0:02 so you want to make a character well
0:03 there are a few ways to go about it I
0:05 prefer box modeling that's what I'm
0:07 doing in this video and it's basically
0:09 just starting with simple shapes pushing
0:12 points around and slowly adding detail
0:14 as you need it another common workflow
0:16 is sculpting and then retopologizing
0:18 with sculpting the upside is that you
0:20 can make whatever shapes you want
0:22 without worrying about topology but then
0:24 you end up with a really dense mesh and
0:26 that makes it not very good for rigging
0:28 and animating so you have to fix the
0:30 topology if you want to do those things
0:32 there's also something to be said about
0:34 style like if you want to make a more
0:35 realistic model then the arms and the
0:37 legs will probably be connected to the
0:39 Torso and you have to put a little more
0:41 effort into making things attach
0:43 properly but if you're all right with
0:44 how it looks there's nothing stopping
0:46 you from keeping all of the limbs as
0:48 separate objects which is what I usually
0:50 do and it's what we'll do to make this
0:52 character because it's a little more
0:54 beginner friendly but before we do that
0:56 I want to show you how quickly you can
0:59 make a low poly human model I personally
1:01 don't really like like making realistic
1:03 humans and I think if you plan on doing
1:04 that you should just find a free human
1:06 model to use as a base mesh and then
1:08 sculpt on top of it and do some
1:10 retopology there are plenty of free
1:13 models and retopology tools just for
1:15 realistic humans and Nagi over here
1:18 actually does this in a few videos but
1:19 for the sake of knowledge let's make a
1:22 low poly human and then you can make the
1:24 lethal company squl or something like
1:26 that so let's open up blender and this
1:29 is version 4.1 but all of this should
1:31 work even if you're using version 3.0 so
1:33 don't worry too much about that also
1:35 this is a beginner tutorial but if you
1:37 don't know how to move around blender or
1:39 if you want to learn a little more a
1:41 little or if you want to learn a little
1:43 about modeling first then check out
1:45 these two videos of mine to get up to
1:47 speed and just know that you might have
1:49 to pause occasionally to follow this
1:51 video so if you want a reference picture
1:53 you can drag it directly into blender
1:55 when you're in object mode and you can
1:58 change the opacity over here but I'm not
2:00 using one in this video so I'm just
2:02 going to delete it with X okay first
2:04 thing we need is a cube so if you don't
2:06 already have one in your scene you can
2:08 press shift a and add in a cube right
2:10 here and if you're wondering why my
2:12 colors look like this and you want yours
2:14 to look like this you can just go up to
2:17 the top right up here click this arrow
2:20 set it to mat cap and choose this one or
2:22 one of the other ones from the list and
2:24 I also always have cavity turned on and
2:27 set to both and this just accentuates
2:29 the edges and makes it a little easier
2:30 to see so this cube is going to be used
2:32 for the Torso I'm just going to press
2:34 one to look from the front right here
2:37 and tab into edit mode and this should
2:39 already be selected but you can also
2:42 press a to select everything G and Z to
2:44 bring it up just a little bit right
2:46 there and S to scale it down now you
2:48 might be able to see these squares right
2:51 here each one of these squares is 1 M
2:54 and people are typically under 2 m tall
2:57 so I usually use uh two of these squares
2:59 as like a reference for human height so
3:00 I'm just going toy try to keep
3:03 everything under 2 m press s to scale
3:05 and right now I'm looking for the width
3:06 of this I'm going to make it as wide as
3:08 I think the Torso should be so maybe
3:12 right about here s and Z to scale it up
3:14 gz bring it up now let's look from the
3:16 side and I want to make this a little
3:20 skinnier so s and Y to scale it on the Y
3:23 AIS right there now I'm going to add a
3:25 neck you can either press three to go
3:27 into face select mode or click this
3:30 button up here select the top face I to
3:32 inset just a little bit and I want this
3:34 to be a little more Square so I'll press
3:38 s and x and we can scale it on the x
3:40 axis G and Z to bring it up just a
3:43 little bit e to extrude to bring this up
3:46 e to extrude again s to scale this is
3:49 going to be for the head e to extrude e
3:53 to extrude and S to scale that down so
3:55 now we have a torso and a head and I
3:57 want a spot for the arm to come out so
4:00 let's press controlr to add in a loop
4:02 cut and we'll bring this up to right
4:04 about here I'm looking for something
4:05 that's kind of close to a square shape
4:08 right here now again press three to go
4:09 into face select mode or click this
4:11 button up here select that face right
4:14 there e to extrude just a little bit we
4:16 can press s to scale that down this is
4:18 going to be for the shoulder area now e
4:20 to extrude we're going to extrude out to
4:22 where we think maybe the wrist should be
4:24 scale that down now if you want to make
4:26 this more rectangular you can I'll press
4:28 s and Z we can scale it down right about
4:30 there this is going to be for the wrist
4:33 now we can e to extrude for the hand
4:35 contrl R for another loop cut this is
4:37 going to be for the thumb we're not
4:39 going to make all the fingers this is
4:40 going to be kind of Mitten style press
4:42 three to go into face select mode or
4:44 that button up there e to extrude out
4:47 for the thumb and we can scale that down
4:49 um I'm going to scale it on the z-axis
4:51 to make it a little skinnier at the end
4:52 now don't worry about the other side
4:54 right now because we're just going to
4:56 add a mirror modifier later so we're
4:57 only going to do one side right now it's
5:00 a good idea to add some loops for the
5:03 elbow so I'll press crlr we can add one
5:05 right in the middle with right click now
5:07 I'll bevel this with crl b and use the
5:09 scroll wheel to add another loop in the
5:11 middle right here this will make it so
5:12 the elbow deforms a little better when
5:15 we bend the arm now we need a spot for
5:16 the legs to come out so we're going to
5:18 add a loop cut right down the middle
5:20 right here with contrl r three to go
5:22 into face select mode select that bottom
5:25 face e to extrude and we can scale that
5:27 down just a little bit now we'll look
5:30 from the front with one and E2 extrude
5:32 down to right about here where we think
5:34 like the ankle is going to start we can
5:37 s to scale and I also want to extrude
5:39 down this is going to be for our foot
5:41 now if you want it to snap to the zero
5:43 point perfectly you can go up here to
5:44 snapping settings leave it set to
5:47 increment but we can turn on absolute
5:49 grid snap now when you're moving this
5:51 around with G you can hold control and
5:53 it will snap to the grid so we can snap
5:55 it to that perfect point right there and
5:57 you can even see over here that the Z is
6:00 set to 0 m so we know it works right now
6:03 I'll look from the side over here make
6:04 sure you're in face select we can select
6:06 this front face and E to extrude this is
