SUBTITLES:
Subtitles generated by robot
00:00
it's another day and i've actually been
feeling rather interstellar recently
along with the fact that my youtube
starts telling me you guys really like
the character stuff
so guess what we're doing today well me
and you
ladies and gentlemen we're gonna be
making a nice funky
simple above all else stylized space man
so if that sounds like fun to you start
a blender and let's get on with the
video
alright here we are and welcome back my
name is keelan
and if you're new around here welcome to
00:32
the channel we just hit 15 000
subscribers by the way
wow i feel mighty popular
you know holy moly but
but as i said in the intro today me and
you we're gonna go ahead and create a
nice spaceman
and i am probably the most generous
guy in the blender community because i
often like to take our starting cube
and turn him into something beautiful or
who i should
ask uh but so to start ladies and
gentlemen we're gonna start by creating
01:02
the head of our character here and
spaceman tend to wear visors you know
like like a space helmet so let's start
by rounding this cube over and seeing
what we can do
so to start let's go ahead and i'm going
to press n actually don't copy me don't
copy me
i'm going into my screencast keys i'm
turning this on
and now you can see everything i pressed
on here i almost forgot my apologies
but to start now go into your modifiers
click add modifier and we're gonna just
subdivide
01:32
subdivision modeling is something i use
quite often it's very nice
simple technique and you can really
achieve a lot of cool results with it
but this is going to give us that nice
starting round
shape from here let's go into our drop
down and apply this
now if we tab into edit mode this is
actually editable now we have all these
faces i'm going to press
three and i'm going to extract these
front full by highlighting them like
this
and then pressing p selection another
tab back in object mode
02:02
i nicely have these two
separate objects one is like the helmet
and one is like the visor and there goes
my phone
my apologies for the interruption there
but all we're gonna do at this point
is add in another subdivision to make
sure it's nice and smooth
and we're gonna do the same with the
visor here just so we can
really start to see that space hammered
suit coming along
and now let's add in a solidify modifier
and what we can do i like to make sure
my solidify is above
02:34
my subdivisions and then if we just
increase our thickness maybe
and if you want to see this better you
might need to increase your offset
depending on what you want but don't
overthink this part
because we're then going to go ahead and
add in a solidify
to our visor 2. make sure that cylinder
is solidify is above the subdivision
and then increase the thickness on this
slightly too maybe a little bit like
that
and then just scale down a helmet
slightly so it all sort of fits in
03:06
nice um looks pretty cool
something like that and generally by the
end
of these type of models i'm making today
i do tend to use
a subdivision of three at most for like
everything
and then right click shade smooth to
really get that nice smooth appearance
but by all means if you are going for
like a low poly appearance
keep it low poly you know keep your
general complexity
low and you should be fine but i'm gonna
increase mine to three for both
03:37
and something like that okay and now i
wanna flatten off this
bottom side a little bit so i'm gonna
tab in edit mode on this helmet
press one to select vertices and then
i'm gonna click this little
bit up here which is the proportional
editing tool and then i can highlight
this
bottom vertex and if i press gz you can
see this big circle of radius now if i
scroll my mouse wheel in slightly
that's gonna let us just move this up
slightly give it a slightly fatter
not farther slightly flatter base
04:10
just so you it gives that impression of
where this would sit on somebody's
shoulders cool and now let's go ahead
and shrink this down a little bit with s
because it is awfully large right now
then gz to bring this up to the baseline
and now i think i'm going to add in a
tauros around
the base so let's do shift a and i'm
going to add in this
taurus right so i think i'm pretty happy
with that
thickness but you can always come into
your taurus sentence here and play
around with your general radius
04:41
and your minor radius that's gonna you
know really
adjust those scales so i'm gonna go with
like
one for my major radius and 0.25
for my minor something like that and
then scale this down
just so we've got this sort of neck
piece
for our character here maybe something
like that it doesn't need to be perfect
this is just a nice
basic stylized piece so take your time
enjoy yourself
embrace the moment and don't forget to
05:12
take a sip of your coffee and have a
nice little break from time to time
slurping in years as i do
now let's do the body here i'm going to
do shift a
and add in a cube and we're going to do
the exact same technique
you guessed it we're going to subdivide
this scale it down
gz to bring this down and then i want to
elongate this slightly so let's press
tab to go into edit mode ctrl r and i'm
just going to bring this loop cut
down a little bit and then pressing
three to go into face select mode let's
05:46
select this top face
and then i'm gonna go back into front
mode and just press s
to scale and then back into object mode
with tab
and gz to bring this up and then s just
to make this a decent scale
and i'm going to scale it slightly on
there z-axis too
to get until i get something i'm
generally happy with in terms of size
maybe something like that and then i'm
going to increase my viewport on my
renders
uh subdivision if i click shade smooth
and that can be
06:16
the general basis to our body maybe
something like that that's looking
pretty good and now let's move on to
doing some basic feet
okay so just like we have previously
let's do shift a and add in a nice cube
i'm gonna press s to scale this right
down and
g to bring this relatively in place i
think i'll put his leg around here
s and z to scale this up and now we're
going to be using the same technique and
you're going to be fed up of me saying
it by the end of this video
but let's go ahead and tab it edit mode
ctrl r
06:47
add in a loop cut around about here
and then let's press three select faces
and i'm going to extrude this
out here which is going to be you know
that general
leg shape and then we can go ahead and
add in the subdivision once again
and you can see where this is thinning
because there's not enough
geometry in there so let's time it edit
mode ctrl r
and scroll your mouse wheel up to get a
couple of loop cuts then just left click
right click to leave them in place and i
also want the foot to be a little
flatter here like a boot
07:18
so let's control our left click and then
bring this down to around here
left click and then we have one foot
coming
along that looks pretty good and now we
can actually mirror this across if we
want so let's add another modifier
add in a mirror modifier our mirror
object
is going to be the body and i do like to
ensure that my mirror
modifier is above all the others okay
now let's highlight everything here
gz i'd like my feet to be on the
07:48
the nice x line here that's looking
pretty cool our character has no arms
but he's doing okay
you know at least he can walk and get
around at this point
and you can breathe in space so far i
suppose
now let's just go ahead i think what
i'll
do is let's just apply the subdivision
okay so now we have this extra geometry
going on
and i think i'm going to turn this into
a bit more of a boot like
appearance by pressing three to go with
08:20
the face select mode
and i want to create like a top to the
boot very nice simple style
so let's perhaps select this loop here
so hold
all not shift hold alt and select this
edge and then that's going to select
that entire loop of faces from there we
can do shift d
and then right click to leave in place
and press p selection
and now we have this nice piece here and
you will see it over here because it's
going
to inherit that mirror modifier from the
leg
so we don't have to do all this twice
08:51
essentially
okay now let's add a solidify modifier
to this
and i'm gonna do ctrl a apply rotation
scale first
and then perhaps just bring up the
offset one and adjust the thickness till
you get something
you like that's kind of cool and i want
to make this
nice and smooth for the look i'm going
for today but as i said earlier
if you want that low poly appearance you
do what you
like but i'm gonna add a subdivision
09:21
and this increased my subdivision to two
i'll perhaps increase my thickness
and i also want this to be a bit larger
in general
i think so i think i need to adjust this
little orange dot
which is the point of origin so
we can do that by going into object set
origin and set origin to standard
mass that's nicely in the center of mass
of the shape now
and let's go to front view and just do s
and z
just to make this a little larger
09:53
something like that and then i'm gonna
make mine a little bit thicker too but
this at this point this is just style
preference
completely up to you but you want to go
with here okay right click shade smooth
i love it very nice and let's subdivide
the
feet one more time maybe something like
that
or right click shade smooth i'm going to
scale these down
a little bit too just so they look like
this in nicely
on the legs and just like that we've got
some legs with some
10:23
boot locking things on there cool now
let's perhaps
move on to the arms so you can actually
pick up and do stuff right now you're
soon gonna notice that you can use the
same technique to make a variety of
different shapes
so you're gonna get so fed up of me
saying shift a
mash and add in a cube now let's do s to
scale this down
g just to move this relatively into
place where we want it and i'm gonna do
s and z to scale this to
a decent length for an arm you may want
10:55
short arms you may want long arms
you do what makes you happy and then i'm
gonna add in
another subdivision service modifier and
i want to go for like a
slight bullet shape for my arm here so
i'm gonna tab in edit mode
ctrl r left click and just bring this up
here slightly
towards the shoulder area and then asked
to scale this up
to something like that looks pretty nice
i'm happy with that and now i'm going to
go ahead and apply my subdivision
just so i can actually tinker now with
11:25
this geometry
and i'm going to do the exact same thing
i did down here then we're going to
add in a nice little band around the the
wrist area to make it look like
it's a space suit type of thing because
i'm sure this was
it this is what spacesuits look like or
at least in my fantasy
world so how are we going to do this
today i
suppose we'll just do three to select
faces hold alt
and select this edge here to select this
entire loop
and then shift d to duplicate right
11:56
click to leave in place
p selection and you are going to
remember that
so well by the end of this video and now
let's do s and z to scale this down
slightly
gz to bring this down to maybe around
about
here something like that and i want to
give this some
thickness with this solidify modifier
so add that modifier in there and
increase the thickness
and increase our offset to something
12:26
about there that looks
pretty cool-ish i think i'm rocking it
i'm doing it
and i need to sit my coffee cuz my voice
is going
right now let's smooth this over a
little bit more with an additional
subdivision surface modifier and the
same for the band here
something like that and we can scale
this down and i'm holding shift here to
just
slowly scale this down and increase my
thickness a bit more
something like that and now let's do
13:00
some parenting so i'm going to click on
this band
shift click on the arm ctrl p and then
do object
keep transform that's just going to make
sure that whenever we rotate this
that band is going to follow along
nicely now we can right click shade
smooth on both of these
and i'm going to press g to move this
into place maybe around here
r to rotate just to get that general arm
look
maybe something like that and you may
want to increase the size on this maybe
depending on what sort of scale you're
13:30
going for and of course let's mirror
these across with the mirror modifiers
again
so mirror our object is still going to
be the body
and i'm going to do the same with the
band mirror
mirror and click the body for this and
using this option here let's drag the
mirror above everything else
to make sure this is nicely mirrored
across and
one of the only things i want to add to
this now is a nice little backpack for
dude
just to make him look like he's well
equipped for his
journeys across the universe so the
14:02
backpack is once again
going to be a cube so let's shift a and
i'm going to add in a cube
scale this down with the s key and then
let's jump into right side view
and i'm going to press g just to move
this up into relative place and then s
and y
to thin this out a little bit like
that and i'm going to subdivide this
again but we don't want this incredibly
rounded shape here so what i am going to
do is a tab in the edit mode
and you can press a to make sure it's
nice and orange like this
14:32
so that means everything is selected and
then we can just do right click
subdivide and that's gonna add in these
extra subdivisions all across perfectly
all the faces and then it's going to
give this shape
still a nice round look but slightly
squared
too so if i increase this right click
shade smooth
we now have this nice squared rounded
shape and i'm going to press gy just to
bring this
towards the back area and now we can add
in some extra little details so
15:04
i've added in like a little antenna
thing going on here for mine so how
about
we do shift s cursor to selected on our
square here
or backpack shift a and let's add in a
nice
cylinder s to scale this right down
because it's huge
gz to bring this up and then g and x to
bring this across
then s and z to bring this down and i
want to round this off slightly
so let's do control a first to apply
rotation scale
then let's tab in the edit mode press 3
15:35
to select faces and i'm going to select
the top face
control b to bevel and you can increase
your loop cuts here by scrolling your
mouse wheel up something like that maybe
and then i'm going to select this
interface extrude this up
and then ctrl b to bevel this one more
time and then select our top face
i to inset this time like a little thin
area here
and then just e to extrude this up
something like that
and then i've still got this top face
selected and with that selected i'm
going to do shift s
16:05
because it's selected once again cool
something like that and let's do shift a
cube once again s to scale this right
down because he is
huge and then let's subdivide this
with a subdivision surface modifier i'm
going to do that
twice right click shade smooth right
click shade smooth here
and if you are losing a lot of
like texture here or a lot of that
geometry
just come into your object data
properties here go to normals and auto
16:37
smooth
and now you can see that this is keeping
those edges a lot more
something like that cool now one last
final detail i want to add to this
character before we do some quick
coloring
is these little cylindrical sections to
helmet i almost forgot
i really did i had to come back and
change this section
but what we're going to do is click on
the helmet here and do shift s
and move your cursor to the helmet here
so it's nicely
centered on this point and then we're
17:07
going to do shift a and i'm going to go
into meshes and add in a cylinder
scale this down initially and let's do
g and x to bring this out here and then
our 90 degrees to nicely
angle this correctly and then we can do
s and x to thin this out
and now i want to add some bevels and
before you bevel you should always do a
rotation
scale to make sure the bevel is nice and
even so let's do ctrl a
rotation and scale so from there let's
17:38
tab in the edit mode
press three to select faces and select
this face
let's do control b to bevel and i'm
gonna do
maybe around five loop cuts here so
scrolling your mouse wheel up and down
just to get a decent amount of cuts to
keep it nice and smooth
something like that and then i'm gonna
select this middle face and extrude this
out one more time and then ctrl b to
bevel once again
maybe to around there something
like that and then we can right click
18:08
shade smooth
and then inside our object data
properties to come into normals and turn
on
auto smoothing just so this looks nice
and neat
and then g and x to bring this back in
and you guessed it we're just going to
mirror this across
with the mirror modifier whoops not a
mask modifier
mirror modifier and then our mirror
object in this case is going to be
the helmet something like that
and i think what i'm going to do is
scale these up slightly
18:39
make them a bit larger and then using
gnx to bring them in
a little bit more too something like
that
so let's jump on in now to
our materials preview tab with this
option up here
all right here we are we're in the
material preview and it's time to bring
some color into this into spell
interstellar space man's
life and if you're still with me at this
point leave a comment below and let me
know i hope you're enjoying
and i hope this is an insightful
experience for you
so at this point if you're new to adding
19:12
textures we're going to add
one or two and then i always do like to
let you do the rest yourself
so we can move on to looking at center
set and have a quick backdrop
and rendering this thing out so quickly
now to add in some textures you can just
click on any particular portion
of the character here and then when you
come in to your materials properties
down here
you can click this new option and then
this we now have a nice
new material and now we can name this
whatever we like i'm just going to call
this
19:42
suit quite relevant i think and in terms
of a base color
you when you click into here you get
this nice color wheel i'm just going to
make mine a
slight off-white and you've got lots of
different properties to play with
but today i'm just going to bring down
my roughness to around
point three just so it's got that ever
so slight
reflective look cool and then you can
reuse this
throughout your character then so if you
want to use this on the arms for example
let's go into our drop down and click
suit
20:13
so now you can reuse it like that and
the only other color i think i'm going
to use initially
is i'm going to create a highlight for
these little round sections
so perhaps i click new call this
highlight
and then i'm going to make this like a
nice blue
something like that and so
at this point go ahead and create some
of the
other textures yourself play around with
all the different properties inside here
you can have lots of fun i'm sure
20:43
and let's see how mine turned out and
then we'll set up a quick backdrop and
render this out
okay here we have mine i've added in a
couple of extra materials here so
for these this little satellite section
on the visor
i just increased my metallic values
and perhaps you can bring down your
roughness too to get that nice visor
reflective look but the next thing i
want to do before we go ahead and strike
a pose
we need to actually make these arms and
21:14
the highlight sections separate pieces
because right now they're mirrored
across and i'd like to
have my character waving with one arm up
in here up in the air nicely but
in this case because they're mirrored
we're just gonna get
this action going on here which is cool
and all but um
you know it's not it's not quite there
yet so what we need to do
is to on anything that we've got
mirrored we need to
come into a modifier and just click in
the mirror and modify here in the drop
down and click apply
21:45
that's going to make this mesh an actual
object now over here
but we do need to separate it from the
arms because they are still
one object together so time into edit
mode
then hover over the object you want to
make separate in this case it's the
other arm here
and then press l p selection
and now this is nicely accepted now this
is nicely a separate object over here
you'll notice though that the origin
point is still
set to the old object's origin so what
you need to do
22:17
is with this new object selected come
into object
set origin to center of mass and now i
can rotate this nicely
on its own and we're going to do the
exact same thing then with the highlight
let's apply the mirror modifier tab in
the edit mode
deselect anything hover over the piece
we want to separate
press l p selection
and then back in the object mode select
this
go to object set origin to center of
mass
and then just like that it's a separate
22:49
object too and now let's do some
parenting so that when i move something
