Let's model a HIGH(ER) poly ALIEN in 10 Minutes - ep 73 - Blender 2.92

Let's model a HIGH(ER) poly ALIEN in 10 Minutes - ep 73 - Blender 2.92

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00:00
recording recording i have to minimize this because it's scaring me it's my own face hello everyone and welcome to another episode it's episode 73 of the 10 minute modeling challenge and last week i actually started to write down some of the requests again i've got an old-schooled notepad old-schooled i've got an old-schooled old can i say that word or not i've got an old school notepad up and running where i'm starting to type in a few of the requests uh very non-cloudy style so i'm starting to get i've got like the soldier that i'm gonna do i'm gonna do
00:30
a japanese style house and stuff but i'm respectfully gonna be putting those set requests aside just a little bit longer because i'm gonna make a video today that i've been thinking about doing for some time and usually when i model characters i do box modelling low poly characters and i don't think i've made a video about this one but i'm gonna use the skin modifier with the extruding some verts and edges now instead it's a bit finicky to get it to work properly but if you get the hang of it you probably find it quite useful and uh we're gonna give it a go at least and
01:00
see where we end up there are quite a few tutorials on this topic already on youtube uh i think over the few years i don't know if which ones are good or not but you could search for it if you want to have some more detail on this topic but let's give it a go i'm going to do an alien because uh they're all going to be a little bit blob like and i don't think i'm going to have time to do too much details but i'm going to do it with uh like an alien character and then we'll apply a subdivision and go high poly adventure on dangerous treacherous waters here i'm gonna be out of my comfort zone but let's go a little
01:30
bit higher polly and just mold this thing into something so we've got 10 minutes on the timer i always say this in the camera i never put it in the video but i've got 10 minutes on the timer here and we're going to get started so ready steady go and we're off i don't know why i look so happy tab inside mode 8 select everything and first we're going to do auto mirror as usual and merge at center that's a new one move it up e to extrude and uh let's move it in we've got clipping on so that merges it into one
02:02
thing and we're gonna add some modifiers the skin modifier and let's do the subdivision surface modifier up that one and that's going to be the start of our character control r works here to loop cut and we've got clipping on again yeah that's good control a is how you scale these so the watch here you scale with control a for the skin modifier uh let's do the legs here i need to disable clipping then so i can come out here e to extrude
02:31
alt z to c three we could do and e to extrude i'm gonna do a cartoony thing can't do i can't do realism i was gonna say but i don't know if there are so many real aliens to go by anyway you take straight on i'm wasting time here to extrude sharp angles are always a problem to do this unfortunately so we can try to fix that afterwards a little bit but what you could do is also okay let's move this in let's do a flatter belly here it's been eating a lot of cows and see that it's different now on the
03:03
sides even though i got the mirror modifier this shouldn't be the case you can select the pelvis and do mark as root if you got that sort of an issue and control r control a g okay so it's very sensitive so be careful when you move this ctrl a that is one big belly and i don't know what we're doing here you can actually do control a and do x axis here
03:34
so scales on one axis let's do bigger feet there there we go and now we need control a here we need to get some posture here going terrible posture like mine looks like a pair now e to extrude uh ctrl a to scale ctrl a and g there we go move it out it extrude and this could be the elbow straight away could it probably not g so
04:08
there we go let's do skinny arms there as well e texture this one so ctrl a x axis only e to extrude the thumb let's just do a the simple one again here ctrl a so that's gonna be the embryo of a thumb that's a like a palm thing isn't it ctrl a x or okay why this time why i don't know okay we need 705 we need a head as well
04:42
on this pair each extrude ctrl a to scale that one down and we're going to do that alien head here e to extrude ctrl a to scale e to extrude it feels weird to say control a to scale but in skin modifier mode that's how you scale it ctrl a ctrl a and that's going to be our alien head cartoony big very big very big a scale it down all right i'm not happy with the belly here
05:14
and i'm not happy with the chest but this is gonna have to make do for the time being uh so to by this should i make it longer legs i think that's what the problem is we need longer legs that's it that was the whole thing so much better now ctrl a eight that's it move it oh should i move it out here thanks that's it feels like i'm obsessing over details still here
05:50
that's it um now we'll let's apply the skin modifier here first i'll apply the mirror modifier control okay top outer edge mode ctrl a and then ctrl a to apply the skin modifier tab uv reset a on the left side scale down to zero move it to there 537 on the clock here and all set that's it we could uh go face and do shade smooth for a change and maybe we'll want to fix the palm now it's a little bit easier because we can extrude again
06:21
oh for proportional comma to do global rotate okay that's not what i wanted local maybe nope normal rotate g and i'm just gonna do like scale like this palm thing here and you can extrude the thumb here as well if you wanted e to extrude scale you got a little bit more control now and you can also add loop cuts and stuff if you want detail
06:53
and here we need to fix a little bit because it got a little bit tight and here is also a little bit broken fix that and g would oh i don't have a bottom mirror on so apparently i switched off rotate g and here's a bit overlapping maybe we can fix this somehow and just a little bit okay we need to uh stop like i said let's not get
07:24
