Let's MODEL and RIG a Pirate in 10 MINUTES in Blender 2.82 - ep. 11

Let's MODEL and RIG a Pirate in 10 MINUTES in Blender 2.82 - ep. 11

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00:00
hello everyone and welcome back to another 10 minutes blender built today I'm gonna really go in deep that sounds so wrong and today what I'm gonna do yeah today I'm gonna do something really tricky I'm gonna challenge myself probably more than I ever have before I'm gonna try to model and rig a character or have it fully rigged at least at the end of it within 10 minutes and it's gonna be a little poly character as normal I wouldn't have time to do anything else I don't think but I'm think I'm gonna keep quad mesh pretty decent this time so it could be
00:31
subdivided for more detail or sculpting at later on but I'm gonna keep it low poly I love that style so and as if you know me by now you know that so that's gonna be really challenging I'm nervous again as usual and have no idea how this is gonna go I've practiced some of the techniques just so you know so I know pretty much what I'm gonna do I know most of it but when that pressure is on and I try to say everything that I'm doing it's gonna go probably all over the place but I'm really excited I'm gonna give it my best go so let's get started and stay to the end of the video
01:03
as well if you want to find some tips I'm gonna throw them some bonus modeling tips in this time so keep that in mind got screencast keys running so you should be able to see all the keys I'll try to mention everything as much as I can and hopefully by the end of this we'll have a rigged character ready for that could be imported in unity as well it's there's a path I'll make a video about that one there's a way to get these rigs into unity quite well it'll have everything inverse kinematics arm leg movement head so I'm super excited let's let's try this out again if you want to see how I set this up check my
01:33
earlier videos on this series because I've just basically imported a pallet texture it's a very simple a few colors in a palette that I've assigned to a very simple material and it's just to save me that repetitive process of doing that over and over again so if you want to see how this works check out some of the earlier versions of these build for example the Titanic model or something like that or this very first spaceship that I did that'll go through the process of how to set up these things so but other than that it's the default cube we're gonna do save the default cube and I'm gonna make it even more of
02:04
a here at this time I'm gonna duplicate it I'm gonna use it for both the head and the body so it's gonna be a double here this time save the default cube remember yeah everything's running three two one go and it's counting shifty we'll save that one we need it for the head tab control R loop cut here and delete the left side mirror modifier as usual with clipping and then we'll hide this one to hide front view shift they add the armature the human meta rig here tab and
02:35
then mirroring select this shift space G let's get some cartoonish shape to the body at least and then get rid of these bones I don't really need the center hand bones here because I'm gonna do a low poly hunt delete those sideview same thing for the face but keep the head bone there delete those and that will make the head slightly bigger as well because it's like I said a little bit of a cartoony looking a little bit longer arm okay from you shift and or a shift and really important recalculate relative view axis
03:08
I'll tell you why later on okay let's bring this cube back in and here a to select everything shifts based G scale it down a lot and down to here and bring it up let's get it down even more bringing it a and then hey on the left side scale UV to zero there and then we bring it up to the shoulders and down to the groin area control our roll it up to three cups here and bring this one in and then control R again and let's bring
03:39
this one out and then I'm gonna extrude a leg here now from the front year so e to extrude as to scale if you know me that's what I like to do e to extrude as to scale each extrude us to scale rotate eat extrude flare the pants as usual eat extrude s eat extrude and you're gonna make a boots e to extrude she eats extrude again and one more time and then here let's extrude the foot out and then bring this down a little bit the toe and control
04:11
our for some extra detail there for the foot okay and then do the same here for the shoulder now so from view G R to rotate e to extrude s to scale rotate e to extrude st skill put some geometry here by the crease areas so I can get those two fold in the rig e to extrude s to scale and then alt said now and then from you actually top view seven on the keypad one to get the
04:41
vertices and get those in to follow the armature shape here and the same for the knee here from the side you get those in place there and then all set again let's bring the belly out a bit and the back in to arch a little bit like so now we need a hand so comma and then do normal alignment s to scale it down a bit e to extrude best scale e to extrude e to extrude again s to scale on the y axis and let's make a big actually love a smaller e for a big palm here control
