2:56:05going to press Ctrl + A and apply all
- 2:56:07transforms. Or you can just apply scale.
- 2:56:09So, I'm going to press Ctrl + A and
- 2:56:11apply all transforms or scale. Either
- 2:56:13works just fine. Now, I'm want to line
- 2:56:16up our bones with our character here.
- 2:56:18So, I'm going to press tab to go into
- 2:56:20edit mode, and I'm going to select all
- 2:56:22the different heads and tails of these
- 2:56:23bones and line them up with our
- 2:56:25character. So, for this one, we want to
- 2:56:27put this generally where our elbow is,
- 2:56:29this like edge loop right here. And if
- 2:56:31you don't see your objects wireframe,
- 2:56:32make sure to enable that by going to
- 2:56:34viewport overlays, geometry, and
- 2:56:36wireframe. Make sure that's visible
- 2:56:37while you're doing this. Makes your life
- 2:56:38a whole lot easier. I'm going to select
- 2:56:40this part of the bone and move this by
- 2:56:42our wrist. Then I'm going to select this
- 2:56:44bone and put it on the tip of our hand
- 2:56:46like so. Or I could even put it slightly
- 2:56:49in like this. But you're going to notice
- 2:56:50something by doing this. This is not
- 2:56:52automatically being mirrored on the
- 2:56:54opposite side of our model, which is not
- 2:56:56good. So to make sure that everything
- 2:56:58we're doing here is actually getting
- 2:56:59mirrored to the opposite side of our
- 2:57:01model. We want to click on this button
- 2:57:03at the top right, which says apply
- 2:57:05changes to matching bone on opposite
- 2:57:07side of X-axis. All that really means is
- 2:57:08that every action you take on this side
- 2:57:11of our model will get mirrored to this
- 2:57:13side of our model. So I'm going to click
- 2:57:15this right here. Then I'm going to just
- 2:57:17move this a little bit. And luckily it's
- 2:57:19just going to snap if I do that. So I'm
- 2:57:21just going to make sure that all of
- 2:57:22these ones that I moved are perfectly
- 2:57:24mirrored on the opposite side. So if you
- 2:57:26ever mess up and that's not enabled,
- 2:57:28just remember that you can enable that
- 2:57:29and then move the bone slightly and have
- 2:57:31them be mirrored. That's looking good.
- 2:57:34Uh, this is I know this bone is used for
- 2:57:36foot roll. So, I'm going to want to move
- 2:57:38this over. And I'm just pressing G plus
- 2:57:40X to lock it to an axis
- 2:57:43and put the tips of this bone on the
- 2:57:46edges of our foot so that it can kind of
- 2:57:48roll when our rig is generated. And
- 2:57:51that's looking pretty good. We want to
- 2:57:53make sure that this bone is in the
- 2:57:55center of our knee. So, where this edge
- 2:57:57loop is, we want this bone to kind of
- 2:57:59line up with. So, that's looking good.
- 2:58:03All right, this is looking good. So,
- 2:58:05this is confusingly, this is the
- 2:58:07headbone. I'm going to put this about
- 2:58:09right here. You can put it on the tip of
- 2:58:11your character as well, but I'm going to
- 2:58:13line it up right there. And these two
- 2:58:15bones right here and here, very
- 2:58:17confusingly, are the neck bones. And
- 2:58:20while we're editing these bones, I'm
- 2:58:21going to press Alt C to make sure I'm
- 2:58:23editing both of these bones at the same
- 2:58:24time. So, I'm going to press G plus Z,
- 2:58:26move this down.
- 2:58:28This bone, G plus Z, move it down. And
- 2:58:32because this is our headbone, we kind of
- 2:58:34want it to end. I'll go press three to
- 2:58:36go to the side view. We kind of want it
- 2:58:38to end where our neck does. So about
- 2:58:40right here. Again, we can always change
- 2:58:43this later. We can always regenerate our
- 2:58:44rig when we're done, which is one of the
- 2:58:46awesome parts of Rigify. So don't stress
- 2:58:48about this too much. We can actually
- 2:58:50hide these bones, too, to make our lives
- 2:58:51a little bit easier. So I'm going to
- 2:58:52select all these bones. Press H to hide.
- 2:58:55So select this bone, H to hide, select
- 2:58:57this bone, H to hide. And the cool part
- 2:58:59is we can edit our bones. So save one to
- 2:59:01do this. Don't actually do this. And
- 2:59:03then press Alt H to reveal it. And it's
- 2:59:05been mirrored on the opposite side cuz
- 2:59:07we have this mirroring option enabled.
- 2:59:08Going to undo that, of course, by
- 2:59:10pressing Ctrl + Z. Then I'm going to
- 2:59:12press three and make sure our bones here
- 2:59:15are aligned. So our case here, I'm going
- 2:59:19to press the tip of this bone here, move
- 2:59:21that to the front. Click on this bone,
- 2:59:24put it about right here. Then I want to
- 2:59:26select this bone here and move it to
- 2:59:28about right here where this loop cut is.
- 2:59:33And I'll make sure that this bone right
- 2:59:35here is used for foot roll I believe is
- 2:59:37moved kind of towards the back of our
- 2:59:40foot like this. And that is good enough
- 2:59:42for now. So now I want to go up here.
- 2:59:44Make sure this is kind of aligned
- 2:59:48and kind of want these centered in our
- 2:59:50model a little bit here cuz again these
- 2:59:53are going to be joints that are inside
- 2:59:54our model. So, where they're rotated
- 2:59:56from is dependent on where these are
- 2:59:58located. I'll move this back a bit.
- 3:00:01Though, I will say this doesn't need to
- 3:00:02be perfect. Um, do make sure you have a
- 3:00:05bend right here because say it's kind of
- 3:00:08perfectly straight like this. Blender
- 3:00:10will not be able to figure out which
- 3:00:12direction your leg will bend. So, when
- 3:00:14you move your character's hips, they're
- 3:00:16bend their leg might bend in this
- 3:00:18direction, for example. So, make sure
- 3:00:19there's a slight bend in both your leg
- 3:00:22and your arm in order that Blender can
- 3:00:24kind of figure that out. So, that's
- 3:00:26looking pretty good. I'm going to go to
- 3:00:27the top view by pressing seven and align
- 3:00:30our arm like this. Just move this stuff
- 3:00:34over cuz we already lined it from the
- 3:00:36front view.
- 3:00:38This one as well.
- 3:00:40I'll try to move these together
- 3:00:43though. I don't think that's actually
- 3:00:44required. Press one to go back to the
- 3:00:46front view.
- 3:00:48That's looking pretty good. All right.
- 3:00:50So, I'm going to say this looks good
- 3:00:52enough. There's some breast bones right
- 3:00:53here that are honestly completely
- 3:00:55unnecessary. You can just delete those
- 3:00:57if you want, which I'm going to do here.
- 3:00:59And I'll press Alt H to reveal all my
- 3:01:01bones again to see if they're looking
- 3:01:02good, which they are. Though, I am going
- 3:01:05to make sure that there's a slight bend
- 3:01:06here by pressing G + Y because again, I
- 3:01:09want to make sure these bend correctly
- 3:01:10when we generate our rig, which we're
- 3:01:12about to do. So, going to go back into
- 3:01:14object mode. I'm going to hide our
- 3:01:16turnarounds because we don't actually
- 3:01:17need those anymore. Now, with our
- 3:01:18skeleton looking pretty good, we're
- 3:01:20going to scroll down to this rigify tab.
- 3:01:22We now have an object data properties
- 3:01:24thanks to the rigify add-on. There's a
- 3:01:26button right here called generate rig
- 3:01:29that we are going to click. And once
- 3:01:31we've done that, you can now see that we
- 3:01:33have now generated a rig here. And
- 3:01:35again, I'm going to click in front so
- 3:01:37that we can see our rig through our
- 3:01:38model here. And if we drag this down,
- 3:01:41you're going to see that we still have
- 3:01:42the meta rig we spawned in here. So, we
- 3:01:44still have this rig that we just lined
- 3:01:46up, but we've just generated another rig
- 3:01:48on top of it, basically. And I'm just
- 3:01:50going to hide this right now by clicking
- 3:01:52that little eye icon. Now, we want to
- 3:01:53bind our model to this rig we just
- 3:01:55generated. And to do that, I'm going to
- 3:01:57select every object in my scene here.
- 3:01:59So, I'm going to select I'll go to this
- 3:02:02preview mode so I can make it a little
- 3:02:03bit more obvious that what I'm
- 3:02:04selecting. So, I'm going to select my
- 3:02:06hair, my face, my neck, torso. Oh, that
- 3:02:11was the rig. I'm going to deselect that
- 3:02:12by holding control and then box
- 3:02:14selecting. So control plus box select
- 3:02:16can deselect objects in Blender. So
- 3:02:19again I'm going to select every object
- 3:02:20of my character. I'm going to press the
- 3:02:22torso, the arms, hands, the legs, the
- 3:02:27waist, the feet. And we can check if
- 3:02:30this is actually all of our character by
- 3:02:32pressing H. So it is. That's fantastic.
- 3:02:35We'll undo that with control + C. Then
- 3:02:37I'm going to shift select the rig. So
- 3:02:39I'm shift selecting all these objects.
- 3:02:41But then I am shift selecting this rig.
- 3:02:43Then I'm going to press controll + p and
- 3:02:46then it's going to open the set parent
- 3:02:49to menu. We want to do armature deform
- 3:02:51with automatic weights. So click on with
- 3:02:54automatic weights. Then go back to this
- 3:02:57viewport shading mode up here so we can
- 3:02:58actually see our character. Then with
- 3:03:00our new armature rig selected in object
- 3:03:03mode, we're going to press control plus
- 3:03:04tab to go into pose mode. Now, if we
- 3:03:07move our character around, you're going
- 3:03:09to see that she is now moving and fully
- 3:03:12ready for animation, which is awesome.
- 3:03:14So, you can see that we can move her leg
- 3:03:16up here, and it's bending as expected,
- 3:03:17forward. We can move her arm like this,
- 3:03:20and you can see that it is bending the
- 3:03:22direct direction, the correct direction,
- 3:03:24backward, which is awesome. We can move
- 3:03:26her hand like this, and it's also
- 3:03:28working. And her neck is going to be
- 3:03:30right here, which we can rotate like
- 3:03:31this. And her head is going to be right
- 3:03:34here, which we can move around like
- 3:03:35this. So that is absolutely fantastic.
