Let's Model and Rig a WIZARD in 10 MINUTES - Blender 2.83 - Ep. 35

Let's Model and Rig a WIZARD in 10 MINUTES - Blender 2.83 - Ep. 35

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00:00
hello guys and welcome to another episode of the 10 minute modeling challenge this is going to be episode 35 and i'm going to be modeling a wizard this time around fresh figures now is that i'm on 97 748 subscribers when i hit 100k subscribers the following saturday i will be doing a 24 hour live stream where i'm gonna be doing as many low poly characters and animate them as i can during that period so that's gonna be a lot of fun and according to my calculations if i keep the daily averages of new subscribers up i'm gonna be hitting that
00:30
maybe on thursday next week and that means that it could be as soon as saturday let's see the 29th of august that's what i'm hoping i'll be able to do that live stream if i miss that target i'll be doing it on the 5th of september so either case it's going to be a lot of fun but please do me a favor if you could and share and like this video and of course subscribe if you haven't already every hour as well i'm going to be having a little five minute story so i'll release the schedule on those as well but basically it's going to be things like how did i get started with unity how did i get started with blender
01:01
how did i become a full-time indie developer how can you make money selling assets on the asset store you could actually make a living doing that also i'm testing out something called super chat in youtube i didn't even know it existed but apparently if you look on the chat now i'll enable it for this premiere as well but don't feel forced to use it but there's a little uh next to the normal chat icon there there's a little uh super chat icon and if you do that you can get a little highlight message if you want to send a little donation but again don't feel forced to do it but i'm testing it out so i can have that during my live stream as well check this out it's a little uh it's a
01:32
chassis fan for a computer with a little uh temporary make do power supply that i've hacked together and i need this because it's super well i say it's super warm uh this is sweden i'm a swede so i don't really cope with the heat and if i think if someone from africa asia or i mean central america or something like that if they sat down here they'd probably put a coat on be a bit chilly for them maybe but not for me i'm roasting as it is it's probably not that warm but it's work for me i'm hoping it's not making too much sound so i can actually use it
02:03
okay with that all that said it's time to do some modeling i'm going to be doing a wizard this time around a low poly wizard and i've had a few requests for that i think in the chat oh yeah we had chase g actually suggested uh meet him to a low poly wizard with a robe and how that would work so i'm going to be using the rigify add-on today and if you haven't got that enabled it actually comes with blender by default but you do have to go into preference actually i can show you well you should go into preferences here and go to the add-ons tab search for
02:35
here i've already done it rigify and make sure that this one is enabled because when you do shift a here then you'll have some more armatures and i'm going to be using the basic human meta rig today so a lot of talking not a lot of modeling but we're going to change that right now i'm going to be kicking off now with some wizardry ready steady go when we're off shift a armature let's add that basic human meta rig type into edit mode a select everything s to scale it down
03:05
let's make that robe now so ctrl r loop cut that one scale y control r scale x make it i'm gonna make it a little bit like a cone here so control plus let's make it a little bit bigger again front view up a bit maybe out select everything bring it up to there maybe and get this front view again e to extrude sd scale e to extrude the scale e to extrude as the scale e to extrude s scale that's it now we're
03:36
gonna do uh i should actually apply the mirror modifier auto mirror and then here let's do the arm so i have to model it according to the armature here again so a g to move it down e to extrude r to rotate f3 flatten get that one nice and flat it's from the um loop tool set on g to move that on or to rotate and then get some wide hangy robe arms or sleeves here scale there shift select these
04:08
and do alt s to scale along normals and here we also have to make it follow the arm here so one to get the alt set to get that one as well let's see now alt set again g to move it to there or to rotate that's it and then here let's inset this so i to inset once only and gg to slide these up good game and then let's just make a rudimentary hand e to extrude sd scale e to extrude
04:41
ctrl r let's do the thumb here as well it's just going to be a palm hands down the worst palm i've ever seen terrible joke again sorry about that okay let's make a head now so e to extrude has to scale that one down bring it in to there and uh side view need to extrude sd scale r to rotate uh e to extrude that's the scale now i'm just going to make a low poly ahead here actually e to extrude that's one block you had isn't it so ctrl r
