Hello, everyone.
In this part of the course, we are going to make a stylized, simple character to reveal some simple
modeling techniques that you may find useful to make your own characters.
So without anything else, let's make a face in this particular view with you.
Let's press shift and make a cue.
All right.
And then let's go to a modifiers over here and add a subdivision service modifier, and we can change
the level we're here.
But if you have seen the fundamental with you in the last shot, so if you press control and the number
and you're on your keyboard, you get that level of subdivision.
So if I hold control and to I guess have a little to subdivision for my Q so the reason I add a subdivision
modifier to my Q is because this is exactly what this looks like a useful result.
Like if I increases subdivision level, I get the same as onto the geometry, but with the other sphere
there are a lot of geometry and moving.
Moving them around is not that easy.
But with a Q and a subdivisions and subdivisions surface modifier without applying this because if you
apply it the meal plan now
you get the same result.
Right?
Right.
So you don't want to apply it, but you want to have it in your shelf or in the modifiers and this way
and you go to as it mount you get these only your Q to manipulate.
Right and you can change the faces like this and these and so on.
Right.
And this gives us to better model through our model and control the, our mesh and then we're done.
We just go here and apply it or work by holding control a big.
Oh yeah.
With your geometry to mesh to apply all the modifiers over here.
Okay, this is starts now.
We are going to make a face.
I pressed one on number to go to France for you.
And now let's go to edit mode and then let's zoom.
Let's pan around it a little bit.
Let's select this face, press G and Z to move it in the Z axis.
And then I think it's too small.
Like that's this is kill a little bit and let's again choose these face over here and press I to insert
so I'm pressing I to insert nonetheless press E to extrude and then z z to move it into z axis.
All right.
Now my aim is to make a black out of the neck.
Okay?
This is scale.
It's a bit over here.
All right, I'm done with the neck right now.
So let's first move this face over here.
All right.
And then just click all the let's select all the verses just by pressing a and then go here to mesh
and then symmetries.
And what this semester lesson we can use is to give you give me a second to is so yeah so it essentially
is but then we can go to the last adjustment as operation and then we can choose if you want which way
we want do symmetry.
So whereas plus x minus x, we ask initializing from this way to this way.
So we're having this right now in this face right now and.
All right, so let's also enable X symmetry over here and let's bring the front of the face a little
bit toward the Y axis and then the back of the face towards like this.
Good.
Then we can also change this.
Something like this.
Right.
So you have something like this over here?
Kind of like this for.
All right, then.
Now we can look out with control over.
Maybe do this.
All right.
Then we can change it.
Something like this.
Then let's go to a solution.
So like this.
And then we can scale with our scale with all.
So now it's all about experimenting with what we want our character to look like.
Usually you need to
use references.
All right.
But because is this is not our main character.
We are going to make a matrix with a sculpting and texturing and all that.
We're not going to use a reference.
We are going to use reference in that chapter.
So what if you want to make a certain criteria?
Like if you are if you want to make a cartoon cartoon character and you have a cartoon character in
mind, you can try to go Will going to
Google the character you're trying to make and gather some references and then try to replicate that
character inside one.
So I'm trying to add some lookups over here.
All right.
I actually was not either to look up over here.
And let's just say when we were done with the bass shape of the head.
Let's just see how many subdivision we get.
So let's try this.
By turning off optical on display, we can see what will happen to the geometry after applying the solution.
So.
All right.
This is a good geometry for me.
For now, we can go lower, though.
Yeah, I think we can go for some.
There's a little one.
So let's turn off
the wire frame.
Now let's fly the subdivision, because now we have these, uh, this
geometry, this topology right here.
So it's like these faces.
And I want to make the area of the mouth.
So let's first control our.
Make it look over here.
All right, let's go to the front face.
Then let's see, like these parts.
And then maybe.
Yeah, let's like these parts.
Press X and keyboard and then faces to delete the faces.
All right, then we can maybe.
Yeah, we need to.
Change the shapes over here a bit.
So I'm going to select this vertex and I have my symmetry.
I'm right here excitatory.
So everything I do here will be projected over here.
So let's move it down a little bit.
This was a seamless move with this one as well.
Let's move this one up.
Let's make a very smiley face.
All right.
I'm just moving the vertices around to get the shape at once.
All right.
So I think that's good.
I think that's good enough.
And let's select these edges.
