Let's model a ROBOT WARRIOR in 10 MINUTES - Blender 2.83 - ep. 32

Let's model a ROBOT WARRIOR in 10 MINUTES - Blender 2.83 - ep. 32

SUBTITLE'S INFO:

Language: English

Type: Robot

Number of phrases: 1037

Number of words: 6452

Number of symbols: 25708

DOWNLOAD SUBTITLES:

DOWNLOAD AUDIO AND VIDEO:

SUBTITLES:

Subtitles generated by robot
00:00
hello guys and welcome back to another episode of the 10 minute modeling challenge today we're gonna do a lot of extruding and scaling as usual and it's episode 32. i'm still on my holiday weeks here i've got uh this is my second week is it and i've got two more to go at some point we're going to be traveling to gotland that will be fun and if you don't know what that is it's an island just off sweden and well it's still in sweden it just happens to be off the coast and not too far away from where i live so we're going to head over there and enjoy the summer a little bit longer before we go into the normal routine again
00:30
anyway what am i i'm really excited i just downloaded unity 2020 and there's one tick box there that sent me over the moon and for any blender fan you should love that one too and it's this one have you ever imported stuff into unity and that stupid x rotation is always wrong it's either 90 or minus 90 i can't remember but no matter how we tried it was always a pain for normal objects it wasn't so bad because you can import them and just take that little experimental transform thing and it went away but for rigged characters that wasn't possible so there was a lot of hoops to run through
01:00
and now you can model a character in blender on the xyz axis that blender uses and then you tick this little checkbox in unity and it magically fixes that rotation so no more transform rotations in unity i'm so excited about this it's ridiculous i don't know if does unreal engine do that as well i hope so i'm going to be playing around with unreal engine 2 and let's not have a war about which engine is better i think they're both great and i'm going to enjoy learning and using both of them i just have to get to the point where i can start learning some c-plus plus that would be fun did you look at my learn unity tutorial
01:32
by any chance at the end of that video i have like a little platformer thing that i released last year it's a little clip of a robot looking guy that jumps around on platforms and shoots some miniguns and weird weapons i have to beat that out because apparently that's on the blacklist of words i can't say that so i've got this little robot looking character that jumps around on platforms and discharges his item in his hand no demonetization here so and um the items uh you can point in different directions like up and down left and right
02:03
and then you can send projectiles is that band that word should be all right i think or maybe not projectiles can send a little compact items of lead towards other things so that's what i'm making anyway to the point i'm going to make a character like that similar to that guy so it's going to be um i'm not going to rig him now i'll probably do that in the bonus material i'm just going to focus on modelling the character itself in 10 minutes so have i drank too many coffees today sure
02:36
let's let's see what happens this one's cold yeah i think i've drank too much coffee today i set my timer here we go okay ready steady go let's go tab inside it mode a to scale i know a to select everything has to scale let's make a torso here first i'll just bring maybe ctrl r to loop cut that one oh we have to do auto mirror so auto mirror there we go and then uh maybe e push remove it extrude
03:11
and alt select that one scale that's going to be it for our torso to begin with scale scale down okay uh shift d to duplicate that one let's make a leg here so i'll just do shift oh did i duplicate it yep shift d scale down scale zero make it flat move it in e to extrude s to scale e to extrude s to scale just do some e to extrude s to scale it's going to be a separate limb here so shift d
03:42
s to scale e to extrude s to scale chunky legs here it's a clunky robot here so like that has to scale that on and i always make this way too big like this scale why bring it down and then here bring this one gg and gt slide that one into there maybe okay now we have to make some feet um we have to make them a bit so shift d i'm actually going to do f3
04:14
and circle here to make them square so strange that works e to extrude side view that's okay that was pretty good actually uh here to extrude let's make that really low poly chunky clunky legs here i always say chunky way too much probably let's have some stylized here as well so g to move that on up and maybe we'll do uh item set and alt s to scale those out a bit here we'll do some feature as well maybe to break up the and e to extrude that
04:45
one out maybe like that um that's okay and then we'll do that here maybe i'll e to extrude that one as well s to scale it just scale that one down here we'll do the torso now no that is the torso so this is going to be the lower part well that's the pelvis this is the torso scale y and from you uh e to extrude s to scale e to extrude s to scale e to extrude s scale make it triangular here like a superhero
