Tutorial: Blender Basics – Character Modeling

 

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Welcome to the eighth tutorial of the Blender Basics tutorial series. In this tutorial we will be using the skills we have thus acquired and model a basic character in Blender.

Blender Reference Manual – https://docs.blender.org/manual/ja/dev/index.html

Blender Hotkeys Reference – https://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All

 

Let’s go into Orthographic View (5 on the Numpad) and then Front View (1 on the Numpad) to make it easier to model this character.

Make sure the Cube is selected and then Tab into Edit Mode. Using the shortcut for the Specials Menu (W), subdivide the Cube. Use the A key to deselect everything and then the Z key to go into Wireframe Mode. Now, use the B key for Box Select and select the left side of the Cube and then the X key and Delete Vertices.

Go back into Solid Mode (Z). We can now add a Mirror Modifier so we need to only model one side of the character. Select the Cube (A key) and open the Modifiers tab (wrench icon). Click on Add Modifier and choose Mirror.

Go into Top View (7 on the Numpad) and the Scale along the Y-Axis (S + Y) to make the Cube thinner and left-click to accept the changes. Go back into Front View (1 on the Numpad) and into Wireframe Mode (Z).

Deselect everything by using the A key. Use the B key for Box Select and choose the Vertices on the top-right of the Cube. Use the E key to Extrude along the X-Axis (about 1.5 Blender Units) and left-click to lock in the extrusion. Then extrude one more time (about 1 Blender Units) and left-click to lock in the extrusion. This has produced the arms of the character on both sides.

Deselect everything using the A key. Use the Box Select (B key) to select the bottom Vertices. Use the E key to Extrude along the Z-Axis (about 2 Blender Units) and then use the Manipulator to separate the two halves along the X-Axis. Extrude along the Z-Axis again (about 1.5 Blender Units) and adjust the angle along the X-Axis using the Manipulator. Extrude one more time along the Z-Axis (about 0.5 Blender Units) and adjust the angle along the X-Axis using the Manipulator.

Tab back into Object Mode. Go back to the Modifiers tab and click on Apply to apply the Mirror Modifier.

Tab back into Edit Mode and add a Cube (SHIFT+A > Cube). Move the Cube along the Z-Axis but allow it to overlap the body by about 10-percent. Go into Top View (7 on the Numpad) and the Scale along the Y-Axis (S + Y) to make the Cube thinner.

Go back into Front View (1 on the Numpad) and use the A key twice to select the head and body. In the Modifiers tab click on Add Modifier and choose Subdivision Surface. Change the View to 3 and the Render to 4 and now we have a smooth character.

Let’s give our character a material. Make sure the entire character is selected and go into the Materials tab. Let’s rename the default material to Ginger and give it a brown gingerbread color and change the Intensity of the Specularity to 0.005.

Let’s Tab back into Object Mode and select the Lamp. Go into Top View (7 on the Numpad) and move it to the front of the character. Then go back into Front View (1 on the Numpad), select the character, and Tab back into Edit Mode.

Now let’s add a texture to the character. Go to the Texture tab and choose Stucci for the Type. If we give this a quick render we notice that the character has a fuchsia color attached to it. We can easily change this under the Influence section. Click on the fuchsia color and make it black. When we render the character again we now have black replacing the fuchsia color.

Let’s add a bit of dimensionality to the character. Under the Influence section of the Texture tab click on Displace and change the value to 0.040. Click on Normal and change the value to 0.025. Let’s Render the character and see what it looks like now.  Now let’s go back up to the Stucci section and change the Size to 0.004 and Render the character.

We have our character modeled so let’s save this character so we can use him in the next tutorial. Go to File > Save and then give the file a name (i.e. Gus) and choose a folder and then save the .blend file.

 

 

 

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