All right.
And then proceed to extrude.
SIMMONS So let's say that this is over here.
Let's go inside of the character and then press a and then y extrude along the y axis.
All right.
Then we'll look right like this from the outside.
But we don't want to see the inside of the mouth.
Right.
So you'll hear.
And then let's
connect these faces.
All right.
So let's actually connect this face with Jeff.
So to connect faces, you use F to connect nodes, connect these worlds as well.
F connect to fill f is to fill between faces.
So you slice one edge and the other edge and you press f it will fill the geometry for you.
So we have this geometry for the mouth.
I think we need more loops over here.
So I'm going to add two loops or here.
All right.
Okay.
So now let's go back to object mode and now let's add another subdivision surface to see how it looks.
This of the real surface.
Okay.
Well, the thing we need is some bevel around the mouth.
So let's select the edges around the mouth like this and then hold control B to use below.
And so control B and then let's add this to the walls around this edge.
All right.
Now we're having a quite good mouth right here.
Okay.
So it looks like it's a bit weird right now because we don't have an answer.
So as an hour, actually.
So let's go here and shift.
Shift right click to move to the cursor.
Choose A to make a match and then let's make a U.V. screen right here.
Let's kill it down by S.
S to scale it down, bring it down with G and position it whenever, wherever you want.
So let's position it right here.
This is screw it up.
We can always adjusted later, so.
And then let's move in the right direction.
Smooth and add a mirror modifier.
And the mirror object should be our face right here.
So that is the item.
We can't move it inside.
We g y and then we can rotate it with our little pill if you want.
All right, now let's make an nose.
And so to do that, let's use the Q design subdivision, surface modifier, some subdivision surface
modifiers,
because earth mode base selection is a scaled down.
That's first.
And then let's block block out the location of our nose.
All right, so let's select a face as G, Z, and the first.
So this face as a skeleton, and then we can select that this face and bring it out.
Like this.
We can select this age and bring it a little bit inside.
And the more we can do is make it look cancer control or I'm going to make sure to look at.
So one is going to be on the bottom, right?
And one is going to be in the middle.
So have a mute look in the middle that I can so I can select with all three.
So I can select and I can manipulate the location of the middle part of the nose.
And now it's just about adjusting the location of these pages.
All right.
So take your time and adjust the justice.
Where it is is around as you want.
We can also see this face and we you look at the middle, all right.
And select these faces and then first light inserts.
Zuma.
So it's a bit bizarre to insert.
And then we can press E to extrude and go off.
All right,
let's let's make a bet over here.
I want the edge here to be right here.
Somebody, let's make some bells or here.
Now, let's carillon these two faces, and then we can move them up.
So let's extrude them toward the upside.
All right?
I know the nose looks broken.
We know this symmetry for the nose as well.
So we have symmetry.
And these these needs to be merged at the center.
So select these vertices and press em to merge and then merge of center.
These ones as well.
So select them and measure center and measure center and and match center.
All right.
We can try to move this up.
Do something like this.
And then you can always go around and and do changes and all this stuff.
Again, I'm not doing it from a reference, so I can just go around, play around with the shapes and
test what shape I like and what shape I don't like and don't get attached to shapes and like you can
always with this method tomorrow always have loops around like this.
They can always go here.
So like this, look, I go around like, Oh, let's go here.
So take this loop and go up.
So with this method, you can always go back and change stuff very easily, change the shapes very easily.
So don't get attached to your shapes and.
Yeah.
All right.
Now let's go to the mouth.
And, you know, let's make.
Let's make a funk tongue.
You know, swing the trunk
and let's duplicate that over here.
We're going to use all of Q with subdivision and surface modifiers.
So let's just have it here as our battle whenever we needed just curriculum shifty to duplicate this
skill this one down.
Let's go to edit more select faces in a row like cemetery and then let's adjust the shape however we
want it to be.
So.
All right.
True.
Another true you can use for, um, for shapes that are, like, inside here.
And you can see that some of the geometry is to hold alt and D, which I explained in the last chapter.
It will make an object with the same object data as this object.
So if I go to two elements of this object, this will be changed as well.
And I can make changes to this object whenever whatever I want so I can do this.
This I like something like this.
I want to make a make a tong.
So I would sort it all out and go out here.
You can you can rotate in.
Those in the end is most expensive, but you can do all the same things as well.