05:16
type of guy and again scale y axis but these i have to scale maybe like that why okay um here i'll do it a little bit more angular here as well for a heroic look so maybe i'll do control or no what should we do here i'll select let's do one more loop cut there scale that one down here
05:49
e to extrude s to scale and maybe bring this one down just refine the body a little bit here bring this one into and get this down so it looks a bit more aggressive again that one down this one okay that should be okay maybe this one down a bit and then here we'll do some arms so shift d to duplicate scale x0 to flatten it and then on side view we're going to do f3 and circle again to make it square
06:23
strangest thing should have a square on e to extrude s to scale e to extrude s the scale need to extrude s to scale and then the lower arm here scale e to extrude s to scale and then e to extrude again s to scale and then e to extrude sd scale and then here we'll do like a fist just shifty scale it down e to extrude s to scale e to extrude that's the scale i need to extrude
06:56
so that's going to be just like a fist move that one to there and this one in there that should be okay and for this arm as well let's stylize this one as well so it's not all so square move that one out maybe this one back to there and here we should do something for the back note or like an indentation enough for the head to reside in little robot looking so i'll do i'll say 531i to inset and b for the boundary and then i to inset again and alt s to scale that down
07:30
you can bring this down further and out and then this one we can send in as well so in this cavity here we're going to have like a head so maybe i'll do alt select this one move it in and we'll make a head here shift the scale x or scale is that zero to make it flat see top view that should be all right move it down to there and into here now we're gonna make e to extrude some robotic-looking head
08:03
here so i'll bring this one out i'll do like a viking helmet no not a viking a knights helmet or something control r uh if i know how they look like i've got no idea but i thought that could be a bit spitting maybe i'll bring this one up while i work on it so this is going to look apparently nothing like a night at all so ctrl r loop cut make space for an i here maybe i inset b for boundary
08:36
scale zed then let's select all of this so i'll select that one ring select that one move it up scale z or to rotate gg to move that one out e to extrude in and black maybe okay this is looking weirder by the second but it's okay how am i doing 343 okay
09:12
uh apologies guys this is not going to plan okay that's okay uh front view g move it down into the slide it down into this slot here maybe forward a bit okay this one back okay i'm gonna have to live with this one um now let's make him a backpack of some sort as well so he can fly like a rocket backpack so shift d to duplicate that one slide it in scale it down e to extrude maybe to there e to extrude that one
09:45
bring it up rotate make some e to extrude here scale it down eye to inset move it down and maybe i can do like something bring that one down and select these eye to inset an alt-ester scalar output so maybe that could be a rocket pack so how am i doing 240 now we should have colorized it first of all so we'll make him nearly white should we
10:21
white yeah maybe this thing we could do a thing around his neck here maybe to emphasize this first of all i think we'll bring it all select the arm for the loop bring it down to there i to inset pardon me okay i think set with b for boundary connect the center alt s to scale that one and then ctrl plus and then we'll make that red pop it a bit and in here i guess we could just make it black and the lower part of the torso over here may be black as well
10:57
is that looking all right back here fiddling now so let's select that go black there and maybe this part maybe that one could be dark gray that one we can probably bring out a bit g bring that down here black this whole leg the inner leg there could be black did i do that one black no i wanted to make it black and there maybe the hands and feet and head i'll
11:44
do like this metal type of color 104 you know maybe i'll do like a thing here for the arms to theoretically fight inset no not clear i'll just do here i wanted to add a little bit of detail here i to insert e to extrude control plus let's just make that black as well and then for the for the rocket pack here we'll do uh eye to inset need to extrude
12:14
control plus make i'll make that whole bottom part black again then maybe here black let's make a stripe here alt select that one make it red go with that one and torso we could do red as well got 20 seconds color match that one a bit there here scale ctrl r loop select
12:46
that maybe go like a block there scale that no that's it phew okay so we've got some sort of a robot looking guy here with some backpack on and stuff i've got no idea what this will be like but let's see what did i end up making this would be interesting to see how we animate snow so my idea for the head was to make it a little bit like a knight but it's always tricky with faces especially i didn't deliberately didn't put a mouth on because i think those are
