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Creating a simple creature

From: Blender 2.6 Essential Training

Video: Creating a simple creature

Now let's go ahead and start putting our modeling skills to use and build an actual character. We are going to build this little creature here and we are going to start off just very simply and just build him using a number of Blender's tools. So the first thing we want to do is just hit File>New and I just want to start off with a new scene. Now we are actually going to just build him up starting with a cube. So the first thing I am going to need is some additional detail with which to model.

Creating a simple creature

Now let's go ahead and start putting our modeling skills to use and build an actual character. We are going to build this little creature here and we are going to start off just very simply and just build him using a number of Blender's tools. So the first thing we want to do is just hit File>New and I just want to start off with a new scene. Now we are actually going to just build him up starting with a cube. So the first thing I am going to need is some additional detail with which to model.

So the first thing I want to do is subdivide this cube. So I am going to hit the Tab key and then hit Subdivide in the Mesh Tools widow and then our Number of Cuts, I am going to bring it up to about 3. Now what I want is enough detail to model, but not enough so that I have too much detail. So with modeling it's always kind of a balance between enough detail and too much. So let's start with three cuts in the Subdivision and then I'm going to go into Edge Mode here and I'm going to Alt+Select and then Shift+Alt+Select these vertical edges.

Okay, so what I want is I want all four edges of that cube selected. And now I'm just going to use my Scale Tool and I don't want to scale this evenly, I just want to scale it in the Y direction and then in again along X, I don't want to scale it vertically. So if I use just a global scale, it would shrink it down vertically. And really what I am trying to do is just kind of soften those edges just a little bit, so that way I don't have corners so to speak when I'm working with this character.

Now next thing I want to do is as I've got this all selected, I am going to hit the A key twice to select all and I just want to scale that up a little bit, he is actually a little bit taller than what I had and then let's go ahead and start moving him up. Now if I want to I can actually apply a Subdivision Surface Modifier to this, so I can see what my modeling looks like. So let's go ahead and do that and then we'll start adding some more detail to this character. So I am going to go again over to my Modifiers Panel here and just add Subdivision Surface and then in terms of Subdivisions, 1 is fine, if you want you can bring it up to 2 that should be enough for this type of modeling here.

Let's go ahead and start working on the legs. So I am going to move this up and I'm going to go into Face Mode. So I am going to hit Ctrl+Tab, select Faces and then just right-click and then Shift+Right-click on these faces, okay. And then in order to get the legs, the easiest thing to do is just do an Extrude Region, so I am going to extrude those down, just a little bit at first because really I want enough for a leg joint. And if I want I could actually scale these in just a little bit. I want to make sure that my Pivot Point is on something that will work, either Individual Origins or Bounding Box Cursor or something like that, and then just scale that in so those are somewhat square.

If you look each one of those is square and then let's go ahead and Extrude again and Extrude one more time. Now what I am trying to do is kind of a smaller Extrude towards the bottom and that will give him a little bit more of a footpad there. Okay, so now we've got his basic legs. Now if we want we can start reshaping the body a little bit and again I'm just roughing this out. So, let's go ahead and actually go back to Edge Mode. So again, I am hitting Ctrl+Tab+Edge and then just right-click on the edges here towards the front of his body, so basically that, and then let's just go ahead and move that up and in perhaps.

Again, I am just kind of trying to give him a little bit of a belly and again we're just kind of, just playing with this a little bit. Now one of the things also is that we do need to start blocking out the area for the character's arms and his mouth, so let's go ahead and actually start with the mouth. The first thing I want to do is I want to get a little more detail in this area so that I can start working on the character's mouth. So what I need to do is add in some Edge Loops. So I am going to do a Loop Cut and Slide, and first I am going to do a vertical one right here and I'm not going to really slide it, I am just going to keep it in the middle.

