Let's Model a TRICERATOPS in 10 MINUTES (rigging bonus) - Blender 2.83 - Ep. 36

Let's Model a TRICERATOPS in 10 MINUTES (rigging bonus) - Blender 2.83 - Ep. 36

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00:00
hello guys and welcome to episode 36 of the 10 minute modeling challenge uh this time around feeling a little bit under the weather so if i look a bit funny it's uh or if i look funnier than normal or weirder than normal you know why so i'm gonna try to keep this a little bit short this time i'm gonna fail at that but that's okay i think so hopefully it's just a common cold it's uh me and my family actually we're all down with it uh hopefully thumbs up during these times it's not something too serious a hundred thousand people have officially clicked the subscribe button for my channel a hundred thousand subscribers that's strange i know
00:30
but i'm really thankful and thank you if you have subscribed if you haven't you should do it maybe help me to 200 000 well my ultimate goal is gonna be one million i'm gonna set myself a goal of two years it's probably gonna be impossible near enough but i'm gonna go for it anyway i'm gonna do the 24-hour livestream that i mentioned before and i did actually originally schedule it for this coming saturday but i'm gonna have to move it forward so now i'm officially moving it to the fifth of september hopefully i'll uh won't get any worse now i'll start getting better and so will my family hopefully do so we can all be nice fit and healthy well not fit uh that's gonna fail not gonna have time to get into shape
01:02
during ten days i'm really looking forward to it it's gonna be a real challenge actually i'm prepping my streaming software i've got like this uh 88 key midi keyboard under my desk here so i'm going to prep all these little middle segments every hour i'm going to do a little uh useless piece of some story that you're probably not that interested in but i'm going to do my best to try to at least break up the stream a little bit like that i'm going to press these midi keys down here i don't know why i'm showing you because you can't see it but i'm going to press these keys one by one and then transition into new flashy obs screens the timer is going to be ticking down it's going to be a lot of fun so
01:33
5th of september 6 a.m central european time until the following sunday maybe i'll make it into a habit if it's fun if i even make it through that entire period maybe i'll do it again at 200 000. okay so for someone who's got a really sore throat i still speak way too much for my own good so i'm going to start modeling now all right we've got bubbles and his fiance they're watching this channel as well and they suggested that i make a triceratops so that's what i'm going to be doing today i'm going to be making a triceratops and a lot of other people also suggested me to make a dinosaur animal city suggested a different type of dinosaur
02:04
ankylosaurus i can't say these names somitomi said something about uh tried and jurassic park island well i'm going to try to go for something that's on the island isak savir said can you do a feather dinosaur well this is not going to have feathers so christopher kohaniak you said can you make a robot or a dinosaur oh there's a lot of people that suggested this xenozoicia sorry i say these names wrong king ammonite also suggested a quadrupedal quadruple quadrupedal dinosaur but different types like uh
02:36
i don't know these uh you guys are so much more skilled at dinosaurs than i am chili studios four months ago suggested dinosaur as well the names i'm saying wrong the dinosaurs are saying wrong i'm gonna model the thing wrong so there's not a lot of right stuff here but i'm gonna do my best anyway so let's have a look at that and see how it goes i'm recording this a little bit earlier in the night it's only half past nine in the evening so my kids are still awake you might hear them in the background let's make it happen let's make it triceratops or something that looks a little bit like it at least hopefully i'll get somewhat close i'm going to be using the gradient
03:06
texture i haven't done that in a while so i'm going to try to shade the dinosaur a little bit from top to bottom the beautiful thing with the dinosaurs is that no one really know what color they were so i'm going to get away with it and it's going to be low poly surprise surprise okay we're gonna make this happen now ready steady go when we're off yes it's counting down so we'll enable that auto mirror side view three on the keypad a to select everything well tab first eight to select everything let's just move this whole thing up to there side view let's uh make the shape of a triceratops here so i'm just going to scale that up
03:37
a little bit e to extrude s to scale r to rotate e to extrude s d scale r to rotate it oh no need to extrude as the scale e to extrude s to scale well you know this by now uh i'm going to say it anyway e to extrude as the scale so that's the side and then we'll go for the front here e to extrude s to scale r to rotate a bit e to extrude sd scale uh g to move each extrude as the scale and then we'll make a head here it extrude as the scale i think they had
04:10