05:12
r3 loop cuts and then o to get proportional editing here so I can rotate to scroll down the mouse-wheel too much rope rotates maybe like this to get the hand into it please okay that's okay ctrl R now to get some more detail here and then go into edge select and select ctrl alt and then comma to get into global sorry for the speed I have to
05:44
really try to be quick here so I finish this ctrl alt select but screencast keys should help out hopefully here ctrl alt we've got some roundness to his body at leasts ctrl alt nope I didn't okay and now I go into alt said so we need to colorize this so and three to get these how am i doing six minutes G let's do a skin color for the hand and here let's
06:14
do maybe brown pants and black boots and then alt said we'll need to do a loop cut here and fault e to extrude here control cost to get and a scale zero on the UVs here and black belt whoo black belt oh we need a thumb as well so let's go here G to move this one a bit into place and extrude a thumb here and eat to extrude s to scale rotate e to extrude s to scale rotate
06:46
let's put one more cut here for the deformation okay and we need here okay let's about five minutes 22 to go losing my voice again so let's bring this up we bring the head back so we save this one before got to front view tab move it up to here scale it down tab control two to subdivide it and then apply that on out of edit mode all cuz ed and then delete
07:17
this side and then I need to delete this side yeah parent or join this one to this one down arrow modified back on alt said and then select this so we need to scale this down as well on the UVs to get the skin color so like this 104 proportional G to move this one get a bit of a head shape here side view do the same from the front I see I missed some things here so let's fix that so alt said select all of these scales 0
07:47
let's get skin color I said front view hold set and that's gets some jawbone here as well and then we need some facial hair so old set again to get that transparency right click with control get some face hair here hold subsys you can alt e' extrude long normals ctrl + G to move this to a brown color and then let's get an additional beard here so I'll select these alt e to extrude here
08:20
as well big bushy beard and then here let's get a face so I'll select these do I to insert these G actually shape space G so I can see gee and move it on the y-axis proportionally a little bit and before I do that I want to bring this up actually then now I can do all right insects move it in a bit and then I just want to move these for an eye sockets as well primitive eye-sockets do these some on doing 3
08:53
minutes 24 that's okay I think be extra this one and then let's set this one to vertex so I can hold the control key now and snap these vertices Oh off first kind of proportional and then bring this nose in a little bit a alt M and merge those vertices and let's call it eyes hair as well so why they may be black here in the center move this oh yeah we need a pirate hat now so let's do front you all set to see
09:25
blue so that is shift D to duplicate them all set and then color it black fault e to extrude this for a hat control our little cuts looks like it's faulty to extrude long normals and then I need to probably scale this out of it why and then two minutes 32 and rotate this for the hats here it's a bit of a triangular shape to the pirate hats if I
09:57
okay and then let's bring this one rotate XG okay and the two minutes to go I need to connect the head here now as well so I to inset this B and G and then here I need to move this forward a bit here and then let's extrude extrude this face down and then delete this face and delete this face nope
10:26
it's how much time 149 ctrl key now is gonna be key because ctrl key to snap these vertices into place here because now I can do all and then merge them by distance so that's okay ctrl R let's do a buckle hair as well for him so here alt e' extrude and then here I to inset e to extrude in control
10:59
plus a few times to get and then get alone a gold bottle there and then let's do a coat thing here as well I'll do ctrl R and select these I still have two Riggin G I've got one minute to do that e to extrude g g rotate the oak 51 seconds scale okay ctrl+ let's get this coat a red color as well
11:33
scale zero here four to two seconds and then let's shape this body as well a little bit there Oh 31 seconds I still have it rigged okay I need to do that now so tab muttering here and then I need to see it why can't I see the rig all H 15 seconds to go alt H I can't see the ring control P
12:08
parent with no oh I haven't generated the RIC generate P oh did I do it it's apparent that I hope I did let's see if he moves no I'm a bit petrified here because so I'll bring him into pose mode control tub wish me luck no G yeah we can actually
12:45
hide the matter it we don't need that one so G he seems rigged I think he's rigged haha okay so let's see how this worked out so if I move this torso the reason why the hands aren't moving is because the inverse kinematic is on if I grab this palm here it'll move the hand okay yeah and this one my heart is pounding yeah I didn't think I forgot about generating the Reg from the meta bring flipfold okay well I