We'll worry about positioning this a little bit later. I am going to do that again, right here. Okay, so I've done it on either side of that center line and then let's do one across this way. Now this should give me enough detail to start modeling the character's mouth. Now I am actually going to do it what seems to be a little bit high, but I'm going to take this Edge Loop here and just move it up a little bit and then I am going to start moving vertices down to make his mouth.

So I need to go into Vertices mode, go here Vertex, middle click on that one, move it down and then right-click on that one, move it down and then Shift+Right-click on each one of these and move those down. Now what I am trying to is get this area to look a little bit like a mouth, we can certainly fine tune it after we get the detail kind of blocked in. So again, I am just starting rough and then we are going to be adding detail as we go. So now that I have this you can see that these four faces can be at the start of the character's mouth.

So actually I am going to kind of flatten that out just a little bit like that, okay. So now I've got something pretty close and again, we can change this later. So let's go back into Face Mode, again Ctrl+Tab, right-click on these four faces. Now this is going to be the character's mouth. So let's do an Extrude Region and the first one, I am just going to Extrude it just a little bit, because I want a harder edge to that mouth cavity. So right now I am just going to bring it in just a little bit, in fact it might be better to hide my Subdivision Surface Modifier right now and just see exactly what I'm working on in the mesh.

So if I make this deep like this, then we're going to have a very gradual edge to his mouth. I really want this to be fairly shallow like this, so that way we kind of have a hard edge going into his mouth. So I am going to hit Extrude Region one more time and this will create his mouth cavity and because this is his mouth cavity we can also scale this up a little bit just to give a little bit of room to make it look a little more like an empty mouth, and then let's go ahead and just turn this on again. I'm going to go over to my Subdivision Surface Modifier, turn on my little Eyeball here and you could see now I've got the basics of a mouth.

So as you could see, we're starting to block out the basic shape of the character. We still have a lot of refining to go, but let's do just do a little bit more. I am going to go ahead and select these faces at the top and let's choose a little bit of proportional modeling here. So I am going to go ahead and Enable Proportional Modeling and then just kind of pull his head up just a little bit. So again, we are trying to get that curve at the top of his head and so now as I lift this up you can see that the mouth also proportionally is a little bit lower on the character, so that makes it a little bit easier in terms of size.

And if want, I could actually scale of this. Hit the S key, scale that head up just a little bit and as you can see we're starting to block out this character. Now I am going to go ahead and stop here, because our next step is modeling the character's arms. I am going to use another modifier with that. So, at this point we've blocked out the basic shape of the character, his legs, his mouth and the shape of his head. But we still have a long way to go. But just remember, when modeling something like this you basically just start with a simple shape and then just add detail as needed.