05:12
three loop cuts scale zed now i'm gonna move these in so i'm gonna try to get uh some sort of a cartoony look to this face okay sorry about this this is a bit of a disaster move it into there maybe okay this is going to have to do somehow okay let's make eyes here item set b no it is up there f let's see scale y zero to flatten those and the scale x axis to there maybe
05:45
just want to have some really simple looking eyes here um but we should move this out and that one up too it looks a bit sad but that's okay um let's move this jaw down to there maybe and a select everything let's make the robe and the whole wizard is mostly gonna be purple let's make that purple control plus here get the whole head skin color on that on same for the hand here how am i doing 6 44
06:15
skin color there and now we have to do what you do now we'll extrude make the face so actually i'll do this so we can get a beard and a mustache here and then i should actually select this whole face and extrude it to get some more geometry here so select actually i can do that on the eyes first of all let's go to those black control plus a few times to there shift select these and then i to inset and b to get the boundary off and then g to move it just want to have some more geometry here to play with
06:48
that's it and yep that should be all right and let's do a knife cut here because i need to make the hat integrated with the head i think to get the weight painting to work better so now um shift select a whole bunch of these and extrude some hair okay i can hold the ctrl key for some speed there oh apparently not there and that's it how am i doing 536 are these selected no need that one on
07:25
that unknown alt d to extrude long face normals ctrl plus and get that to white hair wizards always have white hair for some reason uh g to move that on actually i should make this whole thing like that oh pointy beard here eat extruder best to scale it you need to move it extrude it has to scale it hard to rotate maybe like that and then we need some hair here in the back as well so let's move this one out first of all
07:57
select the bottom there you need to screw that on you need to move that long hair also wizard like need to extrude that's the scale okay got some issues going on here so we'll have to fix this maybe we'll uh get this whole thing coming out here as well today okay and then some wavy stuff here we have an ear here as well maybe select these two bring them to their item set key to extrude
08:34
control plus now we need to make the hat so this is going to be a bit of an interesting one um i think i'll just join this one to there i'll switch that one to vertex snapping g move it to there control plus [Music] see let's do e to extrude s to scale purple hat am i doing 359 it should be all right you need to move that on uh s to scale see if we can get the
09:07
wizard hat to go in here it's extrude as the scale i don't like to scale with the mirror modifier on because it plays up a little bit it doesn't scale properly i think in the x-axis e to extrude as the scale i have to move it in a little bit to keep the roundness it extrude as the scale g to move it and then there and then one more time e to extrude that's the scale and move it in and now maybe like a little black band here as
09:38
well item set altitude extrude long phase normals move it down control plus make that one black too and that's uh we need feet as well so select these two 308 iten set b to get the boundary back and s to scale it down a lot and gg to move that vertex in gg to move that on gg to move that one good game lame joke um front view slide them to there
10:08
e to extrude need to extrude again move it there so these are going to be some very basic low poly feet here so they're just going to be moving under the robe here hopefully gonna be interesting to see how this robe deforms now a bit of a gamble to be honest scale x okay and then black shoes i'm actually gonna call this whole thing black that's it and here maybe get this hat out a little bit more at least on the x-axis
10:40
maybe down to there and i should also probably lower the whole hat maybe so control plus select all of this and then just move it there scale y okay so now we should apply the mirror modifier here how am i doing 156 and we'll get see if we can get some randomness to this coat so it's not so uniform coat i mean robe so let's just twist a little bit maybe here on the sides as well i'm going to be doing some maybe just some
11:15
sections here where we can inset it to get some like i'll show you i can't even explain what i'm trying to do here i'm gonna have some dark sections as if it's uh rip a little bit the coat coat i keep saying coat i'm under robe so hard to rotate or to rotate and here now i'm going to just select shift select these all the way to there and up to there and same here shift select these and then i to inset that and alt
