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This course provides an overview of modeling, animating, and rendering 3D graphics in the open-source software Blender 2.6. Beginning with a tour of the Blender interface, author George Maestri shows how to create and edit basic objects, work with modifiers and subdivision surfaces, and apply materials and textures. The course also demonstrates lighting 3D scenes, setting up and using cameras, animating objects, and assembling basic character rigs.
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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