spend too much time on this uh 420 so we could do uh let's apply the subdivision uh because then we get some more control here as well with um we can refine it even further now with proportional enabled let's get some muscles like chest muscle chest muscles move that in how i got clipping on yeah that's good and rotating stuff works as well you can play around a lot more now with the body
07:57
let's get some shoulder blades here gee i need to separate this out slightly if i can okay this is turned out to be a little bit too detailed maybe bomb cheeks a little bit going around about there there we go rotate g g and tie knot okay you can even go bigger like this i guess
08:34
so proportional is quite useful but nothing's going to salvage this poor thing we can maybe fix the foot a little bit here like i said the bands here are a bit tricky but there we go looks a little bit better now control plus a few times scale comma global scale x big flat feet there all right 249 we need to do something with the headlight i guess so proportional is still on scale that one up g let's get this one a
09:06
little bit narrower maybe and rotate gee you have to do something for the eyes i guess a lot of guessing here how should we do the iceland gee let's just move these in g scale down okay how about one yet can't tell let's get a little mouth here and there i to inset b to get the boundary and e to extrude
09:48
down in so it's going to be a cartoony mouth of course some no's here as well they're usually quite small aren't they rotate iten set b to get the boundary back this time let's just get a little nostril thing there and 147 what should we do i have no idea i can't remember i've got an alien as a logo but i don't know what they look like i guess no one really knows that's it that's pretty good so we're going back a little bit to low poly now but maybe in the
10:19
in the bonus material we can go with the higher poly again or something i don't know so there we go well let's just uh we've got one minute so let's just put a big black eye here as well so shift a ico sphere okay shift s cars selected shift a ico sphere clipping off scale it down rotate x 90 and then a scale left maybe just black eyes like this and g
10:51
and i will just try to figure out what to do with this thing g move that in i have no idea this is 41 seconds and no amount of seconds is gonna fix this what we've got here i doubt oh i've got clipping i always forget hopefully i haven't clipped or wrecked the whole thing though so there we go and should we put a little thing on the head here as well g g and
11:34
l scale those eyes up a little bit [Music] there we go i think i've got no seconds left now that's it time's up oh restart i guess i have to start over again no so that phase looks uh super weird of course but that's okay all right guys there we have it so within 10 minutes we made a blobby alien and no fingers usual just flat palms and a thumb some weird feet skinny legs
12:06
fat belly decent amount of polish on the body itself we even got some muscles here some shoulder blade stuff low poly on the head but i guess that could be fixed um you could uh change this so and um like just a funky looking mouth there as well and nice i don't know if you wanted to refine this further there are a few options that you got you could you could also go into sculpting if you want i suppose we could apply let's duplicate this thing rename it first of all alien
12:37
and then shift d to duplicate it and what we could do is add a modifier again subdivision or you could press ctrl two or something to do it actually let's use the hotkey ctrl two adds a subdivision modifier and then let's apply that one and if we go into sculpting now you can go with the texture there so we see the green color here you could add a lot more detail to it if you want it i'm terrible at sculpting so i wouldn't necessarily do and we need to get rid of the eye actually so let's do
13:08
uh go back here l to select the length p separate that selection so that we don't sculpt the eyes you know and in sculpt mode now you could add a lot of details to it and again i don't really know what an alien looks like i guess so let's just play around with it see what we can do control uh does the reverse if i just click on uh the left mouse button it adds geometry or like bulges out with this tool here that i've got so
13:43
this is the draw tool and if you hold ctrl it shrinks it like this you can also change the strength up here and use the mouse wheel to zoom in and out and you can change the radius so those are some basic controls so if we just hold the control key let's shape the head now we can even work a little bit more on the muscles there hold ctrl key and don't do like the bomb cheeks here and let go the control key maybe like this
14:24
if it gets a little bit too bulky or bumpy like this you can go here and select the smooth tool again and salvage it a little bit by smoothing it out again like i said i don't have a first clue about how to sculpt and this turned out to be like a hideous looking alien thing i'll just fast forward a little bit and we'll do uh the armature thing and just see how it moves maybe so
15:19
i'll do shift a let's add um armature we'll do the thing here i'll just run through this really quickly i'll do the express version of it viewport display okay first i need to go to the right tab there viewport display in front shift space g move it up to there tab inside of mode shift space g eat extrude eat extrude eat extrude e texture eat extrude
15:56
eat extrude eat extrude e to extrude for the hand let's just do super simple here g move that one back g and the thumb let's see we need to extrude this one e to extrude that weird angles here but that should work and then for the legs here we'll do e to extrude g to move it e to extrude and e to extrude oh e to extrude g to move it g to move that on and that one and the usual now we need
16:35
to rename things as well first i'll just get this a little bit into shape g and g there we go is that okay g g that's it there we go and let's rename f2 root
17:10
f2 spine1 f2 spine2 f2 head f2 f2 shoulder remember dot l is important f2 upper arm dot l also import with the l lower arm dot l hand dot l from dot l alt p we can do and do disconnect bone there
17:45