6:09 going to be for the foot you know maybe
6:11 zoom out to make sure that it's the size
6:13 you want go into Edge select mode with
6:16 that button or two and we can bring this
6:18 top part down and if you want the foot
6:20 to be able to bend in the middle a
6:21 little better you can also add a loop
6:24 cut here press contrl B to Bevel it and
6:26 again you can use the scroll wheel to
6:27 make sure that there's a loop in the
6:29 middle also to shape the foot a little
6:31 little more let's press one to look from
6:33 the front alt Z to go into x-ray mode or
6:35 you can press this button up here one
6:37 for vertex select and I'll just select
6:40 the whole bottom of the foot and press s
6:42 and X to scale that out just a little
6:44 bit right here and I'll select these two
6:46 points right here and pull this out for
6:48 the heel now we can add a loop for the
6:51 knee with contrl r and again contrl B to
6:53 Bevel that and make sure that there's a
6:55 loop in the middle another thing I like
6:58 to do for the hip area is again press
7:01 alt Z to go in into x-ray mode select
7:03 these points right here and just bring
7:05 them up slightly like that now we should
7:06 probably mirror this to get the arm and
7:08 the leg to the other side so I'm
7:10 actually just going to select everything
7:12 on this side right here again I'm in
7:14 x-ray mode for this so I am actually
7:16 selecting all the way through press X
7:19 and delete all the vertices now we can
7:21 come over here to the modifier panel it
7:23 looks like a little wrench click the add
7:25 modifier button and you can either type
7:28 in Mirror just start typing mirror or
7:30 under generate you can add the mirror
7:32 modifier right there now if this isn't
7:33 working right for you it might mean that
7:36 your origin point is not actually in the
7:38 center so just select your model right
7:41 here press crol a and apply the location
7:43 and that should make this work now we
7:44 can also smooth this out with a
7:46 subdivision surface modifier you can
7:50 press contrl 1rl 2 or contrl 3 and
7:52 that's just going to change the viewport
7:53 level over here and now we can go into
7:56 edit mode again and start smoothing this
7:58 out so it's a little less boxy you can
7:59 see it's pretty flat in the front right
8:01 there so what I like to do is select the
8:03 whole Center Loop right here you can do
8:05 that with alt and left click and I'll
8:09 press seven to look from the top s and Y
8:11 and we can scale this out just a little
8:12 bit and you can see it's getting a
8:14 little more round and if you want you
8:16 can do this separately for the head and
8:17 for the body but I just did it for the
8:19 whole thing I'll make the head a little
8:22 bit wider also so again I'm in x-ray
8:24 mode for this with alt Z I'll just
8:27 select these two points right here and
8:28 we can bring it out so it's a little
8:30 more round and if if you want to mess
8:31 with any of the proportions you know
8:33 make the legs a little longer anything
8:36 like that you can make your character uh
8:38 skinnier now is the time to do that it's
8:41 also a good idea to press crlr and add
8:43 one or two Loops in the body right here
8:45 and that will make it deform a little
8:47 bit better as well this is low poly but
8:49 when you rig it up it will deform pretty
8:52 well isn't that [Music]
9:00 right if this is too low res for you you
9:02 can add more detail by applying the
9:04 subdivision surface modifier and then
9:06 you'll have more verts to work with
9:07 there are also ways of making the joints
9:09 to form better and you can find some
9:11 topology guides if you look around I
9:13 like searching on Pinterest but this is
9:15 definitely enough for a beginner video
9:17 so let's put this stylized character
9:19 together now the main difference with
9:21 this one is that all of the limbs are
9:22 separate pieces and I think this makes
9:25 it much easier to get complex shapes
9:26 because you don't really have to worry
9:28 about connecting them you'll see what I
9:30 mean but first let's talk about Playbook
9:32 who was the sponsor for this video
9:34 Playbook is a cloud storage website that
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9:40 anything else you can use my link to get
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9:48 your attention I think Playbook is going
9:50 to be a great fit for most of you
9:52 watching first off it definitely excels
9:54 at viewing and organizing images and
9:56 videos I dropped all my renders in here
9:57 and it kept the folder structure which
10:00 is cool but you can also re order stuff
10:02 check it out in a different view or
10:04 group files together you can also add
10:06 tags to everything so if I want to see
10:08 all my avatar renders I can give them a
10:10 tag and then see them all at once even
10:12 if they're in different folders you can
10:14 also link other cloud storage sites like
10:16 Google Drive and Dropbox to see all of
10:18 your files in Playbook sharing files is
10:20 really easy just turn on sharing and
10:22 anyone with the link can view and
10:24 comment and even leave timestamps on
10:26 videos which makes it really good for
10:28 client work since they'll be able to
10:30 comment about changes they'd like and if
10:32 you want to give more control you can
10:34 invite people as collaborators and then
10:36 they can add things of their own you
10:38 could also publish one of your boards
10:40 and use it like a portfolio or as a way
10:41 of sharing files with the public
10:43 Playbook is still pretty new so they're
10:45 always adding new features and you can
10:47 see what's on the road map and suggest
10:50 features yourself 4 tabt is a ton of
10:52 free storage and if you need more you
10:54 can sign up for one of their other plans
10:55 and just so you know these other paid
10:57 plans is how they make money and what
10:59 makes this free tier possible they
11:01 aren't in the business of selling data
11:03 and if they were I wouldn't be
11:05 advertising this right now so use my
11:07 link in the description for 4 terabytes
11:08 of storage and a brand new creative Hub
11:11 on playbook for real check out Playbook
11:12 when you support them you're also
11:13 supporting me all right back to the
11:15 video so for the next character let's
11:17 start a new file just make sure you save
11:19 first so for this one I do have some
11:21 reference photos let's just make a new
11:22 collection by hovering over here and
11:25 pressing C so I have them right here I
11:26 have three of them and you can get these
11:28 by following the link in the description
11:30 I'm just going to press one to look from
11:33 the front and then I'll drag it in I'll
11:35 press three to look from the side drag
11:38 in the side picture and seven to look
11:40 from above and these are the numpad
11:42 shortcuts you can also just use this uh
11:45 widget in the corner from the top let's
11:47 just drag in the top right here and we
11:49 can select all of them press alt G and
11:51 that will snap them to the center now
11:53 from the front I'm just going to bring
11:56 this up G and z and we can scale it down
11:57 again I'm just looking at these two
12:00 squares so we can scale them down until
12:03 it looks about the right height and they
