Hello.
In this video, we are going to do some material on some color to our character.
So we model architects and then we model some clothes and then we finish last is making a shoe.
All right.
So before giving some material and making some material, let's do some final adjustments.
So, for example, I don't like the nose over here, so let's just let's just delete that and then use
this cube we made here with the there's level and let's try to make them more stylized, more simple.
No.
So nothing fancy.
All right.
So let's go to edit mode, select the face
and then g x, let's turn off the original design.
All right.
Then let's position it wherever you want.
So select this first g y and then maybe let's rotate in the x axis.
All right, now let's increase the subdivision level to something like trees.
And also, I think there was a smooth it right click, say the schools.
Now let's go and move these vertices a little bit toward the x axis
or actually y axis.
So on the y axis, they move them inside of.
It's a bit to.
Then it's two rounds.
So
select these edges and then skill, skill them in the x axis.
Let's look around, see what we have.
Make some changes over here, maybe.
All right.
I think I like this one a lot better now.
Very simple.
I was knows.
Now let's go to the shoe.
And I want to first disabled the mirroring for all of these.
Now let's do some more adjustments or here some final adjustments, and then we are going to convert
them to mesh.
This emergency?
I think it's not necessary.
That's actually home to the kid that projects where it takes back.
It made some really sharp edges over here.
Right.
Let's make some some changes over here.
Let's move these towards this is a little bit inside.
All right.
This one is too high.
So let's bring it down.
G.
Z.
She's.
I just rotated this one.
The end part is not.
It is distorted over here, but we don't care because it is going to be seen.
So.
Let's move these two down right like this then let's move these tree
down.
We gz and then that's rotate.
We need to control t.
Then move them a little bit.
And this move, this one down as well.
This one down over here and then rotate with control to.
All right.
I think that's more cleaner now.
Can do some more adjustments here as well.
But this one is the throttle control.
See?
And bring this one on to be down.
This one as well.
So.
All right.
So let's take a look at the case panel and go around your character and see if you see and look for
flaws and maybe look for something that you can change.
For example, I think the years here can go a little bit toward insight like this
is too much so.
All right, so we can change the width of these eyebrows.
Okay.
All right.
Small is one down.
It's a bit.
Let's go to work.
This is one queue, right?
Let's make it look over here and then let's bring the teeth in the middle down so it would make care
like this.
All right.
We can scale it a little bit.
So skeleton does access the brain to the.
Okay.
That's sure.
This was this part.
And she.
This was this part.
And the bolts looks good.
All right.
I think we were ready to start the material.
We can always go back and adjust things, but at some point, you need to stop and say, okay, that's
that looks good to me and go to the next step.
Right.
So.
All right.
Now, what I'm going to do, I'm going to first say with this control s and then I'm going to make another
save for because I want to convert these curves or here and over here to mesh and then to apply all
of these all these modifiers.
So once I once I want I'll just say far enough.
So to do that control shift s and this window will be all and then press these plus button over here.
Okay, this plus what.
Don't make a number in front of your circle and then save us.
All right.
And this is now a new set file.
And we can always, if we do some mistakes, go back as a pens or here are other objects from the other
so far.
Okay.
Now, let's get into the converting of converting these curves to the that leaves them all.
And I think that's it's right.
That's all the curves we have.
Then go to object and converts or right click and convert to convert to mesh.
And now if you go to this mode, you can see we have this nice mesh over here and over here.
These are the measures we have.
And then we can go to we can select these
shoelaces and then select the one we want to join them and then control J to join them on.
So now these, these shoelaces are joined and then let's add origin to geometry and then a minimum before
I knew it mirrored in the body I think.
Yeah.
So it would be mirrored toward the other shoe
and we can keep this mirror for now.
So let's go.
And you come over to this one and all this starts joining these areas over here.
So we have this one with so there's a little too let's see our solution a little too.
So general tree, acting level tree.
It's good enough.
We don't have to apply for the help from now, so let's just leave it as it is for the IRA as well.