and this needs to be pounded to the hand actually keep offset control p and then keep offset there and this one we can also do alt p disconnect bone g to move that onto there like collarbone thing that i tend to break f2 upper leg dot l lower leg dot l and foot dot l and we'll do the universe kinematics real fast as well
18:21
so e to extrude e to extrude alt p clear parent no deform g this is the pole target for the knees alt p clear parent deform off f2 a ik pole dot l f2 ik target dot l front view shift n with everything selected align to roll to view access and now let's do the
18:52
image kinematics control tab post mode add constraint inverse kinematics and armature and here's the ik target.l and here we go armature ik pole dot l and we need to do 90 degrees for the pole angle and same thing here as usual but we need to
19:22
go inherit rotation off and we need to do constraints copy rotation of the armature and target ik target.l local space local space and inverse and this is what i always forget that one's correct rotate z so z and y needs changing
19:56
invert z and y so rotate rotate and rotate yeah eight select everything f3 okay can't do that because i need to do control tab out of post mode f3 symmetrize okay tab intelli mode f3 symmetric there we go and now we'll do select this one select the body shift select the armature control p
20:27
and with automatic weights oh this one's slower now because it's quite a lot of geometry here control tab and here we go g i forgot to parent these shift select control p to parent keep offset control p keep offset post mode here we go okay and the eyes need to go okay so we can just join this one on my bin no
21:03
control tab object mode tab a select everything should we just join it shift select this body ctrl j to join them and then we need to wait paint these as well so i'll just do ctrl a or no l to select link control g set active group head control g signed to active group control tab what are you looking at there's something spooky about this
21:47
thing isn't it hello thumbs up on that and they like move as well maybe one more thing for the bonus material alt or alt to get this one back control tab this was lagging now when i did this so you'd probably want to change this so it's not so high polygon maybe you want to use this to render like um you probably would want to redo it all together but you could use this for a high poly shading mesh you could even go higher poly on this one to fix it you'd have to uh re topologize
22:32
this and i haven't actually really covered this at any time in any of my videos i should probably get more into that if you try to apply the decimate modifier now this would be no good let's try it so let's go add modifier decimate 0.01 there you go the topology is no good here if you wanted to texture it so decimating it like this will create a lot of tries and a weird topology that you don't really want so if you wanted to go and do it properly and you should probably re-topologize something like
23:03
this instead and there's a few tools in blenders to make that a little bit simpler let's make this a little bit more visible let's enable so we can see the selection here and then i'm going to disable the select modifier so i can't select this one anymore and i'm going to do shift a to add another mesh here and let's just do a plane move it up tab into edit mode rotate x minus or just 90. that's the wrong way rotate 180 on the x-axis there we go
23:35
in order to uh convert this now into a like a low poly mesh again if you wanted to go the other way around you'd have to re-topologize it or you should actually do if you wanted to make it into a proper game mesh so game mesh yeah up here you can enable this um snap tool enable it to snap onto faces and then project individual elements and let's do auto mirror modifier here here we go to this tab here let's see which one is it
24:07
this one undo viewport display and do in front so we got those in front again there are some really good tutorials on this if you want to look those up instead i'll just run through it quickly now so you can get like a rough idea of what in entails let's apply another modifier here let's do the shrink wrap modifier so we've got shrink wrap targets alien one it is yeah that's it i should do i think
24:40
and let's scale this down up scale and g let's just put it up here on the head well let's start on the chest [Music] and what this does is uh it helps you a little bit to create this new mesh with a shrink wrap modifier and this project snapping here then you can create a new mesh here all together and you just do e to extrude b to extrude and e to extrude around to the back and then you start like shrink wrapping this mesh all into a new topology
25:12
so here select this edge uh e texture this one and it follows this pretty good now e to extrude and if you need to merge this you can select these two shift select m merge at center let's go e to extrude this one and i've got the let's press just f here as well that'll fill that because i've got the f2 i don't i think it's called so this is the probably a good you could do the control right click as well here just to grow this one down
25:49
and then you have to fix these where emerges a little bit [Music] i've got clipping on now so it should snap okay there and let's go control right click um here we could do remember you could do extrude scale works select these two and m merge at center g move it in again that's not what i wanted
26:19
this one this one merge at center g select those f to cap those so in order to get this uh character back into a low poly you'd probably use to have to use some sort of a retopology method similar to what i was doing now but again look up some uh re topologizing uh tutorials on youtubes there are some really good ones i'm actually going to learn this a little bit more myself and maybe i'll try to do some high detailed characters at some point without the stress of the 10-minute modeling challenge
27:27
and maybe i'll get to the point where i can actually do some texturing for it and some read topology as well so that's going to be it for this week i hope you enjoyed to stay through this one and i hope you managed to survive looking at this hideous looking alien as well and until next week take care and i'll see you then don't forget to subscribe if you like this video and uh hit the like button too bye for now
28:13
[Music] you

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