12:04 should all be the same size so you don't
12:06 really have to resize them now with all
12:08 of them selected you can press this
12:10 button over here and we can turn on
12:12 opacity but while you're checking this
12:14 hold alt and that will toggle it for all
12:16 of them at the same time now we can turn
12:17 this down slightly and again I'm holding
12:19 alt while I change this otherwise it's
12:21 only going to change one now just so
12:23 they don't get in the way of anything
12:26 I'm going to push them around and now if
12:28 we want to turn them on and off we have
12:30 all of them in the their own collection
12:31 up here and I'm just going to make it so
12:33 none of them can be selected by pressing
12:34 this button right here and if you don't
12:36 have that you can turn it on with this
12:38 button over here in the corner now let's
12:40 make a new collection and this is just
12:42 going to be for our cat which is named
12:44 bzo you can name it whatever you want
12:45 though and again we're just going to
12:48 start with some cubes so shift a add in
12:50 a cube right here I'm going to press
12:53 control 2 to add a subdivision surface
12:54 modifier as you can see over here now
12:57 from the front bring it up scale it down
12:58 this is going to be for the head we're
13:00 just going to get a lot of the shapes
13:02 started shift d bring this down this is
13:04 going to be for the body then I'll add
13:06 in a plane with shift a and this is
13:08 going to be for the arms and the legs
13:10 and I'm going to use the skin modifier
13:11 for this you can actually make a whole
13:13 base character with the skin modifier
13:15 and you can see that in this video over
13:17 here so let's go to the modifier panel
13:19 press the add modifier button and I'm
13:21 just going to search for Mirror you can
13:23 just start typing so we have the mirror
13:26 modifier I want the skin modifier enter
13:29 and a subdivision surface so the skin
13:31 modifier basically what it does is it
13:33 gives thickness to edges as you can see
13:35 here and then the subdivision is just
13:37 smoothing it out so now we can tab into
13:39 edit mode I'm going to look from the
13:41 front alt Z for x-ray mode and I
13:43 actually want to merge everything into
13:47 one point so M merge at Center like that
13:49 make sure you're in vertex select mode
13:51 select this point and press crl a and
13:53 that's how you scale it up and down or
13:54 you can mess with these values over here
13:56 so I'm going to scale this down until
13:59 the thickness looks about right and we
14:00 can just start moving this around again
14:02 I'm in edit mode for this this is going
14:04 to be for the leg so I'll bring it up
14:07 here e to extrude Z to bring it straight
14:09 down like that it might be hard to tell
14:11 in the recording but there is a circle
14:12 around this point right here and that
14:14 means that this is the route which is
14:17 important because if you have a line
14:19 that doesn't have a root the skin
14:21 modifier won't recognize it and it won't
14:22 make it thick so make sure that you're
14:24 duplicating the one with the circle
14:26 around it so shift d and I'll bring that
14:30 up right about here e and X and we can
14:31 bring it out we're not going to make the
14:33 hands right now we'll make those in a
14:34 little bit and just to show you how to
14:36 handle this if it doesn't have a root um
14:38 let's just duplicate this one right here
14:40 and to bring it to the center we can go
14:42 up here and for the X Type in zero and
14:45 we'll extrude that upward now this
14:47 doesn't have any thickness so let's just
14:49 select this point right here go over to
14:51 the modifier panel and press Mark rot
14:53 and now it will get thicker let's tab
14:56 back into object mode shift a and I'm
14:57 going to add in a cube and this is going
14:59 to be for the feet let's press tab to go
15:01 into edit mode
15:03 GZ1 that's going to bring it up one
15:05 meter tab back into object mode and that
15:07 just makes it so that the origin is at
15:09 the very bottom so when we scale it you
15:10 can see it's uh instead of scaling from
15:12 the center it's scaling from the bottom
15:14 of the cube so for this I actually want
15:16 a mirror modifier we can just press this
15:18 type in mirror and if we move it to the
15:20 side you can see it's not really
15:22 mirroring again that's because it
15:24 mirrors from the origin point so like I
15:27 said before you can press CR a and apply
15:29 the location and that will work but I
15:31 like being able to scale it from here so
15:33 instead of doing that let's go to this
15:36 mirror object and the modifier panel I'm
15:38 going to select the head basically you
15:39 want it to be something that's in the
15:41 middle because that's what's determining
15:43 the center point for the mirror modifier
15:45 so now we can move this to wherever we
15:47 want over here let's turn the reference
15:50 back on and just scale it to a point
15:51 where you think it looks good or if it
15:53 matches the reference now with
15:56 everything in place let's press a contrl
15:59 a and apply the scale this is important
16:01 important uh for modifiers cuz a lot of
16:03 modifiers look at the scale and this
16:05 will change how they act so it's
16:07 important to apply your scale right now
16:09 nothing is named over here you can uh
16:11 either select things over here double
16:13 click and rename it so I'll name this
16:15 head or you can do this in the viewport
16:17 by selecting and pressing F2 I'll name
16:21 this torso Limbs and feet and don't
16:23 forget to save so just like the first
16:25 model you can stop right here and use
16:27 this as a base for a bunch of different
16:29 characters let's keep going though so so
16:31 we can make this a little more polished
16:32 we'll start with the head I'm just going
16:34 to duplicate this with shift d and this
16:36 is what we're going to use to make this
16:38 mouth area that you can see in the
16:42 reference S and Y to bring this out a
16:44 little bit and we can just get this kind
16:47 of close look from the front SX and we
16:50 can bring this across if we want we can
16:53 scale this in slightly now again make
16:54 sure that you're applying the scale of
16:56 these so I'll select both of them crl a
16:58 apply scale so when we select the head
17:00 and tab into edit mode you can see that
17:03 it's still a cube and I want to make the
17:06 ears and the fur and stuff like that but
17:08 if I start adding more Loop Cuts with
17:10 controlr you can see it's changing the
17:13 shape pretty dramatically so before
17:15 going into edit mode Let's actually go
17:17 over to the modifiers and we can
17:19 actually apply this right here I like to
17:21 apply it with as little detail as I need
17:24 we can click this button press apply and
17:25 then we can tab back into edit mode and
17:27 we have all these squares to work with
17:29 now let's select these two fa is right
17:32 here I to inset I again for individual
17:34 right here and I'll scale this down
17:36 pretty small and now I want to bring
17:39 this out for this I like to use alt s
17:41 which is the shrink and fatten tool like
17:43 that look from the front and get this
17:45 pretty close and if we want we can