like a pokey thing here in the front so let's just do ester scale that should be all right and then when i scale this with auto mirror modifier i always get these uh extra wide ones i'll have to manually move these in a little bit maybe like that and this one in control r let's loop cut this whole thing and then slide it out to the side and how i'm going to do a face here now a dinosaur face i'm going to do estee skill i want up a bit
04:40
archer rotate as the scale and uh let's just get it down here i'm going to do some sort of a mouth now so a dinosaur mouth okay a lot of news here no so eye to inset and then let's scale this one down s to scale and all oh i have to do that with uh i'm just trying to listen to what my kids are up are they fighting upstairs not true that's the skill i want they play very loudly anyway
05:11
put it that way let's put it keep saying that put it that way okay so how am i doing for time eight minutes gone there we go with our mouth uh maybe we'll bring these forward a little bit [Music] in the bonus material i might rig this one as well so okay we're going to make a horn here now eye to inset g to move and then let's do it from the side here uh e to extrude boop ester scale actually i'm going to put the horn up
05:45
here instead i think ctrl r and uh alt select this one scale it uh bring this up doing a lot of fiddling here just going by some random gut feeling oh probably a bad one r to rotate each extrude okay i have to make that one bigger s to scale it r to rotate e to extrude s to scale g to move e to extrude that's the scale i think they're playing i think they're
06:20
having just a good time up there okay so that's going to be that ctrl r scale let's uh bring that up let's try to shape it a little bit like a dinosaur head ng to move that on how am i doing 6 46 okay now i'm going to do i should actually do this whole body a little bit bulkier like so control shift control selector there and just move that up do the same for the bottom actually i'm going to move these up instead to get a bit of a round shape here like
06:52
that but not that one probably so control selected there move that up a bit okay head i'll i'll keep doing the head for now i think uh so here are going to be some horns uh they're horn no they're not horny they're uh they've got horns that's what i'm trying to say uh e to extrude s the scale c control plus r to rotate it should we yeah control minus
07:21
uh e to extrude s to scale uh e to extrude as the scale okay now we'll just top view rotate them i don't know i've got any ideas which way these are broken let's make them poke that way i've got some triangulation issues there but i think yeah it'll be all right it's low poly we'll get away with it but i could fix that a little bit by moving that one to there okay and then they should have some sort of a like a head shield thing here so for this one i'm just going to move it up to there
07:55
rotate that a little bit and now let's just extrude that one g to move that one so they had like an armor plate here so alt e to extrude those scale z scale g to move it there maybe i think i should move this whole thing down rotate it down okay i'll just wing it a bit here i think i'll scale that one down make it thinner go scale these down how am i doing four minutes 54
08:30
okay and we should probably extrude this one one more time paul t to extrude long normals there and then maybe we can move this one back i'll have to look at some pictures afterwards uh i wonder oh yeah i guess they add some sort of a bone here so okay uh rotate maybe this edge a little bit there okay i as well we need an eye here ctrl r again maybe uh rotate this one
09:02
let's move this in make it a little bit narrower put the eye here uh so i to inset scale zed move it down okay this looks a bit like a rhino or something i need to move it r to rotate s to scale it eat extrude eat extrude in okay this is not looking any good so rotate z maybe rotate e to extrude that onion okay do you know what that's gonna have to do
09:35
let's make some legs here i've got three minutes and 44 seconds to make like so let's do that one uh i'll just do e to extrude s to scale or to rotate rotate on the y rotate on the y axis and here's uh those animal type of legs again so i'll just do e to extrude as the scale am i looking from the front way too wide it's a wide stance okay side view again we're good to go i think rotate y to flatten that a little bit e to
10:06
extrude r to rotate b to extrude s this scale on the z axis to flatten it a bit e to extrude s to scale z 0 to flatten it and scale it out a bit and move that on to there let's just adjust this a little bit okay and the back legs here i'm actually going to make that a little bit wider so eye to inset and then let's just bring this whole thing out and down and i'm going to extrude this one instead so it's like integrated a little
10:39
bit with the body and for this one i'm going to do how to rotate that on e to extrude has to scale b to extrude as the scale or to rotate two minutes and 33 seconds to go e to extrude s to scale or to rotate e to extrude s the scale s scale z zero to planet g to move it scale it up there okay maybe we can move this one forward a little bit there and then ctrl r let's loop cut here scale that up a bit
11:09
maybe we'll bring this up as well this needs uh tightening in a little bit the tail section let's move that one out there so that should be all right and now we can make some toes or something so three three what am i talking about oh yeah face select that's what i'm talking about that's what i'm talking about okay now we're gonna make some toes do they have toes i thin set i tin said again to get individual alt s to scale it along normals and then
