Let's model a RIGGED DIVER in 10 MINUTES - ep. 66 - Blender 2.92

Let's model a RIGGED DIVER in 10 MINUTES - ep. 66 - Blender 2.92

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Language: English

Type: Robot

Number of phrases: 540

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00:02
okay i think we're rolling not literally but i think we're recording okay so i'm just gonna run through my checklist uh have i prepared good for this video nope is it nearly 2 am in the morning the night before i'm supposed to air this yes will i go high poly today no hello and welcome to another episode of the 10 minute mulling challenge this is going to be episode 67 is it 66 every week i've got one number to keep
00:33
track on and i keep forgetting it hello everyone and welcome to episode 66 of the 10 minute modeling challenge you might already be aware of course that we've got a challenge going in the infancy discord server and we're doing some low poly modeling and for month one it was the low poly city for month two and we've got the vehicles and for month three that we're in now march we're doing low poly characters and uh i've submitted a rig a template with a rig and uh you model a character based on that rig and you can even animate it if you want check out in the description you've got a link there to the discord server with an invite
01:04
you're very welcome to join you can join the challenge and join a whole cool group of people there that are doing modeling and game development all together i'm gonna start switching in some more unity videos soon i've been focusing a lot on blender lately and i'm gonna try to mix both of course with that said for episode 66 i'm actually gonna use my own template here for the low poly modelling challenge for the character and i'm gonna model some type of a character so i've loaded the template up it's right here in front of us and the first thing i'm gonna do is i'm gonna hide the template warrior so i've just got the armature here now and i have
01:35
absolutely no clue what i'm gonna model right now i'm just gonna wing it literally i'm going to just start by adding a cube with a material now and then we'll just see what type of a character emerges i've upgraded to blender 2.92 finally and i think probably as soon as i upgrade usually the next one comes along so we'll see hopefully this one should be pretty stable now i'm pretty sure we've got a problem here because i can't really add the default cube can i because if i add a cube here it's not really the default cube but it's close enough we should go the extra mile you know what
02:05
check this out new general this is the default cube save a proper default cube let's load the template back here and now check this out file append proper default cube object cube some of you might say that this is totally unnecessary i could have just created a cube that wouldn't be the default cube this is literally the default cube that we've imported from a default scene can't get any better than that so i want to start from this one ready
02:39
steady go and we're off tab into edit mode eight to select everything scale it down s of course bring it up scale it down even more i'll do this very similar to how i normally do my characters so auto mirror of course a to select everything and then we just totally ignore that and deselect it and then keep that low there e to extrude each extrude e to extrude and it's going to be a clunky chunky character this time it looks like shift select i'm going to make it pick here so select
03:10
there e to extrude the leg s to scale r to rotate it extrude g to move each extrude e to extrude let's get some extra geometry for the knee to extrude r to rotate each extrude big clumpy feet here and e to extrude and this clumpy feel actually makes me think of a like an old school diver with those big metal helmets i think i'm going to try to model one of those and let's see scale x so we need even
03:40
clumpier i'm going to do super clumpy e to extrude r to rotate g to move he took extrude as the scale g to move r to rotate and e to extrude s to scale e to extrude s skill he takes round s to scale shut up i know e to extrude s to scale and mittens here size mega size scale and each extrude each extrude and these i have to i think wrote oop eat extrude i'm gonna rotate these slightly to get
04:11
the thumb thing here going archer rotate that one g it to extrude a thumb big thick diver mittens here back in the old days they didn't really have this fancy technology that we got with all these type wetsuits and stuff as far as i know anyway so i'm gonna do these hands okay eight minutes on the clock g and uh for here so that's pretty thick i think move that out
04:42
and should we i should probably put some more detail first i'll do uh like the diver is it called a hell yeah helmet like a bell helmet thing so i think i'll attach it to the body here should i do i might do ctrl r i'll put even more detail here i think first alt s to scale it out make it even rounder it's going to be low poly but high poly apparently and then here we'll do i to insert this one b for boundary get that center thing up move it up alt extrude long phase
05:14
normals and bring that in maybe and this is going to be the shape now of the this head thing should i do should i i'll i'll attach it i think e to extrude and then here we'll do scale z zero flattener e to extrude and then i'll put like a an e to extrude again here i'll put some e to extrude like a round thing it's not real that round because it's low poly of course but here to extrude that on each extrude sd