- 3:03:37We can move her torso in general and her
- 3:03:40hands will stay in place and her feet
- 3:03:41will stay in place because they
- 3:03:42currently have IK enabled on them. So
- 3:03:45that is awesome. However, you might be
- 3:03:47noticing a few issues here. For example,
- 3:03:49if I move my arm, we have some of the
- 3:03:52hair following along with the arm like
- 3:03:54so, as well as different parts of the
- 3:03:56chest right here. So, to fix that,
- 3:03:58you're going to want to do something
- 3:03:59called weight painting. And that's
- 3:04:01exactly what we're going to talk about
- 3:04:02in the next video. However, if you want
- 3:04:03to hide some of these extra bones cuz
- 3:04:05they're just kind of blocking up your
- 3:04:07view and they're not necessary, you can
- 3:04:08just press N on your keyboard. And
- 3:04:10thanks to Rigify being super awesome, we
- 3:04:13have this rig layers menu now. So, we
- 3:04:16can actually toggle all of these
- 3:04:18unnecessary bones that we don't really
- 3:04:19need to see right now. By clicking off,
- 3:04:22for example, tweak, we don't need any of
- 3:04:23these FK ones because we don't have FK
- 3:04:25enabled. We have IK enabled. We'll click
- 3:04:28off all these. Click off all these and
- 3:04:29these. And now we are only seeing the
- 3:04:32bones we actually would need to see for
- 3:04:34the moment. So we can move our character
- 3:04:35around with the root bone. Can move
- 3:04:37their torso bone and move them around
- 3:04:39very easily in pose mode here, which is
- 3:04:41fantastic. So in the next video, we're
- 3:04:43going to talk about weight painting. And
- 3:04:45remember, if you do run into any issues
- 3:04:47when you generate your rig, for example,
- 3:04:49it looks like her neck is kind of
- 3:04:50leaning forward here, which is not
- 3:04:52ideal. Again, as I mentioned earlier,
- 3:04:55you can always regenerate your rig. What
- 3:04:57that means is that we can go back to
- 3:04:59object mode. We can hide our rig we just
- 3:05:01generated and go back to our meta rig.
- 3:05:03Then we can click on this, go to edit
- 3:05:05mode by pressing tab. Then we can go to
- 3:05:07the side view and see that oh yeah, our
- 3:05:09spine is kind of leaning forward in an
- 3:05:10awkward way, which is probably what's
- 3:05:12causing our neck to be like, you know,
- 3:05:14at a 30° angle like this. So, I'm going
- 3:05:16to press Alt Z. And you have to be
- 3:05:18careful, very, very careful when
- 3:05:20adjusting these spine bones. Otherwise,
- 3:05:21you're going to get an air. So, I'm
- 3:05:23going to press Alt Z to make sure that
- 3:05:24we're in X-ray view. Then I'm going to
- 3:05:26select these bones. I'm going to box
- 3:05:28select to make sure I got both of them.
- 3:05:30And press G and then Y to move this
- 3:05:33forward a little bit. And I'll also move
- 3:05:37this one. G + Y. Again, I'm making sure
- 3:05:40that I am in X-ray view. G plus Y to
- 3:05:42move this forward. And this is
- 3:05:44distracting. So I'm just going to hide
- 3:05:46all these bones cuz I don't actually
- 3:05:48need to see them right now. Back to the
- 3:05:49side view. And heck, I can even hide my
- 3:05:52entire arm here, which is pretty nice.
- 3:05:54So, I'll go back into edit mode on my
- 3:05:57skeleton.
- 3:05:59Just pressing H to hide all of those, of
- 3:06:01course. And kind of line those up like
- 3:06:04so. Fantastic. So, now I'm going to
- 3:06:06press Alt H to reveal all those and hide
- 3:06:08my turnarounds cuz I don't really want
- 3:06:10to see those right now. Now, I'm going
- 3:06:12to hide our newly generated rig. Go back
- 3:06:14to our meta rig. Then go to the object
- 3:06:17data properties tab. You know, the one
- 3:06:19with a little running man. Then I'm
- 3:06:20going to scroll down into rigify where
- 3:06:22we now see this regenerate rig option.
- 3:06:26So yes, you can do this at any point of
- 3:06:28time, which is why it's important not to
- 3:06:29delete this. You usually do want to keep
- 3:06:31this because this can be a very useful
- 3:06:33feature for whenever you want to change
- 3:06:35something on your rig or go back and
- 3:06:37alter things in any capacity. So I'm
- 3:06:39going to click right here on the
- 3:06:40regenerate rig button in the rigify tab.
- 3:06:42So I'm going to click regenerate rig.
- 3:06:44Then I'm going to hide our meta rig once
- 3:06:46again and press control plus tab. And
- 3:06:48look at that. It looks like our neck is
- 3:06:51not tilting forward nearly as much.
- 3:06:53Still is a little bit, but that's fine.
- 3:06:55So, that's how you regenerate your rig
- 3:06:56using Rigify. And just so you know, we
- 3:06:58are in the final stretch of this series
- 3:07:00with only a few videos on rigging
- 3:07:02remaining. I mentioned this before, but
- 3:07:04the Gumroad version of the series will
- 3:07:05increase in price after this series is
- 3:07:07fully completed. So, I'd highly
- 3:07:09recommend going to the description box
- 3:07:10below and checking it out today in order
- 3:07:13to lock in the absolute best value on
- 3:07:15it. It includes an extensive hotkey
- 3:07:17guide PDF, the final Love Chan model
- 3:07:19that's fully textured, fully rigged, and
- 3:07:20fully UVed from this series,
- 3:07:22downloadable versions of all the videos
- 3:07:24in the series with even more coming
- 3:07:26soon. We're about to hit 50 sales on
- 3:07:28this, which is amazing, and already have
- 3:07:30five perfect fivestar reviews. So, by
- 3:07:33all means, to get the absolute best
- 3:07:34value, click that link in the video
- 3:07:36description below this video to check it
- 3:07:37out. And thanks for watching. I'll see
- 3:07:39you in the next video on weight
- 3:07:41painting.
- 3:07:43In our last tutorial, we ended up
- 3:07:45rigging our character, but there are a
- 3:07:46few underlying issues that she still had
- 3:07:48that we want to fix up. So, if I move
- 3:07:50her hand here by pressing G on my
- 3:07:52keyboard, you're going to see a few
- 3:07:53issues that crop up. First up being that
- 3:07:55her hair is moving kind of awkwardly
- 3:07:57along with it, which we obviously don't
- 3:07:59want, as well as the top of the collar
- 3:08:02also kind of following the hand, which
- 3:08:03we obviously don't want as well. So, I'm
- 3:08:06going to reset that by by pressing Alt +
- 3:08:08G. And we're going to fix those in this
- 3:08:10video using a process called weight
- 3:08:12painting. So to enter paint mode in
- 3:08:14Blender, click on any 3D model you have
- 3:08:16in object mode. Then go up here and
- 3:08:18click on way paint. Or for the shortcut,
- 3:08:20you can press control plus tab. Then
- 3:08:22click on way paint like that. Now our
- 3:08:24hair has turned blue. And the reason
- 3:08:26it's blue is cuz we are currently in
- 3:08:27what's called a vertex group that has no
- 3:08:30wave painting applied to it. So you can
- 3:08:32actually switch between vertex groups
- 3:08:33right at the top of Blender here. Um, or
- 3:08:36you can go to this tab right here, the
- 3:08:38object data properties tab. The one
- 3:08:39that's that's like an upside down
- 3:08:40triangle. And you can use this menu
- 3:08:44right here to switch between vertex
- 3:08:45groups as well. But you can also do that
- 3:08:48right up here. And I'm just switching
- 3:08:50between them using the arrow keys on my
- 3:08:51keyboard cuz that's often a lot faster.
- 3:08:53So if I scroll through my vertex groups
- 3:08:56here, you can see that this is the bone
- 3:08:59for our head, which is called deafspine
- 3:09:02001 because we're using Ricky. And now
- 3:09:05we can see that the color of our hair
- 3:09:07has changed here. So you can think of
- 3:09:09vertex groups kind of as little
- 3:09:11containers or homes for vertices. And
- 3:09:15remember a verticy is just all these
- 3:09:16different points in our model. So this
- 3:09:18is a verticy. This is a verticy. This is
- 3:09:20a verticy. This is a verticy. You can
- 3:09:22think of vertex groups as kind of
- 3:09:23groupings and pairings of vertices that
- 3:09:26we can use to apply weights to our
- 3:09:28model. And we already have a ton of
- 3:09:30vertex groups because Riifi generated a
- 3:09:33bunch of them for us when we applied
- 3:09:35automatic weights on this model. This is
- 3:09:38our hair, what it looks like right now.
- 3:09:40And as you can see, the top of our hair
- 3:09:42is super red, which means that it has
- 3:09:45100% influence. Each color in way
- 3:09:47painting represents how much influence a
- 3:09:49bone, in this case here, our headbone,
- 3:09:52has on this part of our model. So the
- 3:09:54top of our head has 100% influence,
- 3:09:56meaning that if we pose our head around,
- 3:09:58it's going to follow our hair perfectly,
- 3:10:01whereas the bottom part has a lot less
- 3:10:03influence and may not be following our
- 3:10:05head 100% of the time. The color blue,
- 3:10:07which is what we were looking at earlier
- 3:10:09when we looked through all these other
- 3:10:10bones, that means this is unweighted.