So if I, if I, if I do this, it will apply to this mesh as well.
So that's pretty handy.
All right, let's rotate this in that access.
So so I breast or Z, let's move with the G and then that's located where we want it.
So I think this part of the mouth needs let's go inside a little bit.
So as click this, this and one.
Right?
Yeah.
It's like the right faces.
So I want to actually want to see what faces I'm selecting.
All right.
And then press G and Y to move the inside of the mouse, only to be toward inside.
All right, now, that's.
I'm happy with this.
I can adjust the font like this.
Then I can adjust the top side like this.
And and then on the look out like this.
And then just do some adjustments.
All right.
So check this out.
It's moving a little bit over here.
You can do the rotation and three rotation with double tapping.
Ah
that's right.
To extend all into geometry so we can rotate it much easier.
All right.
For now, I'm happy.
So I'm going to delete this one.
And now let's make the T.
So let's make let's use this one that we made for our backup shifted to duplicate and then as to slow
it down,
let's move it around as that.
Just give it in the access and then let's press of the two duplicates with the same object data because
it more and do let's do some changes like once let's first add the subdivision level here and then let's
add in lookouts, control R at the lookout over here and then there's a lookout down here and then let's
kill down with that, then let's go as in the y axis with s y.
And then we have these nice shape.
So this is it.
Game.
All right, let's go here, Hezbollah, and go for the third level of subdivision.
And now we can scale it up like this.
We can deal with this as well.
Okay.
And then we can duplicate it with 50 movies in the Z axis.
Then this rotated it around like this.
Or we can rotate it into the Y axis, like 100 degree y axis or y and then type in 180.
So I'm just gonna scale down the teeth over here.
So we have some more space for the tongue.
And now let's go here.
And I don't like how the shape is so messy for the tongue, so it seems rather tongue as well.
And it's rotated a little bit.
This is.
All right.
So let's adjust the teeth, lead some more, make it a little bit toward the outside forward.
Let's rotate it just a little bit.
Okay.
So let's smooth this with right clicking through the smooth, smooth this one as well.
Let's go to front for you.
It's the scale of the tongue garden now.
All right.
So now one thing remains from the face feature, that's the ear.
So it was shifted.
I click or here and let's make a cylinder over here, then let's get it down with that and then let's
add a solution surface modifier.
So just go up a little bit this rotate it with or y and then let's go down.
Okay, now let's go to edit mode and now we have this face that we want to insert.
So when pressed, I do inserts.
All right, I have this shape.
Then I'm going to make a loop around here.
Around here and the outer edge.
And then let's.
Let's select these ones with control space.
So by holding control a space you can increase your selection.
Then this press g x or just tumor solutions to control minus and g x.
Let's see what we get over here.
All right, now we have this shape
over here, and that's an X-ray, right?
Okay.
Justice.
Right here.
Or we can add another loop with control R and get it close over here so we don't get those.
But it just so.
Yeah.
And we have some pages over here.
Let's add another loop right here to fix it a little bit.
All right.
Now this increases some of a little to see what we get.
I always go to edit mode and add the well here.
We only need one.
All right.
And this father will not be allowed to be seen, so I'm not going to care much about that part.
Let's solidify modifier to see what we get.
Yeah.
It's going to work, I think.
Yeah.
The stream was solid fire.
And it's good to.
Our edges.
So we added too much edges over here and it looks like it doesn't have any taking us.
So let's scale it down a little bit.
All right.
Now we get more thickness over here.
All right.
Just move it in the x axis as well.
And.
All right, I'm looking for a sightlines here.
So the shapes, it's just some experimental.
And then that's a scale in the Y axis, as Y and then as Z.
All right.
Then we can rotate.
It only took this right here.
And then let's go to France for you.
It's rotated like this.
All right.
The middle part is true inside some changes in what we saw.
G, g, x so isolated this phase control is supposed to increase the solution and g x to move it in
the x axis.
So it isn't so like look like a dance.
I need another loop over here.
Think.
Yeah.
So I think that's enough for this.
For the error.
Looking for something.
So.
So you're not going to add a lot of complexity into it.
But we need to make sure that the location and the proportions are what we like.
All right.
For now, I'm happy with this.
We can always go back and change itself.
So let's add another modifier and mirror modifier over here, and let's select the mirror object as
I'm faced to add this over here as well.