05:44
scale bring it down there and should we do even i think let's see 650 okay i'll do ctrl r here and then alt s make everything a little bit rounder again i've got a problem with the feet when i do that i think i did that in the template thing as well but nothing we can't fix there we go let's bring all of this out as well it's going to look like a space guy nearly said but probably not g to move okay now we'll have to control r there can i do
06:15
uh i to inset and can i do circle here yeah that works okay so that's pretty good um gg move that one up gg move it down sure i'll do i to inset this one and then e to extrude that on in and e to extrude on i don't know if they had like more viewports or something but i'll just stick one in the front there that should do and should we do a little bit rounded there as well yeah i think so there we go a to select
06:50
everything i think they were like a leather colored or something so we'll go for a brown am i recording yeah but i wasn't recording for a second scale zed okay never mind i'll have to live with that it's not perfect they did they couldn't make stuff perfect back then anyway this one i'm gonna do like a brass color i don't think they are metal would that rust i'm not sure plus control plus and shift select this shift select that one i'll go for like an orangey brass type
07:21
of color and then for the glass here i'll do some dark blue maybe and just to break up the look here maybe this one could rust this could be a metal thing like this okay and the mittens here dark dark leather comes to mind g and a belt he needs ctrl r ctrl r e alt d to extrude long face normals control plus again dark brown and then dark brown shoes here shift
07:51
select a bunch of those control plus okay i had something else selected control plus control minus g move it to dark i don't know what the what the shoes were like actually back then i'll do something like that and how am i doing 431 should we put ctrl r g and then is it round enough i don't know
08:23
now i think what i'll do now is i'll apply the mirror modifier shall i and make it a little bit irregular if that's that's a word isn't it yeah i'll go to here i need to tap out of that and ctrl a to apply this one and then i have to remember now that i've applied it ctrl r i'll do some different shapes now maybe ctrl r here scale should we do i'll do a proportional oh g o g j control r
08:55
i'm not going to apply the control r scale scroll that one down r to rotate i'm not going to do if i can even think what i'm saying here i'm not going to subdivide it because i like the low poly look with flat shading that's just my style so i'm going to keep it like this g to move it g i've got proportional now so we'll do maybe some g i've got three minutes here to just fiddle around with this a bit so i think i'll just maybe i should put light in set o to proportional off s to scale no that's no good
09:30
maybe i'll do it where it's a bit thicker like this so i'll do there height inset alt s to scale rotate and then should do here g g g he needs some sort of a hose as well doesn't it so i'll do three i to inset so much for low poly again rotate scale go proportional since i'm doing a little bit irregular here i'll do
10:00
ctrl r rotate scale ctrl r so often most of the time i always do like symmetry stuff so it feels a bit weird for me to go non-symmetrical here but we should be good i think so breaking the norm scale i like the idea of like loop selecting that doing i to inset and then alt s to scale it a bit different rotate here we've got should we do something here as well
10:36
we can do some fake shading here since we've got this palette here so i'll select these where there's some i'll just alt and shift select all of these and go a little bit darker there so it makes it look a bit different okay i've got 151 should we put a hose here on the top as well maybe this one will do that gray color as well like a different metal the rusty metal and here on the top then i'll just do i to inset b for box or b okay no am i doing
11:08
it insert b for okay i can't do bound oh that's why now i forgot that i did enable them or applied the mirror modifier i'll scale that one down i'll do circle here scale that one oh proportional off of course scale that one move it up and here i'll just do uh control right click scale control right click and then i'll put like a fake hose here that could be connected maybe with some tech to do like
11:39
i haven't really done like uh simulations of that in blender so much of like i think there's like plugins and stuff for cables i'll just put a little beat extrude that's the scale control right click remember that's the shortcut to do like extrusions so maybe like that we'll do oh 40 seconds to go i'll just control plus that one and then g let's move that one to gray one as well should we do these slightly darker since
12:12
we can that's too dark okay i should do i'll apply the modif or the armature so select this one shift select the head or no the armature control p i've got 16 minutes just 16 minutes what am i going about i can have a zip as well should i do i've got 11 seconds so now let's make this work control p armature deform with automatic wakes and three seconds to go control tab into post mode and e is rigged
12:44