11:43
move it down let's go side view again so we can see what we're doing okay that'll do that's going to be a useful word that you should learn that'll do don't go for perfection i was going to say at first but i probably never go for perfection that's weird because i'm a perfectionist believe it or not so this is a real challenge for me okay alt s scale it move it down somehow there side view okay that's gonna be okay uh how am i doing one minute so we need to colorize this thing so i'm gonna do
12:14
side view let's do back view first okay that should be all right side view everything selected with a uv and then let's do project from view and then we've got this nice dinosaur on the side s to scale it down s to scale it on the x axis so we actually fit it onto one of these uv things s scale on the y axis and we can just colorize it like this and then now let's colorize these horns as well so i'll shift select this i'm going to 36
12:46
seconds to go so control plus to there alt shift select that one g to move this one to some white horns here should we colorize this as well select that one control plus a few times okay not apparently that many times make that a bit darker and then maybe the underbelly here ctrl selected there go for it darker there as well g to move that on in 10 seconds to go just refine the face a little bit there as well and there and there
13:20
and i think that's gonna do it we've got 10 minutes up dismiss so we've got something that's meant to look a little bit like a tricera a low poly triceratops you know me by now everything's low poly so i should just rename this whole thing low poly modelling challenge maybe i'll do that maybe i won't so this shield is probably looking a little bit funky maybe it's in an aggressive stance so it's actually raising up this side a little bit maybe this one should have been down a little bit i don't know
13:51
but overall it's looking alright i think it looks a little bit like a dinosaur i don't know i think it had anything spiky on the back or anything should we rig it we'll rig it as well first of all i'll just save it okay so to rig it i'm gonna do for the manual rigging approach now uh even though rigifi is absolutely great and i do recommend it the rig is absolutely awesome i think it's slightly tricky to get them in cleanly into unity even though i've done a tutorial on that one you get a lot of excess stuff that i don't tend to like and i like to have a really clean armature for a clean low
14:24
poly look so i'm actually going to do this armature myself now so follow along if you want to do it as well i'm going to slow down the pace a little bit because i'm not timing this part okay so what i'm going to do here is from the side view i'm just going to do shift a and then add our okay i'm going to tab out of edit mode first i'm gonna also disable uh see that it's shining a little bit so i'm gonna go to this drop down here and do uh let's see uh specular lighting i'm gonna switch off so it doesn't shine as much so let's uh
14:54
do that one tab out of edit mode yeah shift a let's add an armature a single bone let's go into the bone tab here if i can hit it view port display oh no actually this is one i wanted what's this one called it's called object data properties a lot of called up but anyway it's the running man symbol here and then we'll see the running man with uh what was it sylvester no no no arnold schwarzenegger running man i think he directed that movie because he always got to kiss the nice looking
15:25
girls so side notes a lot of side notes running man and viewport display in front we want to see this one in front a lot of talking could just display the bone in front or to rotate this to there and let's do this hip thing here and then here let's eat okay tab into edit mode e to extrude he took extrude again okay let's move that on a little bit so a few spine bones like that maybe to the front bone there maybe e to extrude the neck bone eat extrude a head
15:56
bone and then here we're going to go for a tail as well e to extrude e to extrude e to extrude he took extrude no scaling going on there and here legs eat extrude e to extrude let's see actually i'm going to go all the way to first of all let's disconnect this bone so alt p disconnect bone g okay i had actually extruded it as well it it selected alt p disconnect bone so it's still got this dotted line here so it's connected
16:28
but it's disconnected get it i'm gonna get it to maybe here and there and then e to extrude it down to the foot here see what should i do and then e to extrude it to the toes that should be all right because this leg is bending like backwards makes absolutely no sense i should stick to the quick videos because when i try to think about what i'm going to say it doesn't end up that good anyway e to extrude that one alt p disconnect bone g okay that wasn't even connected to begin with
17:03
control p make parent and keep offset that's it uh hard to rotate this one a bit let's put it how should i put this one there e to extrude that on i'm actually going to keep this a little bit different so okay any dinosaur or anatomy specialist now is going to freak out because this is probably not the way you should rig it i should probably look at the uh armature of a dinosaur or a skeleton to see what their bones look like but my skeleton is going to be looking