- 3:10:12And it's best not to worry about the
- 3:10:14specifics of these colors too much
- 3:10:15because these are just a gradient uh and
- 3:10:17a visualization for what are essentially
- 3:10:20just intensity values. You can even
- 3:10:22think of them as percentages on all the
- 3:10:24vertices that make up your model. And by
- 3:10:26entering way paint mode, there's also a
- 3:10:28few tools here that are now available to
- 3:10:29us that I'm going to look at right up
- 3:10:31here. So, first tool is the default tool
- 3:10:34that we have selected already called
- 3:10:36draw. This is just as you can see right
- 3:10:38here from the icon a brush tool. So, we
- 3:10:42can just click on different vertices on
- 3:10:43our model and see that they'll start to
- 3:10:45get painted red. And they're getting
- 3:10:47painted red because our currently
- 3:10:48selected weight, which again you can
- 3:10:50just think of this as a percentage, one
- 3:10:52being 100%, zero being 0%. You can think
- 3:10:55of that as your currently selected
- 3:10:58intensity, right? So if I click on my
- 3:11:02model with zero weight, it's going to
- 3:11:03start painting things blue. And if I
- 3:11:05click on my model with 100% weight, it's
- 3:11:08going to start painting things red. So
- 3:11:10that's pretty cool. And there's also a
- 3:11:12symmetry option right here that you can
- 3:11:14enable in wave paint mode, which is
- 3:11:16super helpful for symmetriizing things
- 3:11:18on your model. If you have perfectly
- 3:11:21symmetriized bones, for example, if I
- 3:11:22had symmetry enabled, and I was painting
- 3:11:24her knee here, every little adjustment
- 3:11:26I'd make on this right knee, or excuse
- 3:11:29me, her left, I guess her left knee
- 3:11:31would get perfectly symmetriized to the
- 3:11:32other side because we're using rigify,
- 3:11:34which already has perfectly symmetrical
- 3:11:36bones and weights already set up for us,
- 3:11:38which is awesome. So that's what the
- 3:11:40weight option does. But there's another
- 3:11:42option right here called strength, which
- 3:11:44is essentially your opacity. So if
- 3:11:46you've used Photoshop or any similar
- 3:11:48application to that, Clip Studio Paint,
- 3:11:50etc., etc., they all have opacity
- 3:11:52options for their brushes, most painting
- 3:11:54apps do, and that's what you can think
- 3:11:55of your strength as. It's kind of your
- 3:11:57opacity. So, for example, if I set this
- 3:11:59to, you know, 0% influence, I want no
- 3:12:02influence on this part of my model, but
- 3:12:04I set my strength to 50%, aka my opacity
- 3:12:09to 50%, then click on this vert, it's
- 3:12:11going to turn green because again, if we
- 3:12:14put strength to 100%, and then weight to
- 3:12:1750%, it's also going to be very, very
- 3:12:20green because that is what 50% weight on
- 3:12:23your model looks like. And that sounds
- 3:12:24kind of confusing like why they even
- 3:12:26separated, but this is very useful for
- 3:12:28other tools, not as much the brush tool
- 3:12:31usually um like the gradient tool. So
- 3:12:34for example, if I wanted a really smooth
- 3:12:36gradient on my model, I'll go to the
- 3:12:37right orthographic view and set my
- 3:12:39weight to zero but my strength to 50%.
- 3:12:43Then if I hold left click and drag with
- 3:12:45the gradient tool, you're going to see
- 3:12:47we're going to get a beautiful smooth
- 3:12:49transition between gradients. And being
- 3:12:51able to lower our strength can kind of
- 3:12:52help with those gradations, especially
- 3:12:54when we're using other tools like blur
- 3:12:56as well. Um, which blur does exactly
- 3:12:58what you'd expect. It kind of blurs the
- 3:13:01transition between all of your weights.
- 3:13:04So, I'm going to do all that. I'm going
- 3:13:05to do all of that with control plus C.
- 3:13:07So, I'm just going to spam control plus
- 3:13:09C a bunch of times. Actually, I'll redo
- 3:13:11that with control shift plus E a few
- 3:13:12times. There we go. So, now let's
- 3:13:14actually talk about the different
- 3:13:15options we have for these brushes, cuz
- 3:13:17they're actually extremely important,
- 3:13:19and there's some extremely frustrating
- 3:13:20things that I need to explain right off
- 3:13:22the bat. So, if I press N on my keyboard
- 3:13:25here, and I go to tool, you're going to
- 3:13:28see that this is where we have tool
- 3:13:29options, which is also available right
- 3:13:31here in the properties editor. So, you
- 3:13:33can these are literally the same menu.
- 3:13:35You can use either one, but in my case
- 3:13:37here, I'm going to use this one from the
- 3:13:38little end menu in the 3D viewport cuz
- 3:13:40it's a little bit more convenient for
- 3:13:41me. So, there's a few super useful
- 3:13:43options here because by default, you're
- 3:13:45going to be using this draw tool when
- 3:13:46way painting a lot. And I would highly
- 3:13:49recommend whenever you're using the draw
- 3:13:51tool for low poly models like this one
- 3:13:53to set your falloff in your brush
- 3:13:55settings to this right here. So, this
- 3:13:59brush shape is flat, which means that
- 3:14:02every single time, let's set our weight
- 3:14:04to 100% here and our strength to 100% as
- 3:14:07well. So every single time you click on
- 3:14:09a vert, it's just going to like straight
- 3:14:10up paint that vert 100%. If you don't
- 3:14:13have this enabled and you have like the
- 3:14:15one of these shapes, for example, and
- 3:14:17you click again, it can kind of like
- 3:14:18create smooth transitions, which is can
- 3:14:22be nice, but realistically in low poly
- 3:14:24modeling, you're often kind of just
- 3:14:26painting things like 100% or 0% a lot of
- 3:14:29the time. So that can be uh kind of
- 3:14:31distracting and not actually super
- 3:14:33helpful. So, a lot of the time when I'm
- 3:14:35doing low poly models, I'll be using
- 3:14:37this flat brush shape cuz it's just a
- 3:14:39lot more of like the result I would
- 3:14:41actually want when doing low poly
- 3:14:42modeling and weight painting. So, that's
- 3:14:45uh one useful option, but again, you can
- 3:14:47change this to whatever you want. You
- 3:14:48can like move these around to get the
- 3:14:50exact kind of falloff on your brush that
- 3:14:52you would actually like, which is super
- 3:14:54useful. But I'm just going to use this
- 3:14:56flat option right here. We already
- 3:14:58talked about X symmetry, which
- 3:14:59symmetriizes the opposite bone to have
- 3:15:01the same weights as the bone you're
- 3:15:02painting, which is super helpful. But
- 3:15:04there's also another super useful option
- 3:15:06right here called front faces only. Now,
- 3:15:08this is something again that's really
- 3:15:10weird worth talking about. If we try to
- 3:15:12go to X-ray view into weight painting
- 3:15:14mode, you're going to notice that it
- 3:15:16says X-ray not available or in current
- 3:15:18mode. That's because we're in rendered
- 3:15:21view. Um, which you can see by pressing
- 3:15:23Z, we're in rendered view. But if we go
- 3:15:25to solid view, then press Alt + Z, you
- 3:15:28actually can use X-ray mode while
- 3:15:30painting. Um, so if you want to use
- 3:15:32X-ray mode and have your textures
- 3:15:34visible, you can click this little drop
- 3:15:36down right here next to the top right of
- 3:15:38your viewport, go to flat, then texture.
- 3:15:41Uh, and in theory, that should actually
- 3:15:43just show your textures and allow X-ray
- 3:15:46view to actually be used, which is
- 3:15:48really awesome and helpful when way
- 3:15:49painting. So that's that. But uh anyway,
- 3:15:52I mentioned that because that's what
- 3:15:55front faces only does. If I turn off
- 3:15:58front faces only, that lets us paint
- 3:16:01through objects, which can be useful
- 3:16:02sometimes. So I'll turn off front faces
- 3:16:04only and symmetry just to make sure
- 3:16:06that's not part of this equation. Then
- 3:16:07I'm going to set weight to zero. And as
- 3:16:10you can see, if I now start way painting
- 3:16:13through the model like this or like on
- 3:16:15this side of the model, then we rotate
- 3:16:17to this side of the model. Oh, actually
- 3:16:19I don't see anything yet. Oh, okay. So,
- 3:16:22I think I might see why. So, the reason
- 3:16:24that's not actually doing anything yet
- 3:16:26with front faces only disabled is
- 3:16:28because we also need our fall-off shape
- 3:16:30to be set to projected, not sphere. So,
- 3:16:32if I do this again, go to this side of
- 3:16:34the model, start painting away, just
- 3:16:36like left click, left, left, left, left,
- 3:16:38left click, then rotate around my model,
- 3:16:40you're going to see that we are now
- 3:16:41painting through our model. So that can
- 3:16:43be useful in situations where you have
- 3:16:44something kind of like a cylinder where
- 3:16:46you just want the exact same weights all
- 3:16:49around every part of your model. But in
- 3:16:51our case here, that's not super useful,
- 3:16:53but it can be very useful in certain
- 3:16:55situations. So I'm going to undo that
- 3:16:56with Ctrl + C a bunch of times. There we
- 3:16:59go. And I'm going to set my falloff
- 3:17:01shape back to sphere and turn on front
- 3:17:03faces only once again cuz that's kind of
- 3:17:04what I want right now. Then we have the
- 3:17:07most frustrating Blender option I've
- 3:17:10ever encountered. I have to say this is
- 3:17:13the most baffling and confusing thing
- 3:17:16for beginners. I think there is in maybe
- 3:17:19all of Blender, but definitely in way
- 3:17:21painting. And that is this option right
- 3:17:24here. So on your brush settings, you're
- 3:17:27going to see this option right here
- 3:17:29under options. So N tool options right
- 3:17:33here. You have this option right here
- 3:17:35called autonormalize.
- 3:17:36This should be enabled by default. Every
- 3:17:40single Blender tutorial I've ever
- 3:17:41watched on weight painting tells you to
- 3:17:44enable this option, but for some reason
- 3:17:47I don't understand, it is not enabled by
- 3:17:50default in Blender. I really hope they
- 3:17:52change that someday. But in any case,
- 3:17:54the reason I say this is because without
- 3:17:56autoormalize, you can create points on
- 3:17:58your 3D model where multiple bones have
- 3:18:01influences over 100% on your model,
- 3:18:04which is so confusing. It's really,
- 3:18:07really bad for beginners. And enabling
- 3:18:09autoormalize makes it so that when you
- 3:18:11add weight to one bone, it actually
- 3:18:12removes it from another, which is what
- 3:18:14you would expect to happen, right? And
- 3:18:16if you end up with areas on your model
- 3:18:18where the total influence exceeds 100%,
- 3:18:20which you know that's going to happen
- 3:18:21when you don't have this enabled,
- 3:18:23autonormalize can help fix those issues
- 3:18:25automatically. So I would recommend to
- 3:18:27basically everyone to turn on
- 3:18:29autoormalize when you're way painting
- 3:18:31your model basically 100% of the time.
- 3:18:34Sometimes it can be useful for when
- 3:18:36you're trying to do very smooth
- 3:18:38transitions, I've heard, or when you
- 3:18:39have like very high poly models, you're
- 3:18:41doing things a little bit more
- 3:18:42complicated than low poly. But really,
- 3:18:45just turn on autonormalize to save
- 3:18:46yourself a world of headaches. And one
- 3:18:48final thing to mention about weight
- 3:18:50paint mode is that there's two options
- 3:18:51right up here. One is called face
- 3:18:53selection masking for painting, and the
- 3:18:55other is vertex selection. And you can
- 3:18:57actually switch between these by
- 3:18:58pressing one and two on your keyboard,
- 3:19:00just like you can switch between
- 3:19:01selection modes in edit mode. But in our
- 3:19:04case here, we really don't need these.