17:47 smooth this out back in object mode with
17:49 control 2 and we're going to use the
17:51 mirror modifier for this one so let's
17:54 tab back into edit mode alt Z I'm going
17:56 to press one to go into vertex select
18:00 select half X delete those now back in
18:03 object mode we can add a mirror modifier
18:05 you can see the seam in the middle
18:06 that's just because the mirror modifier
18:08 isn't first so we can just drag it to
18:10 the top like that and it should clear
18:12 that up now tab back into object mode
18:15 for the ears I'm going to select these
18:17 and extrude them but I want them to be
18:19 more circular so I'm going to press
18:22 contrl Z to go back and we actually want
18:24 to use an add-on for this but it's
18:25 already built in so you don't have to
18:27 worry about downloading anything just go
18:30 to edit preference is add-ons and you
18:32 can search for Loop tools make sure this
18:34 is enabled and then you can go to save
18:36 preferences if you want that to always
18:39 be on with these faces selected right
18:41 click Loop tools is at the top and you
18:43 can just select Circle and it will turn
18:45 all of these into a circle so I'm just
18:47 going to scale this up don't scale it up
18:49 so much so that you know these points
18:50 overlap over here but I'm going to scale
18:53 it up pretty big and E to extrude right
18:55 about there I'm going to scale this down
18:57 I want them to be kind of round at the
19:00 edge you can look from the side and I'll
19:02 bring this forward just a little bit if
19:03 you want you can also make this even
19:06 more round by going into x-ray mode
19:08 press one for vertex select we can
19:11 select these and just move them up like
19:13 that I'm also going to select this and
19:14 bring it forward now if you're having
19:16 trouble seeing where the points are we
19:18 have a few options uh over here on the
19:20 subdivision surface modifier you can
19:22 either turn this off in the viewport
19:24 this works for object and edit mode this
19:27 one right here turns it off only in edit
19:29 mode and this one Mak makes it so that
19:32 it kind of conforms to it so usually I
19:33 just kind of turn it on and off and
19:35 you'll see me do that quite a bit so now
19:37 I want to make the inner ear so I'm
19:40 going to select these two faces I to
19:43 inset I again so it's not individual and
19:46 we can scale that in quite a bit going
19:49 to select these three points right here
19:51 and drag them down bring them in like
19:54 that let's select these faces again and
19:56 just extrude that and if you want you
19:59 can also scale it up slightly let's make
20:01 these whiskers next so I'm just going to
20:03 select this right here and you can see
20:05 we're still working with a cube so I'm
20:07 actually going to apply this also and
20:09 I'll press control 2 in the viewport tab
20:12 into edit mode select these three faces
20:15 right here I to inset I again and if
20:17 these aren't Square enough for you you
20:19 can do a few things you can rightclick
20:20 go to Loop tools and change this to a
20:23 circle you only have four points to work
20:24 with so it's just going to turn it into
20:26 a square basically and if you want to
20:27 scale it down further but they're all
20:29 scaling at the same time like that you
20:31 can press period and change the pivot
20:34 point to individual Origins that's also
20:37 this option up here and then it will
20:39 scale the individual faces down now we
20:41 can press e to extrude these out and you
20:42 can see they're already being pushed in
20:44 the normal Direction but if they aren't
20:47 you can contrl Z to go back and you can
20:49 use alt e instead and then you have
20:51 these other options one of which is
20:54 extrude faces along normals which should
20:55 make that work and I want these to be
20:57 sharp right here instead of smooth like
20:59 that so going to press two to go into
21:02 Edge select mode and we can select this
21:04 edge with alt and left click and you can
21:06 see when I have the subdivision surface
21:08 turned on and I change this mean crease
21:11 option all the way up it becomes sharp
21:13 right there um the shortcut for that is
21:15 shift e so let's select this one with
21:17 alt and left click and press shift e
21:19 instead you can see it does the same
21:21 thing so we can do that for all of them
21:24 let's mirror this also so in edit mode
21:26 let's just go into x-ray mode and we can
21:29 select this half and I'll delete the
21:31 vertices you can go over here add the
21:33 mirror modifier and make sure it's at
21:35 the top for the nose we're going to use
21:38 some modifiers for this too so shift a
21:41 add in a plane press
21:44 rx90 to rotate at 90° drag it up and I'm
21:46 just going to start scaling it down and
21:48 getting it into place and I want to add
21:50 two modifiers one of which is the
21:52 subdivision surface so for that we can
21:55 do control 2 and the other one is to
21:57 give it some thickness and that is the
21:59 solidify modifier so I either under
22:01 generate you can choose solidify or you
22:03 can just start typing it in and to make
22:04 this smoother we can just bring the
22:07 solidify to the top and we can also play
22:09 with the thickness amount and I usually
22:11 like to set the offset to zero so that
22:13 it's extruding from the center like that
22:15 let's bring this a little closer to the
22:17 face look from the front and we can
22:19 start shaping this if it's too hard to
22:21 see you can actually just select other
22:23 objects and press h to hide them and
22:26 then you can press alt H to bring them
22:28 back so I'm just going to hide these two
22:30 we can select the nose and keep modeling
22:32 in edit mode so I'm just going to select
22:34 these top two points and we can scale
22:36 this out quite a bit scale this one down
22:39 so in object mode I'll press alt H
22:41 rotate it from the side to kind of make
22:43 it conform to the Head now if you want a
22:44 mouth that's a little more realistic and
22:46 is actually built into the head you can
22:48 use the method that I show in this video
22:50 over here it'll show you some topology
22:52 tricks to make it pretty easy but for
22:55 this one we're going to go for a more 2D
22:57 style mouth and it's basically using the
22:59 same method that I used for the nose so
23:01 we can just duplicate the nose right
23:04 here press alt R to reset the rotation
23:08 rx90 to rotate it 90° we can drag it
23:11 down into the side tab into edit mode we
23:13 can scale this down a little scale this
23:15 one up to make it a little more
23:17 rectangular select everything with a s
23:19 to scale Z we'll make this a little
23:21 thinner I'll add a loop cut in the
23:24 middle scale this select these two side
23:27 points bring it down a little and rotate
23:29 I want it even thinner so I'll select
23:31 all of these points on the bottom and
23:34 press GG to Loop slide now back in
23:37 object mode we can rotate this a little
23:39 now this looks a little too thick so we
23:41 can select it go to the modifier panel
23:43 and turn down the thickness um if it's
23:45 moving too fast you can hold shift and
23:47 that makes it move a little slower like
23:48 that and if you don't want to have to