13:21
really difficult so i just wanted the dark eyes to look a little bit like that and then this cavity will shield the head a little bit i was thinking that that could be a thing and then hand fists is just like this maybe we should should we model him a weapon as a little bonus material maybe in blender when i model i usually have characters facing me so if i press one on the keypad to go into the front view i usually have the character facing my camera that's how i've always modeled them but i'm not really sure in blender which way to model characters
13:52
because when i exported it into unity then with the fbx settings of y negative being forward then it didn't really work in unity it didn't really pick up on the axis the way it should so what i've had to do now is i'm starting to twist my mind around and i'm actually using y forward to model my blender characters now then it seems to be flawless when i import them into unity let's rig them for unity now actually and for that to work it should really be facing in the other direction and i guess i should learn how to model
14:23
with this view being forward so it works in unity straight away but what i'll do now is i'll just do i'll select let's see i'll select the character scale y minus one and that flips him after that flip i have to go here and make sure that i've got backface calling on and that's okay so that seemed to have worked with the flipping sometimes you'll have the normals facing the wrong way but now let's make an armature for him this is going to be the bonus material we'll start with an armature so i'll do ctrl 1 now to go to this view
14:54
and i've got the cursor down here in the center i'll do shift a and add an armature and then we have to go into this little tab here not sure it's that little but and then we'll put in front and now tab into edit mode for this shift space g and let's move it up to there and uh here e2 or e to extrude yeah e to extrude here as well you can i've recently learned that you can press the middle mouse button to snap the movement to the axis so
15:24
actually i'll do that again e to extrude and then snap it if you're close to the z axis there and that'll snap it to it i think i want to keep this upper part here separate so i'll modify this mesh in this bonus material here so what i'll do here is i'll do alt select that one actually we'll do l for selecting that one h to hide it and then here i'm gonna click on that one control plus to there and then i'll shift select these as well and that one
15:55
split okay split i want to do so y and then now i've actually split those off there and then i can do this one l to select that one h to hide it because now i want to cap this one i'll do shift select these and then i'll press f to cap it e to extrude it s to scale it this one broke a little bit so we can move those in those one let's scale this edge down okay
16:31
the shadow is messing up a little bit i'll actually disable shadow here because it looked like it was broken so i just wanted to have this torso a bit so it looks all right when it joins with the upper part alt h to unhide l to select that one h to hide that one now we'll do the same thing for this part i'll alt shift select that one e to extrude it s to scale it f to cap that one and then we'll do just black there or just white will do
17:07
but it looks like it's transparent a little bit because i've got the bones there but they're okay i think oh that's it alt h to hide that one because now i can actually have an a separate bone here for the spine so i'll slide that one down this could become the spine bone instead of the second spine bone and here e to extrude this one one more time bring it to the side here i think i'll detach this one so i'll do alt p and disconnect bone see that it's still
17:42
connected to the actual spine so i'll follow the rotation but at least i can independently set it now for the head old set to see through like that old set again so here as well but for this side i have to do the right side now i'm used to doing the left one p no alt p disconnect bone but still linked to the spine there but we'll do the shoulder bone there e to extrude for the lower upper arm e to extrude for the lower arm
18:12
and then e to extrude for the hunt and here's uh another thing i'll actually you can do l to select the length here as well move it back and the arm should always have a little elbow bend there otherwise the ik won't know how to twist so it stays fixed so have a little bend here in the bones and let's do the legs as well so control one and e to extrude that one we'll just go straight down alt p and disconnect bone and this one
18:47
actually lost it doesn't have the apparent so i'll do control p and then keep offset so i get this little dotted line so it follows the armature slide this one down e to extrude for the lower leg and e to extrude for the foot and then we'll do side view and then g to move it to the tip of the foot and then move this one back and again same as the elbow move the kneecap a little bit forward so it knows how to bend
19:16