- 3:19:05This is great for when you need to mask
- 3:19:07specific faces or vertices on your
- 3:19:09model. But in our case here, our model
- 3:19:11is so low poly that's mostly
- 3:19:12unnecessary. So, how do we actually fix
- 3:19:15the issues we talked about in the
- 3:19:17beginning of this video being that we
- 3:19:19can when we move our hand, this stuff
- 3:19:22kind of wiggles around and moves with
- 3:19:24our model. I'm going to go back into
- 3:19:25render view by pressing Z render. And
- 3:19:28then I'm going to click on my model, my
- 3:19:30hair model in object mode, and go into
- 3:19:33weight paint. Now, making sure that I'm
- 3:19:35on defaf spine 6, which is our headbone
- 3:19:38in our case here. We're going to press N
- 3:19:39on our keyboard, and make absolutely
- 3:19:41sure we have autonormalize enabled.
- 3:19:43Otherwise, this will not even do what we
- 3:19:45want it to do. So, with autoormalize
- 3:19:47enabled, I'm going to go to the gradient
- 3:19:49tool, set that weight to 100% as well as
- 3:19:51the strength to 100%. Then, I'm going to
- 3:19:54click and drag up. going to click and
- 3:19:56drag up a few times to make absolutely
- 3:19:59sure that our head is 100% weighted to
- 3:20:04this bone. And again, with autonormalize
- 3:20:06enable, it makes it so that when you add
- 3:20:09weight to one bone, it's actually
- 3:20:10removing it from another. So now when we
- 3:20:13go to object mode, select our rig, and
- 3:20:16go to pose mode by pressing control plus
- 3:20:17tab. Now when we move it around, our
- 3:20:20hair is no longer following along with
- 3:20:22our hand, which is fantastic. But we
- 3:20:24still have this issue with our collar
- 3:20:26where if we move our hand around, it's
- 3:20:27moving along with it, which we don't
- 3:20:28really want. And to fix that issue, I'm
- 3:20:30going to go back into object mode and
- 3:20:32select our torso here and go back into
- 3:20:35weight paint mode by going to weight
- 3:20:36paint at the top left of our 3D
- 3:20:38viewport. Now, I'm going to scroll
- 3:20:40through all of our weights right here.
- 3:20:42And by scroll through, I mean arrow key
- 3:20:44through them. And I can see that there's
- 3:20:46a lot of weights on spine 2 here, which
- 3:20:48probably means it's the bone on our rig
- 3:20:50that we want to weigh this 100% to. So,
- 3:20:53I'm going to use a gradient tool once
- 3:20:54again. Drag down, drag up. I, in my case
- 3:20:58here, want it 100% weighted. I could, if
- 3:21:01I wanted to, go to spine one, uh, set my
- 3:21:04strength a little bit lower here, aka my
- 3:21:06opacity. You can think of strength as
- 3:21:08opacity, and drag up a little bit here
- 3:21:10if I wanted a little bit of weighting
- 3:21:12like that. Um, and then go to object
- 3:21:15mode, click on my rig, then pose this
- 3:21:18around to see how it works. And that
- 3:21:20worked really well.
- 3:21:22That's awesome. And again, to test if
- 3:21:24this actually worked out, we're going to
- 3:21:25move our hand here. And it worked. You
- 3:21:27can see that again because we have a
- 3:21:30normalize enabled. And that makes it so
- 3:21:33that no vertex on our models can get
- 3:21:36over 100% weighted. When we used 100%
- 3:21:40waiting on our torso, it fixed this
- 3:21:42issue because it removed all the weights
- 3:21:44from other bones that were causing that
- 3:21:47weird wiggling issue. So that is now
- 3:21:49fixed which is fantastic. One final tip
- 3:21:52I want to mention is that with your rig
- 3:21:53selected using a rigify rig, if you go
- 3:21:55to the object data properties tab, you
- 3:21:57have a bone collections uh screen here,
- 3:22:01right? And these bone collections are
- 3:22:02the same as the ones we toggled in the
- 3:22:04last video. These rig layers, it's the
- 3:22:06same thing. This is just a really nice
- 3:22:07UI for all the ones you really care
- 3:22:09about when you're animating. But if we
- 3:22:10want to view all the different joints on
- 3:22:12our model that these weights are applied
- 3:22:14to, we can go to this deaf tab. So deaf
- 3:22:17stands for deformation and we can
- 3:22:19isolate this bone group by clicking this
- 3:22:21little star next to it. So clicking this
- 3:22:23star will isolate it so that it's the
- 3:22:25only visible one and we can unisolate it
- 3:22:28by clicking on the star again. But in
- 3:22:29our case here we want to click the star
- 3:22:31so we can see all of these different
- 3:22:33deformation bones. So now you can
- 3:22:35actually click on your rig then
- 3:22:37shiftclick on your model then go into
- 3:22:39weight mode up here or you can press
- 3:22:41control plus tab weight paint. Now, if
- 3:22:44you want to preview what all your
- 3:22:46different weights look like, you can
- 3:22:47press Alt + leftclick. So, Alt plus
- 3:22:50leftclick is switching between our
- 3:22:51vertex groups. So, you can see right
- 3:22:53here where we have our currently
- 3:22:55selected vertex group, or right here,
- 3:22:57our vertex group menu. If we press Alt
- 3:22:59plus left click, we're switching between
- 3:23:01them, which is awesome. And it would
- 3:23:02actually be a little bit cleaner of an
- 3:23:04example if I click on my torso object
- 3:23:07here. So, I'll click on my torso.
- 3:23:09Actually, excuse me. I'll click on my
- 3:23:10rig, then shift click on my torso, then
- 3:23:12press alt plus tab and go to weight
- 3:23:14paint mode. Now, if I press alt plus
- 3:23:16left click on my spine 2, we can see
- 3:23:19that we have a little bit weighted to
- 3:23:20it. If I go to spine 3, nothing's
- 3:23:22weighted to it. And if I go to spine
- 3:23:24one, there's a little bit weighted to it
- 3:23:26as well. So, spine 2 has like the most
- 3:23:28weighted to it, as you can see here. And
- 3:23:31spine one has a bit weighted to it. So,
- 3:23:33that's kind of how you can preview the
- 3:23:35weights that are getting influenced on
- 3:23:36your bone. If you actually want to see
- 3:23:37where your skeleton is located, this can
- 3:23:39be a little bit more of an intuitive
- 3:23:41option. You can also rotate your bones
- 3:23:43with them selected in this mode by
- 3:23:44pressing R, G, and S. Unfortunately,
- 3:23:47that doesn't actually work on
- 3:23:48deformation bones, but that can be
- 3:23:50really useful if you're using a little
- 3:23:51bit less of a complicated rig than what
- 3:23:53Rigify gives you. However, how do you
- 3:23:55weight paint something to give it
- 3:23:56secondary motion on your character? For
- 3:23:59example, if you want your character's
- 3:24:01hair to sway, or if you want like their
- 3:24:02tail to wag, or if your character has
- 3:24:05ears, for example, and you want them to
- 3:24:06wiggle, how do you way paint that? Well,
- 3:24:08first of all, you actually need to add
- 3:24:10that as a bone. And to do that, we're
- 3:24:12going to want to go to back into object
- 3:24:15mode, select our rig, and then we're
- 3:24:17going to go back to our bone collections
- 3:24:18tab that we're just talking about,
- 3:24:20right? And we're going to unisolate our
- 3:24:22deformation bones. So, we're going to
- 3:24:24click on this and make sure that that's
- 3:24:26is no longer starred. so we can see all
- 3:24:28of our bones. Then I'm going to press
- 3:24:30tab to go into edit mode here. Now that
- 3:24:32I'm in edit mode, I want to press shift
- 3:24:34plus A to add a bone. So this is a brand
- 3:24:37new bone on our rig. And I'm going to go
- 3:24:40to my bone collections tab right here
- 3:24:42and press this plus icon to add a brand
- 3:24:44new bone collection. And it's just going
- 3:24:46to be called bones here. But I'm going
- 3:24:48to rename this hair. So this is a brand
- 3:24:51new bone collection, but there's nothing
- 3:24:53actually assigned to it right now. Now,
- 3:24:54if I press the isolate button, there's
- 3:24:56going to be no bones in there cuz we
- 3:24:57actually need to assign things to this
- 3:24:59bone collection in order for them to be
- 3:25:01in there. So, to do that, I'm just going
- 3:25:04to make sure my brand new bone, which is
- 3:25:05right here. We can see the name right
- 3:25:07here, is bone. This is my brand new one.
- 3:25:09It's selected right here. So, making
- 3:25:10sure this brand new bone is selected.
- 3:25:12I'm going to click assign. Now, if I
- 3:25:14isolate into this bone collection by
- 3:25:16pressing the star icon, you can see that
- 3:25:18there's now a bone in it, one bone, the
- 3:25:20one we just created, which is fantastic.
- 3:25:22So I am now going to go into the front
- 3:25:24view by pressing one on my keyboard. So
- 3:25:26that's the orthographic front view.
- 3:25:28Click on my bone. Press G plus Z to move
- 3:25:30it up. Then R to rotate it like this.
- 3:25:33And again, it's super important.
- 3:25:35Remember when we talked about bone heads
- 3:25:36versus tails? This is the head of our
- 3:25:38bone right here. This is the tail of our
- 3:25:41bone right here. Which means when we
- 3:25:42rotate our bone, it's going to rotate
- 3:25:43from this point right here. So, it's
- 3:25:46really important that when we position
- 3:25:47our bone, which we're going to rig to
- 3:25:49the front hair right here, that this is
- 3:25:52the top of our bone and this is like the
- 3:25:54bottom of our bone, basically. So, I'm
- 3:25:56going to position it, scale it, G to
- 3:25:59move, S to scale, kind of like this.
- 3:26:01Grab the head of the bone like this.
- 3:26:04Kind of just line it up like that. All
- 3:26:06right. Then, I'm going to press three on
- 3:26:07my keyboard. G plus Y to move this
- 3:26:10forward. Y. Then, kind of line it up
- 3:26:13like that.
- 3:26:15That's looking really good. Um, and
- 3:26:17while we're in edit mode, I should also,
- 3:26:19first of all, get out of orthographic
- 3:26:20view by clicking on this little icon
- 3:26:22right here. But I also want to rename my
- 3:26:25bone to not just the default bone name.