Show transcript

This video is part of

Image for Blender 2.6 Essential Training
Blender 2.6 Essential Training

94 video lessons · 23769 viewers

George Maestri
Author

 
Expand all | Collapse all
  1. 5m 50s
    1. Welcome
      1m 22s
    2. Using the exercise files
      28s
    3. Downloading Blender
      34s
    4. Notes on Blender 2.7 NEW
      2m 8s
    5. Using Blender on a Mac
      42s
    6. Using Blender on a laptop
      36s
  2. 30m 32s
    1. Overview of the Blender interface
      6m 6s
    2. Understanding 3D view windows
      5m 23s
    3. Navigating in 3D space
      6m 35s
    4. Configuring user preferences
      6m 24s
    5. Creating custom layouts
      6m 4s
  3. 32m 29s
    1. Selecting objects
      6m 12s
    2. Moving objects
      4m 35s
    3. Rotating objects
      2m 48s
    4. Scaling objects
      2m 16s
    5. Understanding transform orientation
      3m 53s
    6. Changing an object's origin
      5m 27s
    7. Selecting pivot points
      3m 22s
    8. Using Snap to move objects precisely
      3m 56s
  4. 49m 18s
    1. Creating mesh primitives
      6m 36s
    2. Selecting vertices, edges, and faces
      4m 48s
    3. Editing mesh objects
      7m 39s
    4. Proportional editing
      3m 52s
    5. Sculpt mode (Updated for 2.7) NEW
      5m 3s
    6. Sculpt mode
      4m 45s
    7. Working with edges and edge loops
      3m 42s
    8. Extrusions
      5m 18s
    9. Smooth shading objects
      2m 23s
    10. Subdividing meshes
      5m 12s
  5. 50m 31s
    1. Working with modifiers
      5m 52s
    2. Working with subdivision surfaces
      3m 48s
    3. Creating a simple creature
      7m 54s
    4. Symmetrical modeling with the Mirror modifier
      8m 21s
    5. Joining mesh objects
      3m 37s
    6. Stitching vertices
      4m 52s
    7. Finalizing a simple creature
      4m 48s
    8. Creating text
      3m 29s
    9. Boolean tools
      2m 59s
    10. Vertex groups
      4m 51s
  6. 22m 36s
    1. Using the Outliner
      8m 22s
    2. Using layers
      4m 30s
    3. Creating groups
      2m 48s
    4. Working with scenes
      4m 2s
    5. Creating hierarchies
      2m 54s
  7. 54m 26s
    1. Assigning materials to objects
      8m 4s
    2. Diffuse shaders
      6m 47s
    3. Working with specularity
      5m 56s
    4. Using the Ramp Shader options
      9m 45s
    5. Additional shading options
      2m 37s
    6. Creating reflections
      8m 29s
    7. Adding transparency and refractions
      6m 49s
    8. Subsurface scattering
      5m 59s
  8. 1h 6m
    1. Adding a simple texture
      6m 11s
    2. Using bitmaps
      6m 53s
    3. Mapping textures in the UV Editor (Updated for 2.7) NEW
      7m 43s
    4. Mapping textures in the UV Editor
      8m 28s
    5. Using UV projections
      5m 56s
    6. UV mapping a character (Updated for 2.7) NEW
      6m 35s
    7. UV mapping a character
      6m 11s
    8. Fine-tuning UV mapping
      6m 7s
    9. Creating Bump and Normal maps
      3m 15s
    10. Displacement mapping
      3m 48s
    11. Using the Node Editor
      4m 59s
  9. 53m 9s
    1. Adding lamps to a scene
      8m 44s
    2. Fine-tuning ray-trace shadows
      4m 32s
    3. Using spot lamps
      4m 20s
    4. Fine-tuning buffer shadows
      6m 19s
    5. Using Hemi lamps
      2m 32s
    6. Working with Area lamps
      5m 17s
    7. Creating sky and ambient light
      4m 49s
    8. Adding background images
      3m 19s
    9. Creating sunlight
      6m 6s
    10. Ambient occlusion
      7m 11s
  10. 30m 8s
    1. Working with cameras
      4m 47s
    2. Creating camera targets with constraints
      3m 43s
    3. Render properties
      5m 7s
    4. Rendering animation
      5m 13s
    5. Adding motion blur
      4m 10s
    6. Creating depth of field
      7m 8s
  11. 32m 30s
    1. Understanding the Timeline
      4m 3s
    2. Animating objects
      6m 26s
    3. Animating properties
      4m 0s
    4. Editing animation in the Graph Editor
      8m 36s
    5. Using the Dope Sheet
      4m 53s
    6. Path animation
      4m 32s
  12. 39m 59s
    1. Facial animation using shape keys
      4m 40s
    2. Understanding armatures
      6m 2s
    3. Fitting an armature to a creature
      7m 23s
    4. Deforming a character with an armature
      3m 49s
    5. Setting up inverse kinematics
      3m 53s
    6. Controlling the hips and body
      2m 1s
    7. Animating in Pose mode
      2m 47s
    8. Creating a test animation
      9m 24s
  13. 15s
    1. Goodbye
      15s

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