and now time to rename so i'll go into from the new front view which is the back view okay f2 we'll call this one root f2 spine1 f2 spine2 f2 head f2 dot r for right so it's my left but it's the character's right arm f2 upper arm dot r f2 on this one lower arm dot r
19:54
and f2 on this one hand dot r and the dot r is important because we're going to do symmetry on this one in a second and then it knows automatically which ones are left and right so f2 upper leg dot r f2 and do lower leg dot r and f2 foot dot r and let's do the ik bones as well so i'll do side view here e to extrude the kneecap one and e to extrude on the heel
20:26
select this one alt p and do clear parent but leave it in position there this one alt p clear parent alt p clear parent this one we put press g and move it forward this is going to be the pole bone and the pole bone is where the ik where the knee is pointing towards so if you move it left and right here it'll point the knee in that direction we also have to make sure that we disable here on the bone we should disable this we should disable deform here for both of these new ik bones
20:58
and now we set up the ik as well itself so i click on this leg go to here i can resize this a little bit press ctrl tab to go into post mode we get this little new bone constraint properties add constraint when we have the lower leg here selected we do add constraint inverse kinematics and then we do target is going to be our armature and then this target bone is going to be the target oh yeah we have to rename this so f2 is going to be the ik target
21:30
dot l and this is f2 on this one ik poll dot r i did it wrong dot r so it has to be the right one there so now we can actually pick the target here that we created so it's this is the target there and then we'll do poll same armature again and this one we'll start typing poll because we want the ik poll and then it flipped out big time we had to set the chain length here to two for the leg and then we have to change the pole angle here to 90 degrees to rotate the
22:02
leg back into order and now when i move this one we'll have ik set up but we have to fix the foot rotation so to fix that one i'll click on this bone and then we'll actually click on the bone tab here and then do relations and then disable inherit rotation and now it's like this but we also need to have it following the rotation of this new target bone so we have to click on it again go to this constraint add constraint and do copy rotation
22:31
pick the target is going to be this target bone and then we have to switch the space to local space and then rotation is all right now but i also have to do this to in order to mirror poses you have to set the the normal for all the axis actually what i'll do uh if i click on bone here let's do axis and if i do a flip pose later on with the axis's axis uh it won't necessarily work if i do a flip to pose i have to go to the top
23:03
view now 7 on the keypad and make sure i've got all the bones selected and see how the z direction of the bone now is pointing backwards and i want to do shift n and recalculate roll now to view axis and that'll you see that all the axis is here changed and the reason why i have to do that is otherwise when i do like a walk animation later on and you want to flip the pose it has to the accesses have to be correct so with that one done now we'll notice if i do control tab into post mode you'll find now that when i rotate this bone it rotates the wrong direction so the
23:35
roll angle is different and there's a fix for that one and when we select this bone again here we go into the bone constraints and then i invert the x axis and now when i rotate the foot it'll be in the correct direction and then rotate around the z works as well and now we're ready to do uh the symmetry here so i'll do control tab to go back into edit mode and press tab to edit it a to select all the bones f3 and then do sim symmetrize and that automatically flips now this whole armature and you can see now
24:06
that it's renamed this if i do it to dot l for all of these that's why it was important to have them named dot r before and now i can select the mesh here shift select the armature and do control p and then i'm gonna do with empty groups now because if i do with automatic weights it'll start deforming the arms and stuff like it was skin and this is a robot type of character so when i do control p now i'm just gonna do with empty groups and that creates empty vertex groups for all the bones that we've created and i have to manually assign them now
24:37
but it's quite easy to do so i'll do so i'll click l on the torso there now i go to the little vertex set group icon here and i have to assign it now so i'll have to find here i'll go up to the root and then assign it and now these all these vertexes are 100 mapped to the to the root bone here and then same for this one i'll do l and then we assign this one to spine one and then here upper body assign that one to spine two l on the head and assign that one
25:08
l on that let's see this is going to be we're not mapping anything to the shoulder that's just the helper bone so the upper arm dot r that one is l and then do lower arm dot r l undo hand dot r l on this one for the length leg bones and do upper leg dot r and l on the lower part here and do lower leg dot r and l on the foot and do r and then now we can tab back we've still got uh