We don't have to apply it.
All right?
We can just do this to the more organized.
So when we organize modifiers, this is our file right here.
This is our nose.
So we can we can join the ears and the nose of the face right now.
Okay, so let's do that.
If you want to make adjustments to the ear, we should do that right now.
So I think that's good enough.
So if we if you maybe rotated in the X axis or the Y axis or a thing, is it's good enough for now,
right?
This is a stylus character.
Let's select the ears.
Let's try to know the necessary the face and then control J to join them all.
And now this is one object.
Okay, I did the mystic.
I have to first apply this mirror modifier.
So let's move it up like this and apply the the subdivisions as well.
So let's see which subdivision is good for us.
I think Subdivisional level two is enough where we can go with three as well.
So let's go with three and apply the mirror modifier, apply the subdivision modifier and now the ears
are here and then we can go to the nose as well.
Why the nose?
The tree, I think, is enough.
Yeah, three is enough.
That's why it's a select ears.
So, like the nose, like the face and control j and then this face is connected.
Right now that is connected.
We can use the whole face for colouring and all that.
We can also join this body over here.
We don't have a modified for the body.
If you go to edit mode, we can see that we have this geometry.
But as you can see, this part of the body cannot be seen.
So if I go to extreme mode, you can see that this part is not going to be seen.
So this is just this is just unnecessary geometry.
They can't slow down our computer so we can go to France view and then go to the edit mode.
And then also, Zain, to enable the remote and then let's box select these areas that we don't need.
So this area, maybe some symmetry on here, these areas, I think.
Let's see.
Yeah.
These areas, we can just delete them with X and vertices, so we just delete that, those areas that
we don't need and we will help us with a better and a smoother
viewport.
Right now all we can do is to select select the hands so like the face and then join these two as well.
So first, yeah, let's so perhaps only the first and join these two with control.
J It will apply.
It will also apply and it was obviously modified for the hands.
Maybe that's not what we want.
So let's undo those first.
All right?
So just undo it and let's let's do this for joining these parts for the last one.
So let's apply the mirror modifier for this one, the one the first for this one.
So first the moon was four, then solidified, then subdivision.
So let's see if the subdivision level is too high.
Maybe we can go lower than this.
She?
So I think at least four is need us for this part.
So let's select around to apply all the modifiers.
Let's see what all the rooms know.
To apply all the modifiers you just have to from the hold control a and then visual geometry to mesh.
All right, now all the modifiers of this part is applied.
Then we can go here and delete this one as well.
We don't need it.
So go ahead.
First to delete can delete every object, every mesh that you cannot see in the scene.
So.
All right.
Now I think we're ready.
First, let's apply this one as well.
We can keep them because we probably won't be doing anything so fancy about these one.
So let's just keep the modifiers applying them will make and we'll make it make it more hard to go around
the view protocol.
So let's just keep them.
And then so we have this and then we can have this one as well.
So I'm aiming to be I'm actually aiming to use both material and vertex painting in this part.
All right.
So in the next path, then I can go to texture, painting and show you the texture painting.
So I'm going to do some parts with just material and the procedural materials.
And then so the face, for example, in the hand we can go with versus painting and I as well.
Maybe so.
So then we don't have to apply the modifiers for this one.
So let's just go back then get the modifiers of this area back.
So let's go back.
All right.
Now we have the modifiers of this pass back, and then we can delete this one again so we can minimize
them like this.
So I want to apply and modify or apply a material position, material here and position on material
over here so we can or we can have them modify it out.
All right.
We don't have to apply them.
But for vertex printing, we have to apply this subdivision because unfortunately the blender can't
yukon's where it expands in blender with the subdivision level in some other subseries you can do that
and I hope that this feature to just add subdivision level and starts painting.
So then let's check the other parts.
All right.
I think we're good.
So let's minimize the modifiers for the shoes as well.
And all right, let's start with the materials over here.
So let's go to shading for save first.
Let's go to shading.
And then we are in the shading in the material viewport menu.