23:51 like rotate This and like Snap to the
23:53 face manually you can turn on face
23:55 snapping so to do that go up to the
23:57 snapping menu up here you can turn on
24:01 face turn on Center and you can turn on
24:02 a line rotation to Target that's going
24:05 to make it rotate based on the face that
24:07 you're snapping it to um just make sure
24:08 to turn it off if you want it to stop
24:11 rotating so now when you press G and
24:14 hold control it will snap like that
24:16 let's go into x-ray mode and just line
24:19 this up a little closer we can also
24:21 rotate it a little like that if you want
24:23 you can scale it down do whatever you
24:25 want to make it look good to you if you
24:27 do scale it at all just make sure that
24:29 you're applying the scale afterward
24:30 again for the eyes we're going to do
24:32 kind of a two-dimensional method but if
24:34 you want something that's more realistic
24:36 you can watch this video over here I
24:38 talk about how to make three different
24:39 types of eyes and don't worry about
24:41 rigging and animating this cuz I'm going
24:43 to show that in the next video it's
24:45 actually really easy to rig a 2d style
24:47 eye like this so don't worry about that
24:49 so let's just select the nose again
24:51 shift d to duplicate and I'm actually
24:52 going to bring this back to the origin
24:55 first with alt G and ALT R we can tab
24:57 into edit mode I'm going to delete this
24:59 and I'm going to add a plane the reason
25:01 I'm doing this is basically so that we
25:03 can keep the modifiers that we already
25:06 have but I am going to add a new one
25:08 which is the mirror modifier just make
25:09 sure that's at the very top and we don't
25:11 want this to merge together unless
25:12 you're looking for something a little
25:15 more like a Sonic style eye so I'm going
25:18 to turn off merging back in object mode
25:19 I'm just going to uh set the mirror
25:22 object to the Head now I still have face
25:24 snapping turned on over here so I'll
25:26 press G and hold control and you can see
25:29 it's kind of snapping to the face we can
25:31 just scale that down over here so that
25:33 they're not like plates stuck to the
25:35 head like this I'm actually going to use
25:38 the shrink wrap modifier so again we can
25:40 go to add modifier shrink wrap which I
25:43 think is under deform it is right here
25:44 but you can also just type it in now
25:46 let's bring this again to the very top
25:49 and we can Target the head that cuz
25:50 that's what we want it to shrink wrap to
25:52 so it looks like it disappeared but it's
25:54 actually just inside of the head and
25:56 that's because it's only actually
25:58 snapping Four Points let's come into
26:00 edit mode right click and we can
26:03 subdivide once go to Loop tools and turn
26:05 this into a circle back in object mode
26:07 we can also press control a and apply
26:09 the scale and that's just going to make
26:11 it so that the solidify modifier is
26:13 actually reading an accurate thickness
26:15 right here we can make that thicker now
26:17 we can basically just scale this to
26:19 whatever we think looks good um I'll use
26:21 the reference and this is actually
26:23 pretty close already so to rotate it so
26:25 that they're not all diagonal like this
26:28 I'll press R ZZ and that's going to
26:30 rotate it on the local axis and we can
26:32 just get it a little flatter and back in
26:34 edit mode if you want you can you know
26:36 change the shape of these bring these
26:38 down a little I'll select the middle and
26:40 I'll bring that down now for the pupils
26:42 we can do the same thing I'm actually
26:45 just going to duplicate this and I'm
26:47 going to turn off shrink wrapping and we
26:49 can scale this down back in edit mode
26:51 just select everything right click and
26:53 turn this into a circle back in object
26:56 mode we can press G and hold control to
26:58 start snapping like this and and if you
27:00 don't like how the origin point isn't
27:01 actually in the very center you can
27:05 reset it by right clicking set origin to
27:07 center of mass surface like that using
27:09 face snapping with rotating um makes
27:11 this a lot easier because you don't
27:14 actually have to adjust the rotation so
27:16 I definitely recommend using that and
27:18 don't forget to apply the scale when
27:20 you're done with this because it's going
27:22 to change what the solidify modifier
27:24 actually looks like the eyebrows are
27:26 using the same method so let's just
27:29 duplicate the pupils right here we can
27:31 drag this up I'm just going to hide a
27:34 few of these with h press alt R
27:36 rx90 so that it's flat it's a little
27:38 easier to work with when it's flat in my
27:40 opinion now in edit mode Let's select
27:42 this Loop right here with alt left click
27:44 and we can press contrl X that will
27:46 actually dissolve it I believe if you
27:48 just press X you also get dissolve
27:50 options right here and I was in Edge
27:51 mode for that so you want to make sure
27:53 you're dissolving the edges now let's
27:56 just bring this a little closer over
27:58 here a little further out can scale this
28:01 down scale this down also scale the
28:04 center up and in object mode this is
28:06 where we can rotate it to you know get
28:08 it a little closer I am going to come in
28:10 here select these two press a g and then
28:13 x x and that will move it in the the
28:15 local orientation cuz I know these are
28:17 supposed to be a little longer probably
28:19 back in object mode alt H so we can
28:21 actually see everything and now we can
28:23 start rotating this and I'll snap it to
28:25 the pupils to match the rotation and we
28:28 can just drag it up like that and and I
28:29 also want to make this thicker the only
28:32 thing left is the hair and for that
28:34 shift a we can add in a cube in edit
28:38 mode gz one to Move It Up 1 meter then
28:39 back in object mode you can see it's
28:41 scaling from the bottom now I'll look
28:44 from the side and bring it up over here
28:46 to where the hair is can just scale it
28:48 down control 2 to give it a subdivision
28:52 surface scale it up on the Z and then s
28:54 shift Z to make it skinnier and I'm just
28:56 trying to gauge the thickness it should
28:58 be so the shape that I'm looking for is
29:00 going to be something like this in edit
29:02 mode make sure you're in x-ray mode also
29:04 let's just bring this down quite a bit
29:07 you can add one Loop in the center I'll
29:09 move this a little like that and for the
29:12 two ends I'll rotate them like this and
29:14 that's going to get us a shape that's a
29:16 little closer to this Arc over here can
29:18 also scale down the end and if you want
29:20 you can scale this up okay now back in
29:22 object mode we can actually get this in
29:25 place and start rotating shift d to
29:28 duplicate scale it down shift d one more
29:30 more time and we can bring it over here
29:33 with G scale it down rotate it you know
29:34 just line it up now let's make sure all
29:37 of these have the scale applied with crl
29:39 a apply the scale now in the reference
29:41 these aren't actually going
29:42 straightforward they're kind of sticking
29:44 off to the side a little so we can mimic
29:46 that by selecting the hair and rotating
