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Finalizing a simple creature

From: Blender 2.6 Essential Training

Video: Finalizing a simple creature

Once the character's hands are stitched to the body, the character is pretty close to being finished. Now, we do have a few things that we should do as we start to finalize this mesh. One is, we still need to fit the eyes to the eye socket. So the eyes are going to be just simple Spheres, so let's just go ahead and add in a UV Sphere. Now, this comes in a little bit big, so we definitely want to scale that down to about the size of that eye socket, and let's go ahead and just move that into place.

Finalizing a simple creature

Once the character's hands are stitched to the body, the character is pretty close to being finished. Now, we do have a few things that we should do as we start to finalize this mesh. One is, we still need to fit the eyes to the eye socket. So the eyes are going to be just simple Spheres, so let's just go ahead and add in a UV Sphere. Now, this comes in a little bit big, so we definitely want to scale that down to about the size of that eye socket, and let's go ahead and just move that into place.

And I'm just kind of getting it pretty close. Now, one of the things I'm kind of realizing is that the eye might be a little bit big, but actually, it's nice to have the eye a little bit bigger than the eye socket, that gives you a little bit more room to play with. So maybe I can scale it down just a hair, but not too much. You don't want it so it's inside the eye socket, you actually want it a little bit bigger. And now, once I have that, then all I have to do is select my mesh, go into Edit Mode, and then just kind of tweak the position of those edges here.

So I'm basically just going to select Double Vertices. So I want to make sure I select this outline. Notice how we have this kind of double line around his eye, so I want to make sure that when I select one vertices, I also select the inner and the outer one. Now, these vertices at the back really don't matter, because we're not going to see those, those are just to give a little bit more depth. And again, I'm just trying to bring these in so that they're kind of sitting around the eyeball. Now, we also can play with these.

Obviously, as we get into animating character, these are going to be able to be manipulated to give them a little bit of expression as well. So when I have this on X-Ray Mode there is the possibility of selecting Back Facing Vertices, and so you have to be careful of that. So if I, for example, click here, I'm actually selecting this vertices in the back, so I want to make sure I don't do that, which I was doing. And again, I'm just going to go ahead and just dial this in, as closely as I can. Now, I'm not going to get too precise there, but I think you understand what the process is.

Now, once I have that eye pretty much in place, I'm going to hit Tab, we can see how it looks, we can actually put a Subdivision Surface Modifier on it, just to make sure how it looks. Now, one of the things I'm noticing is that, that eye is a little far into the eye socket, and maybe I can bring that out a little bit. Yeah, there we go. That makes it look a little bit better. So once I have that, then I can also just duplicate that eye, and we just hit Duplicate Objects in order to duplicate that, and I can just move that over in the Y direction, and it should just match up pretty closely.

The eyes are pretty much in place. And so now we still have this character mirrored, and we still have Subdivision Surfaces on him. So let's go ahead and first thing I want to do is just apply that Mirror Modifier. And when I do that, now the character is one mesh. So I'm going to hit Tab to go into Edit Mode, just to make sure that everything went properly, and looks like the mesh is pretty much in place and the way that I want it.

Now, if I want to do some more work on this, one of the things I could do is use some of sculpting tools just to smooth things out. So actually, I am going to do that. I'm going to go out of Edit Mode into Sculpt Mode, and I want to make sure that my Symmetry is turned on and, again, we're symmetrical around Y for this particular character. And then for the Tool, I'm actually going to do a Smoothing Tool, because one of the things I'm noticing is that there's a little bit of unevenness here, if you can kind of see it in the light, and that's just because of the way that it was modeled.

So I want to make sure that my brush is fairly big, and then I'm just going to kind of stroke him a little bit and that will smooth him out. Now, you can see how that's already just kind of evening out some of that rough spots in the character. Now, I don't want to get too much on his head but, again, I can just smooth that out, and you can see how that's already giving him a much better sort of profile. And again, we can also decrease the Strength of this, so that way it's not too tough.

In other words, we have to do a few more clicks, but that's not that big of a deal. Now, once you get the character the way that you like it, go ahead and Save him out. Also make sure that he's smooth shaded, and then the next step to do is to actually put some textures on him.

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This video is part of

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Blender 2.6 Essential Training

94 video lessons · 23733 viewers

George Maestri
Author

 
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  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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