25:40
mirror mode on so this should work now okay the backpack here we forgot or i forgot you probably thought of it but i didn't so i'll do tab control tab and go back into object mode select tab again l on the backpack here and then we assign that one just to spine 2.0 which is the upper part of the spine here and now ctrl tab object mode select the armature control tab into post mode and now when we do this it should uh
26:11
bring that backpack with him so this is the good thing about doing the vertex groups instead of doing automatic weights when i do animations now you can see that all the leg parts are quite nice and rigid they're not like squashing and deforming it is like they were proper metal pieces and obviously stuff like this wouldn't work in reality because the metal is overlapping but as a game character i think this is perfectly fine and for sake of all the tradition let's do a walk animation here as well i'll go into the animation tab drop down make sure we've got the texture selected
26:43
there yeah it's all good i'll do three to get the side view and then let's just start keyframing here see if i remember the correct ones so i've got the root bone there selected side view let's do automatic keyframing yeah g to move it down a bit and this is going to be the contact pose so we have to bring this leg up forward the right leg are to rotate the foot and have the contact pose with the heel there this one we'll put do g move it back and have a slight
27:13
thing i've only got one foot bone here no toes so these are going to penetrate the ground a little bit but that's okay i think as well for a smaller character like this you won't really see it and if you wanted to you could add a separate bone and split this foot so it actually rolls nicely with the ground but for a platformer i think that's a pretty much a waste of time you won't really see it to that detail but you could and for the next pose here let's go forward to frame number four and then shift space g to get this little angular
27:43
gizmo thing the arrow gizmo move it down the next pose so for this pose let's rotate the foot down g to move it back a bit this one hard to rotate and bring that one up and then we're gonna have the passing pose here so i'll scroll from so for frame seven but moving up a little bit the torso slide this one back and this one forward so this is called the passing post now because the legs are passing and then scroll to frame number 10 which
28:15
is going to be the last keyframe for this and that's the high pose i'll move it back to there and this foot is going to go forward the left foot and prepare to land the foot there so that's the main keyframes for the walk cycle that i usually create now we can actually flip this pose i'll select the root bone and the two feet bone that we've been animating and then if i go to side view again here three on the keypad now i'll just double click a and then click a again
28:47
i'll make sure that all these keyframes in the dope sheet are selected they're yellow so i'll do ctrl c and then on frame 13 here i'll do ctrl shift v and that pastes a flipped post now so basically that completes the walk cycle and then i actually have to bring this keyframe here i'll just select double click a b to box select control c and then go to frame 25 and go ctrl v because this is going to be the same frame as this one
29:17
and then we shorten this one down to frame 24 because because we want to have it loop here we don't want to play this keyframe twice this is just to get this last keyframe here is just to get to the animation properly from this keyframe but here on 24 we'll snap it back to one and when we press play now then we have the walk cycle for the legs but then we have to do the arms so we can do the control one go to the first keyframe or to rotate this arm down and here's
29:49
if i do ctrl c now and ctrl shift v this is why the flipped or the mirror pose was so important because if you don't do the roll axis correctly that arm might be straight up instead of straight down when you do the flip pose so it's because you need the roll correctly to have the pose flip on the x-axis correctly okay and we'll do side view here as well so the right arm goes back when the right leg goes forward and then i'll pick this arm and inversely then this arm goes forward when their left leg
30:22
goes back and i'll just shift select all of these bones do control c and then on frame 13 here which is the after the first loop point we'll do ctrl shift v and you can see that they flipped the arm now so ctrl shift v flips the arms and then here ctrl v again and now we should have the arms walking a bit like that when he walks as well i'll just give him a weapon as well while i'm at it so
30:54
let's go into side view here let's actually steal a face here control tab here let's give him a weapon real quick shift d to duplicate that one g to move it and go back to this uh uv editing tab just make it gray scale zed and for this one i'll do p and separate the selection here into a new object and then for the this will apply the mirror modifier and i'll take away the armature modifier
31:29