29:49 on the z-axis like that bring it to the
29:51 side just a little and I want to keep
29:53 the hair looking like it's kind of in
29:55 the center so I'll just drag these few
29:57 now if you want to stay organized it's
29:58 probably a good idea to actually name
30:00 all of these things so I'm just going to
30:01 go through real fast and rename
30:03 everything next we can work on the coat
30:06 right here so for that I'm just going to
30:08 actually duplicate the body scale it up
30:11 a little and rename it with F2 I'll just
30:13 name it coat this is still a cube so
30:15 what I'm going to do is turn this down
30:17 one subdivision like that and then apply
30:19 it and then press control 2 to add
30:22 another subdivision surface back in and
30:23 I also want this to have a thickness to
30:26 it so I'm going to add a solidify
30:28 modifier and just make sure that this is
30:30 at the top so that it's extruding and
30:31 then smoothing that out now if I come
30:33 into edit mode look from the front and
30:35 I'm actually just going to delete the
30:37 bottom point right here you can see that
30:38 it does actually have a little bit of a
30:40 thickness to it but let's make it even
30:43 thicker like that I'll select the entire
30:45 bottom Loop
30:47 sz0 and that's just going to flatten it
30:49 out on the z-axis we can bring this down
30:52 to about here and scale it out if you
30:54 want this to be more circular you can
30:56 use the loop tools add-on for that again
30:58 to get this collar what we can do is
31:01 select the top Point press contrl plus
31:02 and that's just going to expand the
31:04 selection can press three to go into
31:07 face select mode and I'm just going to
31:09 inset this with I I don't want this to
31:11 be individual so I'll press I again I'll
31:14 right click go to Loop tools and circle
31:16 extrude that up and I'm actually going
31:18 to press X and delete the faces and
31:19 that's just going to make it Hollow at
31:22 the top also I want to select this top
31:25 Loop so go into vertex select and we can
31:27 just scale this out basically what I'm
31:29 looking for for is that so it isn't
31:32 cutting into the head really so I'm
31:33 going to look from the side we can
31:36 rotate it a little like that also maybe
31:38 scale it out a little more I'm going to
31:40 select some of these points and press GG
31:42 to Loop slide to make this crease a
31:44 little less sharp and I'm only focusing
31:46 on one side because we're just going to
31:49 mirror it after I'll bring this one down
31:51 too and before doing the sleeve or
31:52 deleting half and adding the mirror
31:55 modifier um I'm going to work on this
31:57 bottom part right here you can see in
31:59 the reference it looks like there's kind
32:00 of this um almost like an elastic
32:02 waistband so to make that let's go back
32:05 to edit mode I'll select the entire
32:08 bottom Loop e to extrude S to scale and
32:11 we'll just scale in and extrude down on
32:14 the Z axis I'll select this entire Loop
32:15 right here this middle one with alt and
32:18 left click and we can just drag that up
32:20 it will start to kind of uh cut through
32:22 and you just have to move things around
32:23 until it matches the shape a little
32:25 better the bottommost loop we can scale
32:27 that out a little bit also I'll select
32:29 all of them and just uh start moving
32:31 them around a little bit it looks like
32:33 we're pretty close to the reference so
32:36 let's go into edit mode xray mode and
32:39 then delete half of this and we can add
32:42 in the mirror modifier make sure that's
32:44 at the very top and that merge is
32:46 actually on now we can make the sleeve
32:49 over here so for that I'll go into face
32:52 select select these two faces I to inset
32:55 right click and use Loop tools to make a
32:57 circle right here I'll just scale that
32:59 down so nothing is overlapping now from
33:01 the front I don't really want this to go
33:03 inward like that so I'll drag it out and
33:04 I want to scale this down to be a little
33:07 bit smaller right here and just going
33:09 around where the arm is I'll press e and
33:12 then X to extrude it outward like this
33:16 sx0 and that will flatten it on the xais
33:18 contrl r to add some Loop Cuts so we can
33:19 get the shape of the sleeve a little
33:21 better and as we move it you can see
33:23 that the loop is changing shape so if I
33:25 want to match the shape of one side or
33:27 the other you can press e and to switch
33:29 sides you can press F so it's either
33:31 going to copy the exact shape of one
33:33 side or the exact shape of the other
33:35 right here so I'll put it right there
33:37 contrl R to add another loop right here
33:39 and I forgot I actually want to delete
33:41 these faces right here so that they're
33:44 open now I can select these loops and
33:47 scale them up like this if you want this
33:49 cuff to be a little sharper you can do
33:50 the same thing as I did for the
33:53 waistband and kind of make them overlap
33:56 like this this Loop right here I'll
33:59 scale on the z-axis like that and drag
34:00 it down a little you can do the same
34:03 thing for for this one too if you want
34:05 I'm also going to select this part and
34:07 drag it in a little just to uh make it a
34:09 little more triangular again make sure
34:11 that the scale is applied and if
34:13 anything changes you can adjust it to
34:15 look how you want let's do the hands
34:17 next so we can just select this right
34:19 here tab into edit mode look from the
34:21 top hands with the skin modifier is
34:23 actually pretty easy extrude on the
34:26 x-axis a little bit and then CR a to
34:28 scale it down quite quite a bit as you
34:30 can see I only have three fingers right
34:32 here if you want you can add four you
34:33 can add as many as you want really
34:36 basically all you do is just extrude to
34:38 the tip of the fingers right here or I
34:40 guess the bottom of the fingers and then
34:42 I'll select all of them right here I'm
34:45 just going to press s x and zero to
34:48 flatten them out on the x- axis and then
34:51 e and X we can extrude it out I'll bring
34:52 this out a little further and for the
34:55 thumb we can extrude from the same point
34:59 right about here and then e y press CR a
35:01 to start scaling it up and you can see
35:03 at some point it will start to actually
35:05 connect everything together now we can
35:08 just select all of the fingers so I'm
35:10 using box select right here click and
35:12 drag and holding shift and then crol a
35:14 and you can just scale everything up
35:16 until it's the thickness that you want
35:18 another thing to pay attention to is the
35:21 thumb placement so you can see as I move
35:23 it the topology is going to change
35:25 basically just try to avoid it um
35:27 kinking and overlapping and stuff like
35:29 this so that's it for the hands we can
35:31 tab back into object mode and we can do
35:33 the shoes next I'll add a subdivision
35:35 surface with control 2 tab into edit
35:37 mode face select I'll grab the front
35:40 face right here look from the side and
35:42 I'll just drag it out right about here
35:44 I'll select these points and drag this
35:46 out and I'm going to add a few Loops now
35:48 so let's add a loop cut right here with
35:52 crlr crl r again let's select these