So this is the principal the principal stuff we have.
I want to make some procedural material for these codes over here.
So let's first go to YS, then I want to make some textures.
So let's go to the textures.
Let's go to I think one, I will be good for us and then let's color up this distance to find if I see
and then let's continue this whole control shift.
Click to see the effect of these wandering texture.
Then we can adjust this one like this from like this.
The wanted scale is up to make some cells like this.
These are some cells.
All right, then we can go ahead and change the material here.
So let's make all those shirts.
No.
Let's make.
Call it of the dot to something like may be.
Maybe some.
Maybe some yellow.
All right.
And then let's kill it off.
Even more like something like even I can go two, one, one, one, 1,000th.
And yeah, I think that's good.
All right.
Now, to see the effect on the hormones or your control, she clicked on the boost.
Obvious yet to apply it well and then connect the color to base color.
And then one day is going to calculate the changes.
And this is what we get.
All right.
So we can also make another texture or he has a mic and let's bring in a decent look and noise picture,
and then let's make a new color around with black and white and then connect these two together.
And then consumers should click on this one to see how this will be.
This will look.
So let's change this skill here and change the detail.
Randomization, distortion, maybe.
No, I don't like the distortion, so let's research into default value.
Let's change these values over here as well.
All right.
Now, all we can do is add, uh, Meeks or JP.
So let's search for Meeks, IGP.
Let's put it over here.
So this is called a one, and then let's connect these two to color two.
And now this is mixed.
All right.
Let's to see that.
Let's go and click on this control shift.
Click on this and let's see what we get.
So we get this shade over here.
So this is a mix between the nice texture and the warm night texture.
We can change the color of this over here.
So let's change the color here and see what we guess or what's blue.
And this is mixing these two textures.
We can also go here to the blending type and go to add and see what we get.
All right.
Let's go to multiplayer.
To multiply is too much a thing on screen.
See?
The screen is giving some cool effects.
So let's change this color.
And change it to something like green maybe.
All right.
Now is increased this skill
and increase this one as well.
We can change the values over here.
So I want some subtle changes on the shirt.
I don't want it to be too much.
All right.
And then the saturation of this color here is too much for me.
So let's just bring down the value.
A little bit and then bring down the situation here.
All right, let's play around with the noise, texture.
You know, this bring down the situation of this color here as well.
Okay.
Let's go to render and see what it looks like in the render.
As you can see, there are some textures over here.
So all right, for now, I'm happy with these things.
I want another texture here for the form, for the normal.
So these are less are not as six year ones may be.
I think.
Musgrave.
Or we could.
We are.
So it's another colour around here to see the changes.
Let's connect these two and control shifty here.
And this is going to add this type of effect.
So let's change the scale.
I want something to hide.
So, like.
Like this and then change the detail over here.
All right, then I'll go shift again and search for swamp vector.
Say this is a one vector and then connect the color around to the picture.
And I connect the bump to the normal over here.
All right.
Is going to calculate when that is going to calculate and make some bumps over these white areas.
And then if I click shoot to shift on this, this is going to be the color and this is going to be the
bump node over here.
So
as you can see, there are some bumps on the texture.
So if you go to this material, you.
And let's increase the lights over here.
All right.
This is clearly too much.
So we can go here and decrease the stress to something like 4.5.
Let's go.
4.1.
And we have to connect this color to the height, so so we can see the effect.
You have to consider color to height.
So it wasn't affecting the surface very much.
So now we can see how it affects the surface over here.
And this is too much.
So I'm going to go to four very subtle, like zero, very subtle zero or one.
Maybe that's going to be.
Yeah, things can go higher.
So zero or as you treat.
All right.
I think that's fine for now.
Let's change this.
Points like to an aerial light and go here and then control T or shift the story to change the direction.
This is kill it and let's increase the power to something like 100.
Let's change the color.
Let's change it to 1000.
And you have more lights over here to see the changes is very subtle, and that's very much what adds
variation to your clothes.
All right.