17:40
like this now okay so front view we can't have them in the center that look weird so i shift select all of these go to the front view g to move it to there and then we can start bringing them out a little bit so i'll bring these two bones out front view again b to move it to there this bone g that should be do that should be due scooby doo that should do that's what i was trying to say g to move that one control one to see from the back here
18:12
that's a view you don't see every day that should be all right i think good enough like i said before that'll do that's a word i really recommend if you're making a game if you're making prototypes you can always come back and iterate and do more so just get used to that word that'll do if you look at one of my earlier videos i think it was the spaceship i think i said that about twenty thousand twenty five thousand times no i didn't but i said a lot okay g to move that one
18:42
up now i'm going to name the bones this one i'm going to do f2 on it and call it root and this one spine one sometimes i call it pelvis as well but this time i'm going to call it root because uh in unity you usually have like the root node so it corresponds to that one f2 spine two f2 on this one called neck and then f2 and call this one head this one front leg no front upper
19:12
leg dot l f2 on this one front lower leg dot l and this one f2 from front foot dot l this one i'll let you guess back upper leg dot l so the dot l is really important because we want to symmetrize this automatically later on and that looks for the dot l and switches it to dot r so f2 on this one called back lower leg
19:45
dot l and this one f2 back foot dot l here s tail one i'm gonna control c a little one so i can actually oh and then i messed it up anyway this one is going to be f2 and then tail two f2 on this one tail three and then f2 tail four and that's all of our normal bones here are deformed bones now we're going to do inverse kinematics so e to extrude this one e to extrude this one e to extrude that one also back but this one we're gonna
20:17
extrude forward and i'll tell you why why alt p on this one and actually i can select all of these so i control select all no okay i shift select all of these okay i don't do that either because it selects the chain okay i'll select one at a time alt p on this one clear parent alt p on that one clear parent alt p on this one clear parent and alt p on this one clear appearance and then we also have to go into the bone tab here and then for these bones we're going to
20:49
switch off deform we don't want them to deform the mesh at all these are our ik inverse kinematic help helper bones this one we're going to name to ik front leg pole dot l and a pole target i'll move this one back here and that's the a helper bone that the immersed kinematics knows where to aim the elbow or the kneecap for and since this leg is bounding backwards because of the anatomy of this thing then we want this joint here to be
21:22
pointing towards the pull target that's why it's called a pole bone and that's why we've got this weird looking bone here same here this one g to move this one forward f2 ik back leg pole dot l because this is the pole target for the right no for the left knee knee two knees okay you get it this bone here f2 on this one this one is going to be called ik front leg
21:52
target dot l i'll control that on this one f2 this one is going to be called ik back like target l and this is actual uh the the inverse kinematic bone that controls the lower part of the leg here and these ones have to be moved away these ones are cleared parents so they're in the root of the armature hierarchy here somewhere here that's why we clear the parent but
22:24
they should be in the same location as the put still here so now i select this lower leg front bone and we'll go ctrl tab and go into pose mode and then i'm going to switch let's see now we go to this tab here which is the bun constraints properties tab add bone constraint and let's add inverse kinematics and here we set the chain length to 2 to represent this leg here and then we'll select here i'll just type in armature and here it's going to be the target
22:54
front leg target dot l and here is going to be the armature as well and here we're going to set that doll type pole and select the ik front leg pole dot l and it flipped out a little bit now like i normally do during my 10 minute modelling builds but not to worry we can use this pole angle here to rotate it back to the correct rotation usually it's about 90 for my normal armatures and that seems to be the case here as well that's good we should do the same for this back leg here uh so i'll go here a lot of er er
23:28
sound like a matrix printer remember those you're as old as me you probably remember the matrix printers sounds cooler than they are they were horrible okay side notes so i'll go into this uh tab again bone constraints add inverse kinematics let's do armature here target but it's going to be the backlight target armature here and here we're going to do the pole i'll type in here and do back leg pull oh yeah chain length 2 and the pole angle probably 90 again is it yeah
24:02