35:53 points right here move them down a
35:56 little bit these ones right here and
35:58 pull them up we can and just try to kind
36:00 of match the shape of the reference over
36:03 here we can add a loop cut with r right
36:06 here another way instead of pressing E
36:08 and F and stuff like that you can just
36:10 bring it all the way to the bottom right
36:12 here and then move it back up like that
36:14 and it'll be flat also so this is for
36:16 the bottom part of the shoe right here
36:19 let's go into face select mode alt and
36:21 left click to select this Loop of faces
36:24 e to extrude S to scale and then shift Z
36:26 so that it doesn't scale up on the you
36:28 know the z- axis like that uh I also
36:30 want to turn merging off so that it
36:31 doesn't actually connect to the other
36:33 shoe and to make it a little more even
36:36 we can scale it on just the xais right
36:38 there two to go into Edge select mode
36:40 alt and left click right here and let's
36:42 turn the mean crease all the way up for
36:44 this like that now if you want you can
36:46 adjust the thickness of this again with
36:48 scaling on whatever axis until it looks
36:50 good to you let's select this whole face
36:53 loop again with alt and left click s and
36:55 X we can scale that out a little bit to
36:56 make these shoes a little chunkier I
36:58 know the shoes are touching each other
37:00 but I want them big and this is
37:01 something that we can remedy when it
37:03 gets to like rigging and uh setting
37:05 poses and stuff like that but if this is
37:07 bothering you you can go back into
37:10 object mode and just scale them down you
37:12 can also make the the character wider so
37:14 their legs are further apart but in edit
37:16 mode still I'm just going to select this
37:19 face right here shift d to duplicate I
37:21 to inset and we're going to delete this
37:23 face with x the shortcut to select an
37:26 entire separated piece of a mesh is L
37:27 we're in face select so we can just
37:29 hover over any face and press L and it
37:31 will select that whole piece that we
37:33 just made now we can just extrude that
37:35 upward right here L again to select the
37:38 whole thing we can scale this on the Y
37:40 let's also scale this up and I'm just
37:42 moving it into place right here if you
37:44 got the thickness wrong you can always
37:46 select this inner loop again with alt
37:48 and left click to select those faces and
37:52 then s shift Z and you can scale it all
37:53 however you want for the tongue of the
37:56 shoe right here I'm basically just going
37:59 to select this face shift d to duplicate
38:01 and I'll drag it up scale it down just a
38:02 little bit we can add a loop cut you
38:04 know to get the shape a little better we
38:08 can scale this in you know scale uh
38:10 individual edges right here I like to
38:11 scale the middle one out a little it
38:13 makes it much rounder then we can select
38:16 this top part right here and try to kind
38:18 of match this angle and the subdivision
38:20 surface is actually smoothing this out
38:23 quite a bit let's select these two faces
38:25 and E to extrude to give this a little
38:27 bit of a thickness like that if it's too
38:30 thick or too thin you can press alt s to
38:32 shrink or fatten it like that let's
38:35 select this and rotate it more I'll
38:37 press L to select the whole thing and we
38:39 can move it into place last are the
38:41 shorts and if you want you can skip this
38:43 and just change the color of the legs to
38:45 make it look more like tight pants but I
38:47 kind of like the shorts so for those I'm
38:49 actually going to use the shoes right
38:51 here we can just duplicate that I'll
38:53 press alt G to bring it back into the
38:56 center tab into edit mode a to select
38:59 everything X and we'll delete everything
39:01 and add in a cube scale it down quite a
39:03 bit and I'm just going to delete the
39:06 bottom face right here so we can press X
39:08 delete that face and I also want to add
39:11 a solidify modifier so type in solidify
39:14 and just make sure that that is above
39:16 the subdivision surface right here back
39:18 in object mode I'm just going to get
39:20 this into place and be the size that I
39:22 want before I actually apply the scale
39:25 and mess with the solidify okay I think
39:27 this is pretty close let's press contr a
39:30 apply the scale and then we can come
39:32 over to the solidify and we can change
39:35 the thickness to be a little thicker and
39:37 now we basically just have to move these
39:39 faces around until we think that it
39:41 looks good so let's just select the
39:44 bottom Loop scale it out can also bring
39:46 this up quite a bit higher all right
39:48 back in object mode we can select
39:51 everything rightclick and shade smooth
39:52 the only thing that isn't going to be
39:55 shaded smooth is what we made with the
39:57 skin modifier and we should actually do
39:58 duplicate this anyway so that we can
40:00 apply it mainly because it's going to
40:02 make it easier to texture paint when we
40:04 get to that so let's press shift d to
40:06 duplicate this and then we can find it
40:07 in the outliner and we can just hide
40:09 that right there let's select this one
40:11 that's visible and we can apply the skin
40:13 modifier right there so now if we tab
40:16 into edit mode you can see that you know
40:18 it's more than just a few edges we also
40:19 have a ton of faces and thickness and
40:21 whatnot now we should be able to right
40:23 click it and shade smooth if you want to
40:25 shade smooth with the skin modifier you
40:28 just have to use this button right here
40:29 the whiskers look kind of weird because
40:31 they're shaded smooth even where it's
40:33 supposed to be sharp right here so you
40:35 used to be able to rightclick and shade
40:37 Smooth by angle but now it's a little
40:39 different just select the whiskers go to
40:42 the modifier panel and under normals we
40:44 have Smooth by angle and that's just
40:46 going to clear it right up for you next
40:48 we can add some color there are a lot of
40:50 ways to add color in materials and I'll
40:51 be showing how to use this color palette
40:54 method but you could also use texture
40:55 painting you could make a separate
40:57 material for each color you want and
40:59 then select and assign those materials
41:01 to different parts of the model you can
41:03 find free textures from a site like poly
41:05 Haven then use the node Wrangler add-ons
41:07 shift controlt shortcut to set them up
41:09 fast or you can use a separate program
41:11 like substance painter now I'm not going
41:13 to cover all of these things but at
41:15 least you'll know what to search for if
41:16 you want to learn more so you can
41:18 download this color palette for free
41:20 from gumroad and then just come back
41:22 here to set up the color palette we
41:24 should go into the shading tab up here
41:26 I'll select the head and then we can
41:28 press new right here all we have to do
41:30 is bring in the image texture so let's
41:33 press shift a and you can just search
41:35 image and choose image texture then
41:37 press open and find the texture pette
41:38 that you just downloaded so it might be
41:40 in your downloads folder mine is over
41:42 here and then we can just press open now