- 3:26:28So, I'm going to press F2 on my keyboard
- 3:26:30while I'm in edit mode. And while I have
- 3:26:32my bone selected and call this hair
- 3:26:36just for example. You can call it
- 3:26:38whatever you want, of course. With hair
- 3:26:40front selected, just for fun, I can also
- 3:26:42go to the bone tab right here. go to
- 3:26:44viewport display and make this bone uh
- 3:26:47we'll make it purple just for fun. So
- 3:26:49this bone is now purple. And I'm going
- 3:26:51to go back into the object data
- 3:26:53properties tab right here. And now that
- 3:26:56that's all taken care of, we want to
- 3:26:58actually make sure that this bone is
- 3:27:00weighted to our hair because it's not
- 3:27:02actually weighted to our hair yet. And
- 3:27:04to do that, we want to click on our hair
- 3:27:07model, then shiftclick on the bone we
- 3:27:09just created, then press Ctrl + P, then
- 3:27:12do armature deform with empty groups.
- 3:27:14You could do automatic weights, but
- 3:27:16sometimes that's just not going to do
- 3:27:17what you want it to do. So in this case
- 3:27:19here, we're just going to do with empty
- 3:27:21groups. So now, if we click on our hair
- 3:27:24model, you're going to see there's a
- 3:27:25brand new vertex group at the bottom
- 3:27:27right here called hair_ront,
- 3:27:29which is awesome. That's the bone we
- 3:27:31just made and the vertex group we just
- 3:27:33made. And this vertex group would not
- 3:27:35exist unless we do what we just did,
- 3:27:37which is click on our model, shift click
- 3:27:38on our bone. So click on our model,
- 3:27:40shift click on our bone, then control P
- 3:27:42armature G form with empty groups or
- 3:27:44automatic weights if you prefer. But in
- 3:27:46our case here, we want empty groups. So
- 3:27:48with that done, if we move our bone
- 3:27:50around, nothing's going to happen
- 3:27:51because we still need to weight it,
- 3:27:53which is what we're just talking about,
- 3:27:54right? So, all we need to do now is
- 3:27:57click on our hair model, go to the
- 3:27:59weight painting tab, go to our brand new
- 3:28:01vertex group right here, hair front,
- 3:28:03then click on our draw tool, set weight
- 3:28:06and strength to 100%. Then weight paint
- 3:28:09this singular vert 100%. And something
- 3:28:12that I forgot to mention earlier is you
- 3:28:14can change your brush size by changing
- 3:28:15this radius value, which you can also
- 3:28:17change with the hotkey of F. So F is how
- 3:28:19you change your brush size like that. So
- 3:28:22that works in the draw tool as well as
- 3:28:23the blur tool like so. And you can also
- 3:28:26change your opacity aka strength with
- 3:28:29shift plus F. So shift plus F is how you
- 3:28:32quickly change your opacity. And it's
- 3:28:33even visualized here. So like 100% is
- 3:28:35100% opacity. And we get more and more
- 3:28:38transparent as we go lower values like
- 3:28:40that, which is pretty cool. But you can
- 3:28:41change the size of your brush by
- 3:28:43pressing F. So F is how you change the
- 3:28:46size of your brush. And if you press
- 3:28:47Ctrl + F, you can change the weight. So
- 3:28:49if you want to change your overall
- 3:28:50intensity, you can press Ctrl + F to
- 3:28:53change your weight, but shift plus F is
- 3:28:55how you change your opacity essentially.
- 3:28:58Now if we go back into object mode,
- 3:29:00click on our brand new bone here and
- 3:29:02press control plus tab to go into pose
- 3:29:03mode. We now have way painted this hair
- 3:29:05on our model, which is fantastic.
- 3:29:08However, there's one issue where if we
- 3:29:10go into object mode and we unisolate our
- 3:29:13new bone collection, which is the hair
- 3:29:15bone collection, and then we click on
- 3:29:17our model's head right here, we try to
- 3:29:19move it around, you're going to see that
- 3:29:21our bone is not following along with our
- 3:29:23head. And this ties back into what we
- 3:29:25talked about at the last video about
- 3:29:26parent child relationships with bones.
- 3:29:29We need to make sure that this bone is
- 3:29:31the child of this headbone. Otherwise,
- 3:29:35it's not going to know that it needs to
- 3:29:37follow along with our headbone. So, to
- 3:29:40do that, all we need to do is press tab
- 3:29:42to go back into edit mode and click on
- 3:29:44our new hair front bone. Then, we need
- 3:29:47to go to the bone properties menu right
- 3:29:49here. And in this menu, there's a
- 3:29:51relations option. So, or excuse me, a
- 3:29:54relations drop down where you can set
- 3:29:55the parent of your bone. And remember
- 3:29:58when we were going through all the
- 3:30:00vertex groups of our hair here, we saw
- 3:30:03that there was a vertex group called, if
- 3:30:05we go all the way to the top here, def
- 3:30:08and deaf is short for deformation, spine
- 3:30:11006. So def spine 006 is indeed our
- 3:30:16headbones name using rigify. So
- 3:30:19remembering that, we're going to go back
- 3:30:21into object mode, click on our bone
- 3:30:23here, go back into the relations tab
- 3:30:26right here. So this is bone properties,
- 3:30:29relations, and then from parent, we're
- 3:30:31going to click, oh, excuse me. We have
- 3:30:32to be in edit mode. This is object mode.
- 3:30:34So we're going to make sure we're in
- 3:30:35edit mode with our new bone selected,
- 3:30:36which is hair front. Then we're going to
- 3:30:38go to relations, parent, and
- 3:30:40dospine.00006,
- 3:30:41[Music]
- 3:30:43which is the name of our headbone.
- 3:30:45You're going to see there's a little
- 3:30:46line that appeared from our headbone to
- 3:30:49our hair front bone. And when we go into
- 3:30:51object mode and or excuse me, when we go
- 3:30:53into pose mode now and rotate our
- 3:30:55headbone around, you're going to see
- 3:30:57that our hair bone is now following
- 3:30:59along with it exactly as we'd expect. So
- 3:31:02now we can animate the secondary motion
- 3:31:04on our hair. And we just rigged hair,
- 3:31:06but this also works for tails. This also
- 3:31:08works for ears. It works for anything
- 3:31:10that you want secondary motion for on
- 3:31:13your character. and it's very easy to
- 3:31:15do. So, that about covers it. In the
- 3:31:16next video, we're going to talk about
- 3:31:17rigging your character's faces in 2D.
- 3:31:20So, our character has a two-dimensional
- 3:31:22face texture here. We're going to talk
- 3:31:24about how to animate those using
- 3:31:25geometry nodes. Hope you're looking
- 3:31:27forward to it, and thank you so much for
- 3:31:28watching. How can we make a facial
- 3:31:30texture like this animate on our
- 3:31:33character rig kind of like this? That's
- 3:31:35what we're going to talk about in this
- 3:31:37video.
- 3:31:39Huge shout out to Lacruuso for making
- 3:31:41this amazing video on animating faces
- 3:31:43with 2D textures in Blender, by the way.
- 3:31:45Definitely go check that video out if
- 3:31:47you want a really good breakdown on how
- 3:31:49to actually make textures like this from
- 3:31:51scratch and give their channel a
- 3:31:53subscribe cuz their content is really,
- 3:31:55really good. But without further ado,
- 3:31:57let's get into how to make it on our own
- 3:31:59character here. So, we have our
- 3:32:01character all rigged here, but now we
- 3:32:03want to make sure that we can animate
- 3:32:04our character's eyes and mouth by
- 3:32:06swapping between different textures on
- 3:32:08our face texture. So, to do that, we're
- 3:32:11first thing we're going to want to do is
- 3:32:13if you'd like to follow along with me
- 3:32:14here, go to the link in the video
- 3:32:16description below and click on this
- 3:32:18Patreon post right here. You do have to
- 3:32:20be a member of my Patreon to click on
- 3:32:21this post, but don't worry, joining as a
- 3:32:23member is totally free. So after you do
- 3:32:25that, all you need to do is click on
- 3:32:27this right here, which is Lovechan
- 3:32:29textures facial textures fixed.png. So
- 3:32:32just click on there or right here, and
- 3:32:35download this texture because the
- 3:32:36original version I had actually had some
- 3:32:38issues. So make sure to download this
- 3:32:40updated version of the texture, which I
- 3:32:41will link in the description box below.
- 3:32:43After that, we're going to want to make
- 3:32:44a brand new material on Lovechan here.
- 3:32:47So we're going to click on her face
- 3:32:48here, which is this model right here.
- 3:32:50We're going to go down to material
- 3:32:52properties and press this plus icon
- 3:32:54right here. Then we're going to select
- 3:32:56our love chan body material that we
- 3:32:58already made and we're going to
- 3:32:59duplicate this by pressing this little
- 3:33:01duplicate button right here. Now I want
- 3:33:03to rename this new material love chan
- 3:33:06face. So this is going to be our love
- 3:33:09chan face texture. Now we're going to
- 3:33:11want to drag up a new panel here by
- 3:33:12going to the bottom left of our viewport
- 3:33:14here and dragging up like this. Then I'm
- 3:33:17going to switch this over to a shader
- 3:33:19editor tab. So I'm going to click shader
- 3:33:21editor from this little drop down right
- 3:33:23here. And now we want to replace this
- 3:33:26body texture with our facial texture
- 3:33:28that we just downloaded. So I'm going to
- 3:33:31drag in. So I'm literally going to
- 3:33:33Windows right here. I'm finding the
- 3:33:35texture I downloaded on my computer and
- 3:33:36then I'm dragging and dropping it in to
- 3:33:38our shader editor like so. And I'm going
- 3:33:41to put it right here and delete this one
- 3:33:43like so. So that didn't actually update
- 3:33:46anything yet. And the reason for that is
- 3:33:47we have to actually assign this texture
- 3:33:51to our face here. So to assign a texture
- 3:33:54to a face in Blender, all you need to do
- 3:33:56is first of all, I'm going to isolate
- 3:33:57our model by pressing forward slash on
- 3:33:59my keyboard. So I'm just looking at this
- 3:34:01uh model right here. Then I'm going to
- 3:34:03go to front view and just tab to go into
- 3:34:05edit mode and press W to go to the
- 3:34:07select box tool and press alt A to
- 3:34:09deselect all. Now, I want to assign this
- 3:34:12new texture to all the different parts
- 3:34:15of our face here that are going to be
- 3:34:16animated. So, that's going to be this
- 3:34:17part. Excuse me. I'm going to press
- 3:34:19three to make sure I'm on face select.