so now if i do this you can see that the armature is starting to the feet are planted on the ground that's the whole point of the inverse kinematics uh i'm gonna do another side note now just to waste everyone's time imagine now that all your joints can do like your hand can rotate in different ways your elbows can rotate in different base ways your shoulder can and so can all the joints just imagine now that that's all the body knows is how to to turn joints in like three different degrees and imagine now to place your finger on the nose
24:33
your body has to calculate what angle the shoulder should be the elbow the hand and the fingers and imagine like a figure skater or a martial artist or a motocross rider well probably lots of other cool things to do but imagine all the things that the brain has to calculate because the computer has to do this in different iterations it has to calculate if i want to reach this location this location i don't want to reach this location but if i want to reach a location or an angle with my joints and if especially if i want to do it in a nice smooth motion
25:04
imagine all the computation that this brain has to do and it's a shame that we can't even like add two simple numbers up simply but the brain can compute those things that the computer actually struggles with if you have to do it in many iterations so a lot of wasting time here has nothing to do with uh game dev low poly or immersed kinematics but it's a side note could be interesting i should be sick more often i tend to talk more now strange oh yeah we have to fix the feet as well because when you notice here when i drop it see that the feet flip out a little bit
25:34
we can fix that by selecting the foot here going to this uh to this point bone icon and go to relations and then inherit rotation off but then we actually have to go to this tab again add constraint and we're going to do copy rotation we're going to copy the rotation of this bone here so i have to do it twice actually target front leg and then it flipped again it's because we have to switch this world space here to local space on both of these
26:04
now when i rotate this one that looks good rotate on the z axis okay we've got an issue here because when i rotate it on the z axis that flips out so i can go back to this leg and then invert the z axis it rotates that that works rotate here that works we have to do the same for this one as well so bone tab inherit rotation off add constraint copy rotation pick the armature here pick the back blade target bone
26:34
local space to local space check it that works rotates that that doesn't work so remember we invert the z axis there rotate that now it works now we're set uh we're going to symmetrize this thing so control tab out of this mode select it again press f3 okay i have to tab into edit mode so 8 is like all the bones f3 and type symmetrize here and if you don't get this on f3 it's probably because you've changed
27:07
when you installed blender you might have set that search should be spacebar i've actually got it set to f3 so if f3 doesn't work for you it might be such a space you could change that in preferences if you want but we're going to do this symmetrize there now and magically it actually symmetrized our whole mesh here armature control tab post mode and now we should have this one okay so we know the leg so this tail is not attached so control tab into this mode again tab into edit mode so i select the
27:41
tailbone shift select the root bone control p and keep offset because the actual head it would move the tail forward to here otherwise now ctrl tab into post mode again and we should have the armature following and the legs are pretty good the feet are planted so one thing remains control tab out of post mode a lot of tabbing here now control tab switches between the modes you'll probably get confused i do as well uh generally i'm confused all over the place but in this case
28:11
uh you sort of am in edit mode am i in object mode am i in pose mode weight paint mode we haven't even touched that at the moment a lot of modes to be considered about but you'll get used to it again talk way too much talk less do more so now i'm going to select the mesh here or triceratops shift select the armature and then do control p and we're gonna do with armature deform with automatic weights that's it usually blender i'm really impressed by how it does it and let's see if i'm gonna eat up my own words now that it failed miserably but
28:42
if i go select the armature again press control tab into pose mode now we should see if it follows and it follows pretty good i think the um i don't know if it's gotten better over the years or if i'm just luckier over the years but i think it does a really good job of doing this automatic weight thing so i think that like it deforms a little bit uh that's okay that the head deforms because it probably would stretch a little bit if it gets too excessive you could do weight painting to fix so the head doesn't deform for example i think for our job now for our purpose
29:13
so let's try to do this thing we'll lower it down move this leg forward i had no idea how they walked probably not that stealthy stealthy they look like big clumps of meat with armor on pretty cool it's where that uh evolution eliminated those and made stuff like us softies these are cool things so and here you can see what i mentioned about this whole uh polar target for the legs here and same thing for this back leg here so you can change how it poses here