it's all rigged there we go archer rotates let's see if the weight painting works so he kneels down that works and he can lift the leg up maybe yeah g rotate he'll do a side sidekick here g pretty agile for a diver rotate or g oh yeah it's the and then we've got the knee the pull target there yeah arm shoulder r all of that works
13:29
alt r alt g and should we try the animations as well so we've got the the template includes the walk animation here looping on frame 24 that's it hide the armature there so that works pretty good but it's going to be difficult to see to the sides i think they had like viewports on the side as well this one is going to be really restrictive but so is the actual bodysuit itself i'd say that works pretty good and then we can try the run animation too so run and that one goes to how many
14:12
frames a 22. that one was to 22 on you and then hide check it in this have been studying so that works too and let's check when i rotate the head here normally for a rigid armature like this the head here you could argue that it shouldn't actually follow the mesh like this when he bends his head this is a solid piece of metal so that shouldn't really deform and i don't know if it'll look good usually if it's a small character like this anyway like we've got
14:45
in a game low poly then i'd probably go for it would just let it flex but if you wanted to apply it so it's totally rigid to just follow the head and nothing else one way to do it i think i showed this in the last video to when i was setting up the template let's do it again i'll select the tip there ctrl plus to expand the selection i think that's a pretty easy way to select the whole head thing and then i have to manually select these and these and i think i showed this but ctrl g
15:15
remove from all control g set active group head control g and assign to active group that forces all the verts now to go to the head but it's so strong then that it probably won't look so good here but if you're gonna animate it as if it was a diver maybe you'll get away with it because you wouldn't really move the head so much anyway you could move it like just slightly because he probably couldn't even tilt the head so much you'd probably work a little bit more with twisting the whole body like this when you animate them and i don't know what the walk we can
15:48
check the walk animation to see what that one would have been like walk so that looks pretty good still and this one is one solid piece oh i have to do that i keep getting the loop pointer so that still works maybe it's a little bit of stretching there that's a problem since it's that severe as well i'd probably consider detaching the whole helmet here so i'd probably go one way to do it would be to alt select let's say ctrl r to do a loop
16:24
cut here ring select that delete all of those faces l to select the link now h to hide it and then i'll select this maybe just scale that one bring it up and then i'd cap this one in best way possible maybe i would just you could select these two e to extrude them i've got auto merge vertices here and i've also got here i've got uh vertex snap too so if i
16:56
press g and hold the ctrl key that will just merge these words and then we could cap this as well here there's oh i should have done the same on this one e to extrude hold the ctrl key snap these and here i can just ring select maybe i could grid fill this f3 grid fill that's it that's another trick as well you get the interior meshes then if i were to just press f to create a face it would have created one single face so maybe this one would have been better
17:30
if you wanted to have the you like model the body a little bit separate like that and we can check the uh the way the armature works now so that's better but we've got the head thing okay and then i need to tab here l to select link or i think there's a way to invert the selection but i'll do alt h to unhide everything l to select that one h to hide it and here you could just maybe grade fill would work here too grid fill okay that didn't do it so
18:06
pretty so i'll probably do e to extrude it s to scale it down just i'll try to scale it up again bring it up it extruded up maybe has to scale it down here you could just scale zero and bring it into an infinite point there because it's going to be hidden in there anyway alt h to unhide everything and then tap to work so that looks a little bit better maybe then you've got the the bodies going up under the helmet there and you can see that the helmet's actually detached
18:37
so that's one way to do the rigid stuff anyway all right so what are you waiting for we've still got a few days it's thursday now and the deadline is thursday april 1st it's a bit of a joke nearly but that's the deadline so happy modeling go to the discord server now join it download the template and model yourself a low poly character and as i mentioned feel free to animate it as well if you want to add some animations and be sure to read the rules it's very important that you follow the rules if we're going to consider your contribution so what you win if you participate
19:07
well you only win bragging rights and you earn yourself a lot of skills by doing it so that's why you should participate feel free to subscribe if you haven't already and hit the like button if you liked the video and come back next thursday for another 10 minute modeling challenge until then bye for now [Music]
19:46
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