- 3:34:21So, I'm going to select this face, these
- 3:34:22faces, all these faces. And I'll even
- 3:34:24press C to go to the circle select tool
- 3:34:26and select all these faces. Like so. So,
- 3:34:30now that all of these are selected, I
- 3:34:31can press H to verify. Yep, those are
- 3:34:33the right ones. That's fantastic. Now, I
- 3:34:35want to go to my Lovechan face material
- 3:34:37and click assign. And we can tell it
- 3:34:39worked because it looks really weird and
- 3:34:41funky now. And the reason it looks super
- 3:34:43weird right now is because our face
- 3:34:45texture has different dimensions than
- 3:34:47our love chan body texture. It's going
- 3:34:49to actually mess up our UVs here, which
- 3:34:51means we need to do them once more, but
- 3:34:53we can do that super quickly here. So to
- 3:34:54do that, I am going to again, making
- 3:34:56sure I have all these faces still
- 3:34:58selected, press U on my keyboard and do
- 3:35:00project from view. Making sure I have
- 3:35:02those faces selected. Then I'm going to
- 3:35:04make a brand new panel right here and go
- 3:35:07to the UV editor panel, which I can just
- 3:35:09click up here and press U on my keyboard
- 3:35:11to enter. Or again, it's right there,
- 3:35:13the UV editor. Now, I'm going to press G
- 3:35:16and scale up my face on my first face
- 3:35:19texture right here. I'll zoom in here.
- 3:35:22See how this is looking. And I kind of
- 3:35:24want to line up the shadow of the nose
- 3:35:26right here with the bottom of my nose
- 3:35:28geometry.
- 3:35:30Kind of like that. Though I'm not going
- 3:35:33to aim for perfection here because this
- 3:35:35is just a tutorial on how to swap face
- 3:35:37textures. I do have tutorials on this
- 3:35:39channel for UV unwrapping if you want to
- 3:35:41go check those out that go into a lot
- 3:35:42more depth than this. So that's how our
- 3:35:44face texture is going to be laid out.
- 3:35:46That's looking pretty good to me. So now
- 3:35:48how do we actually animate between
- 3:35:50these? We're going to want to do that in
- 3:35:51the shader editor, which we already have
- 3:35:53at the bottom of Blender here. So I'm
- 3:35:55actually going to scooch these over so I
- 3:35:57can kind of see what I'm doing a little
- 3:35:58bit better and make this a little bit
- 3:35:59bigger. That's good enough for now. And
- 3:36:02with the node wrangler add-on enabled,
- 3:36:04I'm going to click on my texture here
- 3:36:06and press Ctrl + T to add a mapping and
- 3:36:09texture coordinate node. Now, if that
- 3:36:11didn't work for you, you have to have
- 3:36:12the node regular add-on enabled, but
- 3:36:14luckily that's included with every
- 3:36:16version of Blender by default. Go to
- 3:36:18edit, preferences, add-ons, node
- 3:36:21wrangler, and make sure that is checked.
- 3:36:23So, with that checked, click on your
- 3:36:24texture here and press Ctrl + T to add a
- 3:36:27mapping and texture coordinate node.
- 3:36:29Now, you're going to notice something
- 3:36:31interesting. If we change the X location
- 3:36:33on our texture here, nothing is actually
- 3:36:36going to happen. And the reason why
- 3:36:38nothing is changing in our viewport here
- 3:36:39is that we need to be on either material
- 3:36:42preview or rendered view. So, if I go to
- 3:36:44material preview, then change my X
- 3:36:46location. Now, you're going to see that
- 3:36:48our texture is moving between all of our
- 3:36:51different faces here. Because think of
- 3:36:52how axes work in Blender by looking at
- 3:36:54the top right of our viewport here, we
- 3:36:56can see that this is the Xaxis. So,
- 3:36:59we're scrolling our texture across the
- 3:37:01x-axis because, as you can see by the
- 3:37:03way our texture is laid out, we just
- 3:37:05have our textures like one by one laid
- 3:37:07out in a row like this. So, the only
- 3:37:09location we need to change on this
- 3:37:11mapping node is going to be the X
- 3:37:12location. If you had your textures, you
- 3:37:14know, laid out vertically rather than
- 3:37:16horizontally, you would also be
- 3:37:18changing, for example, the Y. But in our
- 3:37:20case here, we only want to worry about
- 3:37:22this Xaxis, like so. And if we look at
- 3:37:24our texture right here, we're going to
- 3:37:26notice that there are 1 2 3 4 5 six
- 3:37:29different faces on Lovechan here. And as
- 3:37:31a result, we're going to want to add six
- 3:37:33of a new node that we're going to
- 3:37:34introduce and add right now called the
- 3:37:37combine XYZ node. So we can press shift
- 3:37:40plus A to spawn in a new node in the
- 3:37:42shader editor. We'll press search and
- 3:37:44then do combine XYZ like so. And this is
- 3:37:49going to be our first one, which is just
- 3:37:50going to be this first texture all the
- 3:37:52way on the left here. But we want to
- 3:37:53duplicate this node by pressing shift
- 3:37:55plus D, which is the same duplication
- 3:37:57hotkey as most other parts of Blender.
- 3:37:59Then we're going to preview what this
- 3:38:00looks like by plugging the output from
- 3:38:02this vector into the input of this
- 3:38:05location on this mapping node, which is
- 3:38:07not actually going to change anything
- 3:38:08just yet. Let me make this nice and big
- 3:38:10here so we can see what's going on in
- 3:38:11the 3D viewport. So if we change the X
- 3:38:14location on this combine XYZ, again,
- 3:38:16making sure we're in material preview or
- 3:38:18rendered. that this actually updates.
- 3:38:20You're going to see we're going to
- 3:38:21animate between all of our different
- 3:38:23faces here. But of course, we want this
- 3:38:25first one to transition to this first
- 3:38:27face right here. Then we want a second
- 3:38:29XYZ to transition to this facial
- 3:38:30texture. The third to this facial
- 3:38:33texture, the fourth to this facial
- 3:38:34texture, and this one will be our final
- 3:38:36XYZ node, the sixth. So now we're going
- 3:38:39to move our XYZ node and hold shift so
- 3:38:44that when we are moving and changing
- 3:38:46this value, it's a lot smoother. and we
- 3:38:48have a lot more fine grain control over
- 3:38:50this. Then we're going to go to this
- 3:38:52second facial texture right here on our
- 3:38:54texture here. So with this lined up,
- 3:38:58holding shift and leftclick, you're
- 3:39:00going to see that does not line up
- 3:39:02perfectly. And to do fix that, all I
- 3:39:04need to do is punch in some numbers the
- 3:39:06oldfashioned way here. So 0.16.
- 3:39:09Let's try one. That's moving in the
- 3:39:11right direction. So I know I've
- 3:39:12decreased this value. So I'll do two.
- 3:39:15Maybe four is right. There we go. So,
- 3:39:17I'm just trying to line up the bottom of
- 3:39:19my nose with my texture there. So,
- 3:39:20that's looking pretty good. So, now I'm
- 3:39:22going to duplicate this XYZ node once
- 3:39:24again. And I'll plug in the vector to
- 3:39:27the location of this mapping node, like
- 3:39:28so. And because I know that when I lay
- 3:39:32these out, these are generally evenly
- 3:39:34spaced, you can actually just multiply
- 3:39:36this X value by two in order to get to
- 3:39:38this next facial texture right here. And
- 3:39:41to do that in Blender, there's actually
- 3:39:42a really awesome, super quick way you
- 3:39:44can do this by selecting your value. So
- 3:39:46double clicking on it so you're editing
- 3:39:48it. Then I'm going to press space.
- 3:39:50Actually, I don't even need to press
- 3:39:51space, I don't think. So I'm just going
- 3:39:52to add an asterisk here. So that's shift
- 3:39:54+ 8 if you don't know that. And then I'm
- 3:39:56going to type two, which will multiply
- 3:39:59this value by exactly two. Yeah. And you
- 3:40:02don't even need a space. So with that
- 3:40:04value multiplied by two, you can now see
- 3:40:06that we've transitioned into this next
- 3:40:07facial texture, which is our third
- 3:40:09facial texture, which is perfect. So I'm
- 3:40:11going to now duplicate this combine XYZ
- 3:40:13node again by shift pressing shift plus
- 3:40:15D. And I know that I want to multiply
- 3:40:17this node by two now, excuse me, by
- 3:40:19three now. So I'm going to copy and
- 3:40:21paste this value from the first combined
- 3:40:23XYZ or excuse me, the second combined
- 3:40:26XYZ node. Then I'm going to multiply
- 3:40:28this by three. So that was multiplied by
- 3:40:31two. This one's multiplied by three. And
- 3:40:33we'll double check our work by plugging
- 3:40:35this vector into the location. That's
- 3:40:37looking pretty good, though it's
- 3:40:38slightly misaligned. So I can kind of
- 3:40:40change this value here to see if that
- 3:40:43will get it better. That was the wrong
- 3:40:44direction. So I'll increase this by one
- 3:40:46by going 493.
- 3:40:48And that's looking pretty good. And that
- 3:40:50will be our fourth facial texture. We'll
- 3:40:53duplicate this again. We'll paste this
- 3:40:56value in once again. And we'll multiply
- 3:40:58this one by four. Right. Yeah. So now
- 3:41:01we're going to plug this vector into the
- 3:41:03location up here once again. And I see
- 3:41:06that I'm in edit mode. I actually don't
- 3:41:07need to be in edit mode. I'm just going
- 3:41:08to go back into object mode here so my
- 3:41:09life's a little easier cuz edit mode
- 3:41:11undoing is awkward. And now I can see
- 3:41:14that I'm on my fifth facial texture
- 3:41:15which is fantastic. So again, I'm going
- 3:41:17to press shift D to duplicate this.
- 3:41:19Paste in my value and multiply it by
- 3:41:21six. Now I'm going to plug this in to
- 3:41:24our location. And I think I went too
- 3:41:26far. I think I need to multiply that by
- 3:41:28five. Excuse me. So multiply that by
- 3:41:29five. There we go. Now that's perfect.
- 3:41:32Awesome. So now if we plug in our first
- 3:41:34vector into this location, we have our
- 3:41:36first facial texture, our second, and
- 3:41:38our second facial texture. Third, we're
- 3:41:39going to have our third facial texture,
- 3:41:40our fourth will have our fourth facial
- 3:41:41texture, our fifth will have our fifth
- 3:41:42facial texture, and our sixth will have
- 3:41:43our sixth facial texture as we expect.