because we don't need to have the armature affect this weapon so tab into edit mode you can actually delete this uh center face or the center edge so x and dissolve edges x and dissolve limited dissolve so we get just that face scale x make it narrower we'll make it like a big sci-fi rifle type of thing here so e to extrude i've got the side view scale y that should be all right and then here i'll do e to extrude again
32:10
r to rotate so i'll do s to scale and then shift x to just scale it not on the x axis g to move that down we'll make some sort of a handle here e to extrude so here i'll select these two i to inset so and then i'll delete those just delete faces select these two rings right click and do bridge edge loops g this one we can move let's see move back to there so i'm just gonna try to make some weird
32:51
sci-fi rifle thing here each extrude g to move that on s to scale it it extrude s to scale or to rotate to there e to extrude make a big rifle here ctrl r maybe loop cut that one bring that down i don't know why they always tend to be really big and chunky i guess it looks cooler that way so loop cut a few times
33:24
select your loops like that maybe do i to inset do them smaller item set comma and do no period and do individual origins and s to scale those down here we'll do i to inset move forward item set again e to extrude in make it dark in there here we'll do some sort of a magazine i to inset e to extrude need to extrude again s to
34:00
scale e to extrude okay that's one big magazine here do some feature here as well i'll just select those maybe even across here could that look cool maybe and then do i to inset and then alt e to extrude long phase normals as to scale it down a bit there
34:31
here we'll do some thing as well i to inset that one e to extrude maybe move this one down that should be all right and now maybe we'll just colorize this weapon a little bit as well ctrl r ctrl r scale that down no fight in set has to scale it down okay i'm just fiddling now let's uh so this is the handle obviously where he's holding it now i'll colorize it so
35:09
make it i guess it could work actually that color i'll just colorize inside here i'll alt select these and then select here manually so i don't do that one shift select mark those and maybe we'll what color should it be red to go with him let's loop select that one as well make it black rotate x a little bit maybe there magazine will make it black
35:45
and i think i'll do this black control plus black okay and to finish off i'll just modify the walk animation here so he'll carry this weapon so for go to side view go into the animation tab actually side view control tab into post mode and bring this arm to the first frame let's just bring this up to here or for this arm you actually need to delete the other keyframes here now so now when he walks he walks like this
36:20
which is fine maybe we'll twist the torso a little bit so twist that spine to there rotate on the z rotate that one on the z or rotate hand now i actually have to make so i'll control tab into object mode again let's position this weapon now shift space g okay so the center for this weapon is down here i'm actually going to change the pivot point for this weapon to the
36:51
handle where the hand is going to grip it maybe there shift right click on that on that should be all right and then i'll do right click and do set origin origin to 3d cursor for this weapon and now i should be able to move it into place roughly for this hand there and move it into there that should be all right and now i'll do go to this little thing here to the constraints tab and add constraint child of and then i'll pick the armature here
37:23
and then the hand dot r bone and then we have to do set inverse to bring it back to the correct location and now we can go back into control tab and now when we move this the weapon will follow since it's a childhood constraint there and for this i think i'll bring it so that the rifle is pointing up again maybe like this maybe i should have really had inverse kinematics for the arms as well but i think that one's a little bit tricky so i'll just do this manually for now
38:00
maybe like that i'll probably have to twist this further so we can get the left arm rotate rotate up and then left arm let's try to bring that one across maybe like that okay we've got some key frames still on this arm that take away so let's get rid of those upper arm delete keyframes that's it and we can hide this armature note as well there so and uh okay we need to
38:37
probably animate the upper body a little bit better as well and have the arms fixed but i'm planning to do some more tutorials on stuff like that and some weapon handling and things reloading and stuff so all right guys that's gonna be it for this episode i hope you enjoyed it there was a very long bonus content there apologies for that i hope you're still awake but uh give it a thumbs up if you liked the video and subscribe if you haven't already and i'll see you on next thursday's 10 minutes episode it's gonna be episode 33 then it's gonna be a lot of fun let's make it happen have a great week
39:07
and bye for now get the merch as well check the description [Music] you

DOWNLOAD SUBTITLES: