Blender Character Modeling Tutorial - Model an Astronaut Character - Blender 2.91 Tutorial

Blender Character Modeling Tutorial - Model an Astronaut Character - Blender 2.91 Tutorial

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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
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