11:47
s to scale it down to there and then just color those black as well and then maybe move them in vertex they just want to have some shape to their robe here i said it right bro so how am i doing 53 seconds there we go there we go and now we can since we're not in uh perfect geometry mode here we can also see through box select that or to rotate that on a bit since we don't have to do
12:18
it we don't have mirror modifier on now so we can actually play around a little bit with that one not be imperfect okay 32 seconds so time has come now to do we have to go to meta rig item see here generate rig 21 seconds i should do it shift select that on control p with automatic weights and hide the meta rig control tab into post mode and yeah
12:49
and i've got eight seconds to spare and it's moving so i've got ik on there so hopefully we'll see how the road works though time's up [Music] okay let's see now how this deforms i'm petrified now i'm not petrified but i'm gonna be curious to see how this deforms so first of all i should switch off when i do the hip here if you saw my pirate 10-minute pirate you can see the hands are locked here and it's because it's set to
13:22
inverse kinematics by default so if i slide these two controllers up to forward kinematic then it moves along there that's pretty good and the robe seems to be all right so far anyway hard to rotate see are to rotate let's see the head as well or the reason why i wanted the hat to be part of the head is because when you do automatic weight painting if it's detached the geometry it doesn't really automatically map that but if you were to model this character you probably want to do the hat separate maybe if you want to be able to reposition it or have it maybe fall off
13:54
even so you could do that if you wanted to viewport display in front archer rotate that's pretty good hard to rotate hard to rotate yeah and then let's move the arms here as well with forward pneumatic i guess uh to see how the this is going to be the tricky one though to see how the deformation works for the legs now and the robe i'm actually going to do the simple walk cycle the one i always tend to do so you've probably seen this one before
14:28
and let's go into the animation tab here well then i have to go ctrl 3 again here and uh keyframing automatic keyframing on down there and let's do the basic walk cycle there so shift space g to get this manipulator lower it down get the right foot here g to move that on or to rotate okay so we've got some weight painting issues here but that can be quite easily fixed so in order to fix that one let's tab into edit mode on the robe here let's see go to object
15:02
mode tab and then we can look here n and see what the mapping is like here if i see this one we've got def but r we should probably assign it to that one first of all we can probably move that vertex in a bit then we should reassign it here so i'll go to vertex information here def but r i should do let's assign it to that one we have that one there
15:39
lower it a bit maybe now control three to go into side view select the rig again control tab into post mode yeah that's a bit better so we've lowered them down to here now let's bring the right foot forward or to rotate it we're gonna do the contact pose there and this one will slide it back hard to rotate that line like so and then slide forward to keyframe four
16:14
lower it down a little bit so this is going to be the recoil pose here or to rotate that one down or to rotate that foot bring it back a little bit longer as well and then slide forward a few frames to frame number seven now we're going to be starting to go up here this is the passing passing pose g to move that on or to rotate it and finally here it's going to be the high post so slide that one up again
16:45
but come left foot comes up or to rotate it this one slides back how to rotate it a bit here so the foot is poking through we can probably fix that one as well but let's uh finish this cycle first so i need to select all the rig parts here select all down here on the dope sheet ctrl c slide to frame 13 ctrl shift v and that's it and then we need to grab this first one again so
17:17
box select that one shift d and move it frame 25 and then set the loop to 24 there okay and we can hide the rig there by the little icon there so it sort of works i think for a low poly it it doesn't really matter if it pokes through like that let's get rid of that one i'd say you'd get away with that perfectly fine it's like as if the robe is uh like just folding up a little bit you could add more geometry to this code so it doesn't look so pokey that one probably moves a little bit too
17:52
much that vertex so we can fix that tab into edit mode and then we can see here on item here which one is deforming and some phi here is deforming it quite a lot we can lower that a lot depth deform which one should we do see pelvis l we can do assign lower it that's probably better and we also have to fix the arms it looks a bit silly so let's see we'll show the rig again
18:27