13:17
have to cut it close okay sorry I'm going on now Hunt's of heart rate that's like 10,000 anyway let's let's see and let's see if the legs work shouldn't be too happy up gee that seems to be all right move the foot works does the foot roll work yeah toes are nicely anchored into the ground and let's see shoulders here maybe you know that works here that works to
13:50
rotate yeah I don't know what about the head this seems to work yeah so bad okay and now moment of truth as well fingers so I'll put comma actually period here to go into individual origins now if I scale these two fingers it should curl a hand I think that's yeah that's okay and Carl the thumb in as well so that's that that could make fists yeah and I should also work if I did this yeah
14:22
Arturo T oh I'm happy about that oh I was petrified that I wasn't gonna be able to get it sorted in the end I think so this rigify is really useful I only started to use it I think last week at first one I tried I've always created my own par mature and things like that and my own eye cave but it's never turned out to be quite this good that's this meta rig or the rig if I add on so I'll make a video about how to use that properly instead of rushing through like I did in this video but basically it'll
14:55
generate this rig with all these nifty controls that and I think even with the white paint I haven't done much weight painting or any weight painting now so it's it seems to be picking up the shapes pretty well when you model it like this and I'm quite happy about this method so instead of creating a character in a tee post and then trying to fit the rig to it I've decided to actually keep the meta rig in place first and then I'll model through whatever shape that has because then the rigging will be so much easier so I don't know if that's if there any
15:24
drawbacks to that but I like that idea and I've tried to just import it into unity and that seems to be working well as well so actually I should also just try to put them into a weird maybe slightly contort that lets see space G let's move the legs apart maybe a little bit just test this rig a little bit further bring it down Oh anyone seen was it Karate Kid the first
15:54
one when he did that crane thing let's put that posing so move the foot in up and then here we go Karate Kid or something yeah the reason why the hip doesn't move the hands is because I K inverse kinematic is still enabled so that's possible to switch to forward kinematics probably you can fix that when you animate so here we go and it'll
16:26
also stretch the rig as you can see it supports stretching unity doesn't do that if you bring this into bone stretching is not supported because it's too too requires too much performance but if you animate within blender here it's perfectly fine to use the stretchy cartoony type of stretches so that's really good and let's bring the arms up to here actually let's fold the arms in front of the body and see if that works ok yeah that seems to work too and then you can probably bring the elbow up if I
16:56
enable viewport display here you can tweak these as well the elbow positions and things like that oh what a nice pose a little ballerina or something it's meant to be karate kid' rotate hip rotation works and you can also rotate more individually a little shake there ok you can reset everything by pressing selecting everything on the rig and pressing alt G and alt are to reset the rotations and also alt Estero fix the
17:28
scales here as well that brings me to the tip portion one thing that a few people put in the comments I'm really thankful for that it's the extrude along normals so if you've selected let's go into face select ear alt and select this loop cut and I need to change on period air I need to set the medium point again so it doesn't do the individual oranges anyway alt e to extrude along normals is really useful so thank you for suggesting that for me because I've always done in the past I've always done e to extrude and then right-click and s
17:59
to scale it to trick it but it still doesn't do it properly because it scales it out here as well so really really handy alt e to extrude face along normals that's thank you another tip is our hot key tip and that is o to enable up here you can see that proportional editing is enabled and when I have that I can use the mouse wheel here to change how much I want it to affect the measure works for rotations as well and use the mouse wheel to say how much that's going to be effective as well so o keep that in mind
18:32
naoki and then final tip is gonna be another hotkey and I've used that a lot in this video and that's alt Z to flip it into transparent mode so when you edit the mesh I used to click up here all the time to enable and disable see-through but all set is the quickest way to this toggled up the useful thing about see-through is that when you're in mesh edit here let's say you want to select this elbow here if I am in see-through mode and I click control and right-click
19:04