something else moves too so i want to
parent this to this arm
so i'm going to click here shift click
on the arm
control p object keep transform and now
if i move this
that's going to nicely move with the arm
and i want to make sure this one's doing
the same looks like i've done it already
that's great and at this point it's a
case of just going around
and parenting anything that you want to
move
23:19
with another object essentially so for
example i want the visor
on this part of the helmet to move
wherever i move this helmet
so i'm going to click on this shift
click on the visor
and then lastly shift clicking on what i
want to be the parent
and then ctrl p object keep transform
and now in this case i can double tap r
to rotate this freely
to make him look like he's looking
around and you could even animate this
you know this is a really easy
functionality to play around with
23:50
and then you can do alt r to reset that
rotation
now go ahead i'm pairing anything how
you like
and then i'm gonna go ahead now and jump
in to set up a backdrop before we render
this out
okay it's rendering time get your
instagram ready because it's gonna be
pretty
so to set up a quick backdrop let's just
do shift s
cursor the world origin i wanna i want
you guys to make sure that your cursor
is nicely back to the world origin here
and let's do shift a and go to mesh and
24:21
we're going to start by adding in a
plane
and then let's just press s and scale
this up you can make it backdrop as big
or as little as you
like but then what we're gonna do is tab
into edit mode
press two to select edges and i'm gonna
select this back edge and just do
e zed and just lift this up to give
ourselves a nice
little backdrop just like that looking
good
and now in terms of a camera when you
make a new blender file you always get
the nice default light
and the default camera so we don't need
24:52
to add a camera into the scene here but
we do need to line it up nicely
with our character and the easiest way i
find to do this
is to just go into front view mode so
i'm gonna not front view mode but jump
in the front view
so i'm gonna go into front here and from
there
let's go to view and go
align view and align active camera to
view and that's going to jump our
default camera now nicely
to this area and in terms of
the camera dimensions i'm going to
25:23
change this to instagram which is 1080
by 1080
so come into our output properties here
and change the
resolution to 10 80 by 1080
just like that and if you want a bit
more fine control here you can press
n to open the end menu go into view and
there's this option
and the view lock for camera to view and
what that's going to do
is now if i middle click my mouse and
move around
you can see the camera is nicely going
to follow my
view and you can zoom in and out rotate
25:55
with your middle mouse wheel there
and just find a nice angle that you like
and we'll leave the camera right about
here maybe
something like that and then make sure
you turn this off and the close
and i'm going to rotate my arm up here
nicely bring that
up into place add a little color to my
backdrop
i'm going to call my bg here and perhaps
make this a nice purple
or orange orange is kind of cool maybe
something like that
and of course remembering that this
26:25
lighting we're using right now
is generated by hdri that we're using in
the materials preview if you actually
want to see what the lighting really
looks like you have to jump in
to your rendered view and it's not going
to be as pretty
initially so what we need to do is add
in
some better lights so initially let's
delete
our default light i want to select this
and press delete
and i only like to go with nice simple
lighting
setups for the most part so let's do
shift a and i'm going to add in
26:56
a light that's going to be an area light
gz
to bring this up and then scale this out
to give us a nice top light
bring up our power until it's nice and
bright
and then perhaps what i'm gonna do at
this point is change my pivot point by
coming into here change it to 3d cursor
shift d to duplicate this light right
click to leave in place
and then we're going to do our x which
is going to rotate nicely now
around that x-axis and then gz to bring
this up
27:27
our z to rotate
and then maybe perhaps scale this up a
little bit more too
and just like that we've got a nice
basic lighting setup and you can tinker
around with this as much as you like
but i'm going to jump into my camera
view now by clicking this option here
and in your output properties feel free
to render this in
eevee but if you have the capability to
do so you can change your render engine
to
cycles too which is going to really give
you
a nice realistic appearance there the
27:58
light is going to be much prettier
so feel free to use this if you can but
at this point
all we need to do is to press f12 and
see how this thing turned out
and there we have today's finished
character render
on that note i hope this has been
another insightful video for you today
and if you'd like to see more of this
type of content in the future
let me know by liking and commenting
below
but until then have a nice day and i'll
catch you
in the next one
28:29
[Music]
you
Watch, read, educate! © 2022