29:48
so maybe move this one back to there that one forward let's do like a an aggressive stance here maybe i'm gonna put his home for horn forwards to do uh maybe tilt the head a bit there and we can hide the armature here with this little eye icon to see what it looks like so okay guys uh we've got ourselves a little low poly triceratops again i don't know if this is exactly what they look like but this is what this one looked like if you
30:19
don't like the low poly look i'm falling in love with it more and more and i think i'm going to focus on that big time and low poly seems to be my thing mostly because i'm not really that good as people pretend me to be if i were to spend a lot more time on a model then you'd be surprised how rubbish i really am so all these requests that i get of making high poly stuff i'm gonna have to put that off for a few years until i become better because i seem to be able to do low poly i also like the stress of the 10 minute builds because that sort of covers the fact that i don't really know too much about the other stuff with all
30:50
those things i'm going to drop subscribers now i hit 100k and now i'm telling the truth now people are going to be dropping off like flies unsubscribing i mean not dropping off like twice but well you get it but but if you did want to add some polygons here i'll say this one i should have saved it as a bonus material now actually overwrote you could actually subdivide this whole thing and start but but you would probably need to apply the modifier and start maybe sculpting it could be one way to do it actually i'll show that as well
31:19
let's say we do apply this thing uh i shouldn't make a copy here so let's bring this controls that out of that one tab let's uh repost this armature so i select show the armature again control tab selected alt r resets all the rotations alt g resets all the movements here we're back into t pose mode tia in swedish teabag mode that's
31:49
weird as well it's not debugging okay so control tab here what was i trying to say no if i duplicate this shift d let's hide the original here let's do control three to subdivide it and then let's apply the subdivider so i'll go here and then up light that's the mirror modifier we can apply that one to actually apply move that one up and apply the subdivider so now first of all you need to reset all the uvs here so you
32:21
what you'd want to do is uh actually you should create a lot of seams i'll create a separate video about uv mapping because it'd be too long to go here but you wouldn't need to unwrap this because you can't have the horns looking like that that would just be super weird but what we could do here is go to sculpting maybe and start maybe control this to add creases like this control and if you don't hold ctrl then it doesn't add the creases so we could start refining a little bit like this
32:53
you could create uh stuff on the back here for example and drag this out maybe you'd have to reshape the face here okay that's no good i'll just see i'm not a sculptor i don't really know how to sculpt but you get the point this is something i should learn actually and become a bit better at it would be fun you should probably use maybe dyno topology as well so just do some shapes here throw some shapes
33:35
control remember control removes it and normal like that like this okay i have no idea what i'm doing it looks like a weird cow no if i go back into uh our uv editing here control tab object mode select this one control tab into post mode and see actually seems to keep the weight painting pretty good even when you wait paint it so if you did want to add some details with the sculpting for example or
34:11
you could do that even after weight painting that's i'm actually surprised at that a little bit okay so uh again uh there are some youtubers probably that are a lot better at doing uh this sort of stuff than i am when it comes to high poly stuff but i'll have to refine my skills a little bit there maybe in in two years i'll start making high poly videos as well but for now low poly i've said that enough no all right guys so there you have it we've got ourselves a a triceratops that we also in the bonus material rigged and i'm not going to do any animations because
34:47
it's a bit tricky to get the animation working for these i should probably do a separate tutorial on that as well i'm going to get a lot of comments on this video as well because usually it says hello your title says that you're doing this in 10 minutes and the video is 40 minutes and i think it's good because i'm getting a lot of extra comments that way so i'm going to keep doing it book your calendar now if everything goes as planned on the 5th of september saturday i'm going to do that 24 hour live stream i'm going to do as many low poly characters as i can i'm going to animate them i'm going to name them i'm gonna try to entertain everyone for 24 hours i'm gonna struggle with that
35:18
because uh my voice is probably gonna give in come back then and also come back next thursday of course for episode 37 of the lobo morning challenge of the 10 minute modeling challenge until next week have a great one and i'll talk to you soon again bye for now [Music] you

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