- 3:41:44So now we're going to want to add mix
- 3:41:47nodes so that we can actually animate
- 3:41:48between all these different combined XYZ
- 3:41:51nodes. So I'm going to press shift plus
- 3:41:53a search, and then I'm going to type mix
- 3:41:56to add this mix node right here. Then
- 3:41:58I'm going to set the factor to zero and
- 3:42:00switch this from float to vector. So
- 3:42:03this is going to be a vector nix node
- 3:42:05with a factor of zero. Then I'm going to
- 3:42:07put the vector from the my xyz node
- 3:42:09number one here into the a slot of my
- 3:42:11mix node and my second xyz into the
- 3:42:14vector of the b slot like so. Then I'm
- 3:42:16going to put the result into my location
- 3:42:18of my mapping node. And you can see that
- 3:42:20by changing the factor on this mix node,
- 3:42:22we're going to animate between our first
- 3:42:23facial expression and our second facial
- 3:42:25expression, which is awesome. And you
- 3:42:27kind of want to just keep duplicating
- 3:42:28this mix node until all of our facial
- 3:42:30textures are integrated into this setup.
- 3:42:32So, I'm going to move things around by
- 3:42:34box selecting so that things are going
- 3:42:36to look a little bit more clean. Like
- 3:42:38so. Kind of line these up by box
- 3:42:41selecting like this. Now, we're going to
- 3:42:43press shift plus D to duplicate this mix
- 3:42:45node. And now that we've duplicated this
- 3:42:46mix node and moved it to the right a
- 3:42:48little bit, we're going to see that the
- 3:42:49result from our first mix node is
- 3:42:50plugged into the A here. And we'll
- 3:42:52literally just take the vector from our
- 3:42:54next combined XYZ and plug it into the
- 3:42:56B. Line this up. Shift D, move it up
- 3:42:58here so it plugs into the A, plug this
- 3:43:01into the vector of the B. Then I'm
- 3:43:02actually going to move these over a bit
- 3:43:04like so. Again, shift plus D. Plug this
- 3:43:07in.
- 3:43:09Plug in the vector output into the B
- 3:43:11socket right here in this mix node. Move
- 3:43:14this over a little more. Then I'm going
- 3:43:15to press shift plus D once more and plug
- 3:43:18in our final facial texture into the B
- 3:43:20slot from its vector output. So there we
- 3:43:24go. Now we have all of our facial
- 3:43:26textures set up into these mix nodes.
- 3:43:28And by changing this factor, you're
- 3:43:30going to see that we're going to swap
- 3:43:32between our facial textures every time
- 3:43:34we change these factors on all these mix
- 3:43:37nodes, which is super cool. However, to
- 3:43:39properly animate between these, we're we
- 3:43:42don't actually want this sliding effect,
- 3:43:44right? Because if you're animating
- 3:43:45between these and it's slid like this,
- 3:43:47that would look a little awkward. We
- 3:43:49kind of wanted to like snap between all
- 3:43:51these mix nodes. And to do that, we're
- 3:43:53going to use a math node set to greater
- 3:43:56than and a value node. So, I'm going to
- 3:43:58press shift plus a and type in value.
- 3:44:00Then, I'll press shift plus a and type
- 3:44:02in math. That's not how you spell math.
- 3:44:05There we go. Math. So I'm going to set
- 3:44:07this math node from add to greater than.
- 3:44:10Then I'll set the threshold to one. So
- 3:44:12it's a greater than math node with a
- 3:44:14threshold of one. Then I'm going to plug
- 3:44:16this value node into the value of this
- 3:44:19greater than node. Then I want the value
- 3:44:21input from this greater than to go into
- 3:44:24the factor of this mix node. Cuz
- 3:44:26remember by changing this factor that's
- 3:44:28how we're changing between these facial
- 3:44:30expressions. So by plugging in the value
- 3:44:33from this greater than input, it means
- 3:44:36the value on this facial texture will
- 3:44:37only increase when its threshold on this
- 3:44:40greater than node is above one. And now
- 3:44:42I just want to duplicate this for every
- 3:44:44mix node that I have. So I'm going to
- 3:44:46press shift plus D, duplicate this, plug
- 3:44:49in the value from my value node, and
- 3:44:51plug in the value output from this
- 3:44:53greater than node into the factor of my
- 3:44:55next mix node right here. And set the
- 3:44:57threshold of this next greater than to
- 3:44:59two. Then do it again. Shift D, value to
- 3:45:02value. Then the value output of the
- 3:45:05greater than into our next mix node. Set
- 3:45:07the threshold to three. Shift D, value
- 3:45:10to factor, value to value, threshold to
- 3:45:12four. Shift plus D, value to value,
- 3:45:17value to factor, and threshold of five.
- 3:45:20So now we have 1 2 3 4 and five. Now,
- 3:45:23when we change the value on this value
- 3:45:24node, it's going to snap between all of
- 3:45:26our facial textures as it becomes a
- 3:45:29threshold above one. Then a threshold
- 3:45:31above two, three, four, five. So, can
- 3:45:33increase this like so. Eyes are going to
- 3:45:36become closed because we're above one.
- 3:45:38Then they're going to be kind of happy
- 3:45:39eyes because we're above two. Then
- 3:45:40they're going to become shocked because
- 3:45:42we're above three. Then they're become
- 3:45:43dazed as we go above four. Then they're
- 3:45:47going to become silly as we go above
- 3:45:49five here. And if you're confused why
- 3:45:51it's a value of five rather than six
- 3:45:53because we have six facial textures
- 3:45:55here, that's just because our value
- 3:45:57below one is actually our first texture.
- 3:45:59So that's the reason it only goes to
- 3:46:01five. So we actually have this all set
- 3:46:02up now. This looks a little messy, but
- 3:46:05we're actually doing it right. This is
- 3:46:06how we animate between our facial
- 3:46:08expressions. And you could just leave
- 3:46:10this here. However, animating in the
- 3:46:12shader editor is extremely annoying and
- 3:46:14not recommended. That's why we're going
- 3:46:16to add a bone to our rig that actually
- 3:46:18controls this value node so that we can
- 3:46:21actually just animate the face and mouth
- 3:46:23textures on our rig as we're animating,
- 3:46:25which is much much faster and a lot more
- 3:46:27intuitive. So, let me show you how to do
- 3:46:29that right now. So, first of all, I'm
- 3:46:30going to click on my model and press
- 3:46:32forward slash to get out of this
- 3:46:33isolated view. Then, I'm going to want
- 3:46:35to spawn in a new bone. So, I'm going to
- 3:46:37click on my rig in object mode. Tab to
- 3:46:39go into edit mode. Then, I'm going to
- 3:46:41press shift plus a to spawn in this new
- 3:46:43bone here. I'm actually going to click
- 3:46:44on my bone right now and name it face
- 3:46:48control. This is going to be our face
- 3:46:50control bone. Then I'm going to press
- 3:46:52one to go in the orthographic front
- 3:46:53view. Press G to move it up. S to scale
- 3:46:55it down like so. And I'll even go to the
- 3:46:57side view and rotate this. We'll say 90°
- 3:47:02like that. All right. So, that's looking
- 3:47:05pretty good. But we don't actually want
- 3:47:07this in the bone collection it's in
- 3:47:08right now. We're going to make a brand
- 3:47:09new bone collection for this bone and
- 3:47:12call it face control. So, I'm going to
- 3:47:15press plus to add a new bone collection
- 3:47:16right here. Then, at the bottom of my
- 3:47:18bone collections, I'm going to have this
- 3:47:20new collection called bones. Then, I'm
- 3:47:22going to double click on it and call it
- 3:47:23face controllers.
- 3:47:26Like so. Then, making sure I have my new
- 3:47:29bone selected, I'm going to click
- 3:47:30assign. And now, I'm going to press this
- 3:47:32star icon to isolate this bone so that
- 3:47:34this is the only bone I'm seeing right
- 3:47:36now, which is very convenient for us.
- 3:47:37So, now that this is the only bone we're
- 3:47:40seeing here, we're going to go back into
- 3:47:41object mode and click on my Lovechan
- 3:47:43face material here. Then, we're going to
- 3:47:46go to this value node that we spawned in
- 3:47:48and right click on it and hit add
- 3:47:50driver. Now, you're going to see a very
- 3:47:52confusing, scary looking menu, and you
- 3:47:53might even mouse out of it, which makes
- 3:47:55it disappear, and you're freaking out
- 3:47:56like, "Where'd that menu go? What's
- 3:47:57going on?" Um, don't worry about it. All
- 3:47:59you need to do to fix that is rightclick
- 3:48:01on wherever you created your driver and
- 3:48:04click edit driver to bring that same
- 3:48:06menu up again. Now, we want to set our
- 3:48:09object here in our driver to our rig.
- 3:48:12And in our case here, our rig is
- 3:48:14literally just called rig. That is our
- 3:48:16quote unquote object. And the bone we
- 3:48:19want is that bone we just spawned in,
- 3:48:21which is called face control. So, we're
- 3:48:23going to type face. And face control is
- 3:48:26the bone we want. So, that's perfect.
- 3:48:28Then the type we're going to set to Z
- 3:48:30location cuz we want it so that when we
- 3:48:33go up and down that's going to change uh
- 3:48:36the texture on our face here. And we're
- 3:48:38going to make sure to set the space to
- 3:48:39local space. Otherwise, it's going to be
- 3:48:41in world space, which is going to be
- 3:48:42kind of confusing and not really what we
- 3:48:44want here. So, we're going to set it to
- 3:48:45local space. So, with all of that out of
- 3:48:47the way, something really cool is going
- 3:48:49to happen here because we can click on
- 3:48:51our bone now, go into pose mode, and
- 3:48:54move it around. And as you can see,
- 3:48:56nothing is happening unless
- 3:48:59unless we press Z and go down. Now, we
- 3:49:03can see that it's actually changing the
- 3:49:05facial expressions on our character
- 3:49:06here, which is super awesome. However,
- 3:49:09it's only doing that when we go down on
- 3:49:11the Z-axis, which is not really what we
- 3:49:13want, right? And to fix that, all I need
- 3:49:15to do is select my bone, press tab to go
- 3:49:18into edit mode. Then, I'm going to open
- 3:49:19the transform menu here by pressing N.
- 3:49:22And we can see what's causing our issue
- 3:49:24because our bone roll is actually set to
- 3:49:27100
- 3:49:28180. And to visualize bone roll and like
- 3:49:31the axes on your bone, all you need to
- 3:49:32do is scroll down on this object data
- 3:49:35properties tab and where it says axes,
- 3:49:37check this little box right here. Now we
- 3:49:40can see that this is exactly upside
- 3:49:42down, which was not really what we want
- 3:49:44here. We want to set our bone roll to
- 3:49:46zero here rather than - 180. So I'm
- 3:49:49going to set that to zero so that Z will
- 3:49:51actually be up because as we can see
- 3:49:53right here looking at the axes on our 3D
- 3:49:55viewport here. Blender is a Z up
- 3:49:58program. Some programs are actually Y
- 3:50:00up, which is, you know, kind of
- 3:50:01confusing. But Blender is a ZUP program.