select it control tab into post mode and then since we're forward kinematics here and then when the right leg goes forward here in on frame one the right arm should go back and the left arm over here should go forward maybe we'll angle up an angle and then all we need to do now is shift select these green ones ctrl c and then go to frame 13 control shift v and then go to frame 25 and do control v again and if we look at that
19:02
it should pretty much work okay so i think for a low poly robe i think you'd definitely get away with us especially if the maybe the character is only about this size so i'd say you get away with the with that quality if you're going to make a little low-poly style game platformer a little adventure game or something like that i think it's pretty good okay so the tip this week is going to be i've been playing around a little bit with the blend shapes or shape keys i don't know if you've tried that one yourself but in unity i wanted my characters to blink i don't really model mouths with them because i think the low poly
19:36
characters for some reason i like them to have no mouths sounds strange i know but i do want them to be able to blink and to do that there's this thing called shape keys here switched into the action editor here and let's rename this one to walk so we have that one and then let's click this little uh shield icon as well to save it so make sure we don't lose that one so yeah basically links it then i want to just to create a new one here on this icon and then let's name this one it t-pose select everything and go to
20:07
the first frame and then just do alt g and alt r to reset everything there to the t pose double click a down here on the dope sheet b to box select and delete it get rid of all those keyframes and then a little shield icon here as well to save it so it's a fake user basically assigns it so that even if i accidentally delete something hopefully i won't at least delete this action the reason why i wanted to go into t post mode here is because if i tab let's see control tab and go into object mode front view and then i'm going to duplicate this
20:38
character now shift d shift space g and then move it to the side okay what i'm going to do now is i'm going to select on this copy the character i'm going to select actually i'll just select those two lines go to the front view g to move that down g to move it shift space g and move it forward to there maybe and then same here for the bottom ones i'll do there and there this guy is going to blink with his whole face so
21:10
there and there and then what i'll do i think i'll select these eyes as well just scale on the z axis like this oh i should pick both eyes there and there there and there scale z bring it down to there and then just these two as well what i can do now is i select this copied one shift select this one and then go here and we can go to shape keys and then we'll click this little down arrow here and do
21:42
join as shapes and then i can actually just delete this one now and now you'll see that i've got this i should have probably named it something else than cube but if i drag the slider now you can see that the character blinks i'll probably cover this in a more in-depth tutorial and how to get this into unity as well because it's a little bit tricky to get it to work inside of unity properly but it is possible and it's a quite nice way instead of using bones for the faces it's quite a nice way to be able to just modify the the as if you were editing the mesh to get the eyes closed
22:13
instead of having to animate the bones and then you create these shape keys so you can drag this little value slider here and basically it'll have the character blink you could do it for the mouth as well or wiggly ears or whatever you want to do like i said i'll cover that in a more in-depth tutorial so the bonus tip this week is just be aware that shape keys exist and have a look how i did it just a moment ago if you want to rewind it and put in the comments below also if you want it as a proper tutorial i think it probably should qualify that since it's a little bit tricky to do to get it right
22:44
all right guys there you have it so we've got ourselves a little walking wizard here maybe it's not the best uh fold of the robe here but i think uh for a for a quick job in the default without too much excessive weight painting i think yeah it was good enough i think for what we need uh you could spend some more time weight painting it and assigning the verts to maybe the different leg bones or feet bones to have it crease even better check out the link in the description as well if you want to join the discord server and have a chat there with some like-minded people to do unity and blender related game dev stuff i also want to give a big shout out to
23:14
my patrons thank you very much for supporting me there link in the description to my patreon site as well and stay tuned for the next video have a great week and i'll see you for another 10 minute modeling challenge bye for now [Music]
23:54
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