to do a lasso select here you'll select all the way through the difference here is that if I do all said if I do it now without that it doesn't select the backside so that's a really important really handy to do this one plus it also gets these little Center selection points here almost forgot I have to tell you as well why it was important to do this thing that I did in the beginning if you remember in the early on just as I had the rink I went to front view here number 1 on the keypad and then if actually if I bring this rig back here
19:35
and hide everything else see the hide guy hears no cube it's still called cube default cube here we go remember here that I selected all the bones and I did shift n from the actually table into edit mode a to select all the bones shift N and then I did recalculate roll and then since I'm in the front view I did it to the view axis and for me this is really important that I think it should be for you as well because what happens if you do not do that is that if you try to let's see if we
20:09
have a pose here control tab pose mode if I rotate this arm note and let's say I move this leg as well I rotate to you know weird way here like this and let's move this arm down like this okay so what will happen here now if I do go to the animation tub here and let's do I to insert a keyframe here or insert keyframe not in such a matter it got inset on my mind I to insert a
20:40
keyframe and I'll do a location rotation and scale keyframe here then there's a really nifty way when you animate especially if you do things like walk cycles where you do need to flip the pose mirror so if I do move on to here now and control shift V actually I need to copy the post version control C control shift V you can see that he flips the post now or she got fed up with that discussion I never mind so yeah it'll flip the pose
21:11
anyway and you can see that it mirror and perfectly the left leg is down and the right leg is exactly mirrored to what I was before and so with the arm if you don't do this recalculate role so if I go back to here from you everything like this and let's say this was actually tub to get outs a to select all shift and then let's just do some something else now like active bone or something like this now it looks the same but what will happen now is if I go
21:43
back into pose mode and then let's do the same thing we rotate an arm down and one up and maybe this one is a bit forward like this and the leg let's do something similar to before rotate rotate if I select all of these now and then I do I to insert location rotation and scale keyframe ctrl C to copy this post now and if I try to do the flip post now ctrl shift V you can see that
22:14
it didn't really flip it properly that like insert a keyframe here as well you can see that here this leg is from the side view this is quite straight forward and down whereas this bone is more out to the side and that's because when it does the flip pose it uses the roll angle of the bones to do the Flip pose and that's why it's important to do the shift end and recalculate the role from the front view and unfortunately you cannot fix this later on as far as I
22:46
know so if you've forgotten to do that when you created your original rig when you get into skinning your mesh and everything like that and everything's sorted then you tried to start animate and you think oh I'm gonna flip this post and you go oh the flip didn't work and then you try to recalculate everything everything's gonna turn upside not upside down it's gonna go drive you nuts let's put it that way it's true driving me nuts loads of times and I keep forgetting it as well but and you have to redo everything so I would have wasted ten minutes now but anyway it
23:18
could have been hours it could have been even weeks of them maybe doing something of a character and then you find out that those boom roles are screwed so keep that in mind you'll thank me later maybe that's a bunch of tips this week as well thanks to everyone for watching these videos I'm having a lot of fun making these I'm stressing myself out to try to come up with ideas and thanks for putting those in the suggestions as well it's really helpful I'll try to get around to them still gonna make that gun that I keep saying but for some reason I needed to do where I rigged this time I really wanted to push it this time and
23:47
see if I could get a not only a modeled character but also having me rigged and fully moving so it was possible I'm happy about that it took a few attempts since I got interrupted a couple of times and forgot my timer but everything is up and running I'll save this file I'll put in a download so you can download it and have a play with it if you want to and if you liked it please consider subscribing and also hit the like button if you liked it it helped me a lot and I'm really thankful for all you new subscribers well really happy to have you with me and I'll see you next Thursday for another ten minute blender build until
24:19
then have a great time bye for now got more coffee coffee's still warm have I forgot to say anything I always say too much brother [Music]

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