- 3:50:05So we want Z to be facing up here. Now,
- 3:50:07if I go back into pose mode here and
- 3:50:10move my bone up rather than down on the
- 3:50:12Z-axis, it's going to start animating
- 3:50:14between our expressions, which is
- 3:50:15fantastic. However, it takes a lot of
- 3:50:18movement to actually get it to change
- 3:50:20between our expressions, which is really
- 3:50:22annoying. So, to fix that, I am just
- 3:50:24going to select our face again. And I'm
- 3:50:28just selecting my face to go make sure
- 3:50:29I'm in my love chen face material in the
- 3:50:32shader editor, of course. Then, I'm
- 3:50:34going to right click on our value here
- 3:50:36and edit the driver once again. And
- 3:50:38we're going to go to the expression tab
- 3:50:39right here. And where it says plus 0.38,
- 3:50:43we're actually going to replace that
- 3:50:44with multiplied by. And we're actually
- 3:50:46going to multiply our value by we can do
- 3:50:49any number we want. We can do 10 or 15
- 3:50:51here. But in my case here, we'll start
- 3:50:53with 15 just to see what that's looking
- 3:50:55like. So now when we go back to move our
- 3:50:57bone, move it up on the Z-axis. It's
- 3:51:00going to take a lot less movement to
- 3:51:02move through all six of our face
- 3:51:03textures like here. So you can see it
- 3:51:05requires much less movement, which is a
- 3:51:07lot more easy to control, which is
- 3:51:09awesome. However, it's kind of not the
- 3:51:12best setup in the world because if we
- 3:51:14just move this around, we can kind of
- 3:51:16move this wherever, which is not a great
- 3:51:18rig setup. We would actually want it so
- 3:51:20that it can only move on the Z-axis. But
- 3:51:22how do we actually do that? Well,
- 3:51:24there's a tab right at the bottom right
- 3:51:26of Blender here called the bone
- 3:51:28constraints properties tab. And I'm in
- 3:51:31pose mode, so that's going to be
- 3:51:32visible. It might not be visible in
- 3:51:34certain other modes, but make sure your
- 3:51:36bone is selected in pose mode. and then
- 3:51:38go into bone constraint properties. Then
- 3:51:40we're going to want to add a bone
- 3:51:42constraint to our face control bone and
- 3:51:44it's going to be limit location. So we
- 3:51:47want to add this limit location
- 3:51:49transform bone constraint. Then we're
- 3:51:50going to want to check these boxes next
- 3:51:51to minimum X and Y and check these boxes
- 3:51:54right here, maximum X and Y. And you're
- 3:51:57going to see that this teleports our
- 3:51:58bone to the face of our character, which
- 3:52:00we don't want. And to fix that, we're
- 3:52:02going to go to owner local space. So
- 3:52:05owner is going to be set to local space
- 3:52:07here. Now if we try to move our bone on
- 3:52:09the x-axis or the y-axis, it is not
- 3:52:12going to work. It's only going to move
- 3:52:13on the Z-axis, which is much better. So
- 3:52:15that's already a much better setup.
- 3:52:17However, we could still move this in the
- 3:52:19wrong direction, which is in the
- 3:52:21negative Z-axis. Uh we actually only
- 3:52:23want it so that this bone moves in the
- 3:52:25positive Z-axis, cuz this is
- 3:52:26unnecessary. We would never actually
- 3:52:28want the bone to go this direction. So
- 3:52:30to fix that, I'm going to set our
- 3:52:32maximum Z to whatever value our final
- 3:52:36texture is when we move it. So that
- 3:52:39sounds a little confusing, but all that
- 3:52:41really means is move your bone up until
- 3:52:43you're on your final facial texture,
- 3:52:45which in my case is going to be this
- 3:52:46silly one. Then when you do that, from
- 3:52:49your move menu here, where you see your
- 3:52:52ZV value, literally just copy that and
- 3:52:54then enable maximum Z and paste that
- 3:52:57right there. your minimum Z is already
- 3:52:59going to be at zero, so you don't need
- 3:53:00to worry about that. Then just move your
- 3:53:03bone. And now your bone is only going to
- 3:53:05go where you actually want it to, which
- 3:53:07is perfect. You can even go to bone
- 3:53:09properties here, go to viewport display,
- 3:53:12and change your bone color here. So I'll
- 3:53:14change this to pink, for example. That's
- 3:53:16not pink. Pink, for example. And that
- 3:53:19can look kind of nice. So this is
- 3:53:21already fantastic. We can already
- 3:53:22animate our character's facial
- 3:53:24expressions in our rig itself, which is
- 3:53:26super awesome. But more often than not,
- 3:53:29you're going to want to animate this
- 3:53:30mouth and the eyes separately from each
- 3:53:32other. So, how do you actually do that?
- 3:53:34Well, we're going to actually want to
- 3:53:36create a new material to do that. So,
- 3:53:38I'm going to go back into object mode,
- 3:53:39click on my face here, and go to this
- 3:53:42material properties tab. Then, I'm going
- 3:53:44to spawn in a new material by pressing
- 3:53:46this plus icon, and I'm going to select
- 3:53:48my LoveChan face material. Then I'm
- 3:53:50going to duplicate my LoveChan face
- 3:53:52material and rename this new material,
- 3:53:56Lovechan_mouth.
- 3:53:58Now we want to assign the mouth material
- 3:54:01that we just made to just her mouth
- 3:54:03here. So we're going to go to the front
- 3:54:05orthographic view, select our object, go
- 3:54:07into edit mode, then just select these
- 3:54:10faces on her mouth here. Then I'm going
- 3:54:11to go to our brand new Love Chan mouth
- 3:54:13material and click assign. And now that
- 3:54:15that's done, we want to go back into
- 3:54:17object mode, select our bone, press tab
- 3:54:19to go into edit mode, and press shift
- 3:54:21plus D to duplicate it. So, we just
- 3:54:23duplicated our face control bone. Then
- 3:54:25in edit mode, I'm going to press G plus
- 3:54:27X to move this over. And because we're
- 3:54:29in edit mode, we can still move it along
- 3:54:31any axis that we want. Then I'm going to
- 3:54:33rename this bone mouth control. Then I'm
- 3:54:37going to select my first bone here and
- 3:54:39press F2 to rename this I control. So,
- 3:54:44we're going to have an eye control right
- 3:54:45here and a mouth control right here. And
- 3:54:47I can even go into the bone properties
- 3:54:50tab right here and change the color of
- 3:54:52this so that it's blue just for visual
- 3:54:54clarity sake. Now, I want to go into
- 3:54:56object mode once again, select my face
- 3:54:58object right here. Then I'm going to go
- 3:55:00to the material properties tab right
- 3:55:02here. And making absolutely sure I have
- 3:55:05my mouth texture selected or excuse me
- 3:55:08my mouth material selected and not my
- 3:55:09face material. I'm going to press right
- 3:55:12click on my driver, click edit driver.
- 3:55:14Make sure that my rig, excuse me, make
- 3:55:16sure that my object is still our rig
- 3:55:18like so. Then I'm going to click on bone
- 3:55:21here and make sure that this is now set
- 3:55:23to our mouth control. So this is the
- 3:55:26bone we just duplicated here and I'm
- 3:55:28going to select it like so. So this bone
- 3:55:30right here should now be in control of
- 3:55:31changing our mouth texture. And just to
- 3:55:33make sure that our eye texture is
- 3:55:34working as intended, I'm going to go
- 3:55:36back to the lovechan face. In fact, I'll
- 3:55:38just rename this love chan eyes. Uh cuz
- 3:55:41that's going to make a lot more sense.
- 3:55:42Then I'm going to right click on this,
- 3:55:44hit edit driver, make sure the object is
- 3:55:46set to rig. So like that. Then make sure
- 3:55:50my bone is set to I control like that.
- 3:55:53Now I'm going to go into object mode,
- 3:55:55select my bones. So press control plus
- 3:55:57tab to go into pose mode. And if I move
- 3:55:59this bone right here, you're going to
- 3:56:00see we're going to animate between our
- 3:56:01eye textures. And if we move this bone
- 3:56:04here, we're going to animate between our
- 3:56:05mouth textures, which is fantastic. This
- 3:56:08is now working exactly as we wanted to.
- 3:56:10I'm going to go to the object data
- 3:56:12properties tab. I'm going to click this
- 3:56:14star so that we're not isolating this
- 3:56:15own collection exclusively. And now we
- 3:56:17can now animate Lovechan exactly as we
- 3:56:19see fit using everything we learned
- 3:56:21about rigging, way painting, etc., etc.
- 3:56:24And we can even animate her face
- 3:56:26textures like so using these two bones
- 3:56:29that we just created. Plus, if we want
- 3:56:31these bones to follow the rotation of
- 3:56:33the head. So, for example, we could have
- 3:56:35it so that when we rotate our head, our
- 3:56:37bones will follow along with our head.
- 3:56:39All we need to do is to select our bone,
- 3:56:41then go to edit mode right here, then go
- 3:56:44to the bone properties tab right here.
- 3:56:46Then in relations, we want to change the
- 3:56:48parent of our bone to be deafspine 006.
- 3:56:51So this bone is now the child of that
- 3:56:53bone. I can do it on this mouth control
- 3:56:55bone here as well. So I'll make this
- 3:56:57parent of this bone deaf spine 006. Now
- 3:57:01if we go to object mode and rotate our
- 3:57:02head around, you're going to see that
- 3:57:03these bones follow our head like so. We
- 3:57:06can even translate them like this and
- 3:57:08also have the bones follow along like
- 3:57:09this. And they will only change
- 3:57:12expressions when we actually move them
- 3:57:14around like this. So that can be super
- 3:57:16handy if you want the bones to follow
- 3:57:18along with your character and helps you
- 3:57:20not lose them when you're in the midst
- 3:57:21of an animation. So that actually wraps
- 3:57:24up this low poly series, which means
- 3:57:25that the price of the course is going to
- 3:57:27increase in just a few days on September
- 3:57:307th. So make sure to pick up the Gumroad
- 3:57:32version of the low poly series before
- 3:57:33the 7th when the price increases. Like
- 3:57:35the video and comment below if you
- 3:57:37enjoyed it.
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