41:44 just drag the color into the base color
41:46 right here make sure this is set to
41:49 closest you can also give the material a
41:51 name and that's it now we just have to
41:53 add this material to everything else so
41:55 with this still selected you can press a
41:57 contrl l and then you can press linked
41:59 materials and that should add it to
42:00 everything else now let's go over to the
42:03 UV editing tab up here just make sure
42:05 you turn on material preview so you can
42:07 actually see the colors properly and we
42:09 want to see our pallette over here so
42:10 press this button up at the top and make
42:12 sure you choose the pallette anything
42:14 that we made with the skin modifier
42:16 isn't going to be unwrapped so what you
42:18 can do is just select everything tab
42:20 into edit mode press a to select
42:22 everything over here in the viewport and
42:23 we can press U and for this method it
42:25 doesn't matter too much what the UV map
42:28 looks like most people will use Smart UV
42:29 project and I usually just set the
42:31 island margin to something like
42:34 0.5 and press enter and that should be
42:36 fine let's reset everything to White so
42:38 come over to the UV editor press a to
42:41 select everything s to scale and zero
42:43 and everything will scale down to this
42:44 single point over here and then you can
42:46 press G to move it around and you can
42:48 see as I do that all of the colors are
42:50 changing and that is basically how you
42:52 change the colors over here we can tab
42:54 back into object mode basically you just
42:57 select any of the objects tab back into
42:59 edit mode a to select everything and
43:00 then over here in the UV editor you can
43:02 just move this around to change the
43:05 color and whatever you put it on top of
43:06 that's the color that it's going to be
43:08 I'll put it somewhere around here you
43:10 can also select multiple things at a
43:12 time so I know I want some other things
43:14 to be orange I'm just going to shift and
43:16 left click on everything that I want to
43:18 be orange I'll choose the eyebrows and
43:21 I'll choose the body tab into edit mode
43:23 a to select everything and you can see
43:25 now we have a DOT on white and one on
43:27 orange because we already Chang change
43:28 part of it to Orange so what you can do
43:31 is just click and drag to select this
43:33 over here and then G and just move it to
43:35 the same spot I want the eyebrows to be
43:37 a darker color orange so I'll press alt
43:39 a to deselect everything I can hover
43:41 over the eyebrow and press l so now we
43:44 can come over here and press G and Y and
43:46 let's just move this up right there
43:49 let's select the pupil and the mouth tab
43:51 into edit mode press a to select
43:54 everything let's make this black back in
43:55 object mode I'll select this mouth part
43:57 with the whiskers I want to select only
43:59 the whiskers so I'll go into vertex
44:02 select and x-ray mode and I'll just
44:05 shift and drag to select just the tips
44:06 then Control Plus on the numpad to
44:08 select everything go back into face
44:11 select and then we can just drag this
44:14 down to make these black I want the nose
44:15 and the inner ear to be the same color
44:17 so I'll select the nose and shift select
44:19 the head in object mode tab into edit
44:22 mode alt Z to turn xray mode off we can
44:24 select the nose and let's select these
44:26 two faces right here over here I'll
44:30 press a s and zero to scale those to the
44:33 same point and we can put both of these
44:35 over to like a pale pink color like that
44:36 I don't like how the ear looks I think
44:38 this should be a little sharper in here
44:40 so we can go into edit mode press n to
44:42 open this side panel and instead of the
44:44 faces I just want the outer edges so
44:46 let's go into Edge select mode and we
44:48 can deselect this with shift click and
44:50 let's turn mean crease up until we like
44:53 the size so I think right around 0.5
44:55 looks pretty good and we can tab back
44:57 into object mode and press n to make
44:59 that panel go away let's select the coat
45:01 right here a to select everything let's
45:05 make this also a purpley color and a
45:07 little more pale tab back into object
45:10 mode select the shorts a to select
45:13 everything let's make this uh a little
45:16 darker back in object mode select the
45:18 shoes tab into edit mode I want this
45:20 part of the shoe to be the same color as
45:23 the coat so what we can do is maybe
45:24 let's select everything else it might be
45:27 easier to do that so in face select mode
45:30 all and left click right here to select
45:32 that Loop contrl plus to grow the
45:34 selection can hover over this and press
45:36 L and the same thing with the tongue and
45:38 now we can press control I and that
45:40 should invert the selection so we have
45:41 the bottom of the shoe also which is
45:43 fine now in object mode I'm going to
45:46 shift select this go back into edit mode
45:49 now we can actually see both so let's
45:51 just select the white part and move it
45:54 to the same spot I think this part and
45:56 that part should be white but maybe
45:57 let's select the tongue and make it the
45:59 same color as the nose back in object
46:02 mode select the shoe shift select the
46:05 nose like that and we can drag the white
46:08 part to this color over here so they're
46:10 the same and that's it for the color
46:12 this method is pretty easy for blocking
46:14 out solid colors with objects like this
46:16 but if you're texture painting it might
46:18 be a little easier if all of these are
46:20 joined together so let's just go back to
46:22 the layout tab right here and I'll show
46:24 you how to apply all of the modifiers at
46:27 once and join everything together what I
46:29 would suggest is turning down the
46:31 subdivision surface as low as you think
46:33 it can go so you could turn all of these
46:35 to one another thing you can also do is
46:38 press a to select everything and then
46:40 hold alt while you press this and you
46:42 can turn all of them down at the same
46:44 time obviously this looks too low poly
46:46 but we could turn it up by one maybe and
46:48 that actually looks all right then what
46:50 we can do is right click still with
46:53 everything selected we can go to convert
46:55 to mesh right here and that's kind of a
46:57 quick way of applying all of the
46:59 modifiers and to join all of these
47:02 together what you can do is just select
47:04 one of the objects again press a to
47:06 select everything and contrl J and when
47:08 you do that the actively selected object
47:10 the one that is outlined in like a
47:12 yellow lighter color that's the object
47:13 that all of them will be joined to so
47:15 you can see over here everything was
47:16 joined to the coat now if you want to
47:19 smooth this back out you can just press
47:21 control1 to add a subdivision surface to
47:23 everything again and that's why I think
47:25 it's good to set the subdivision surface
47:27 to as low as you think it and go because
47:30 you can always add one back on top sorry
47:31 what was that this isn't enough and you
47:34 want to see the character move well to
47:35 make that happen you'll have to learn
47:37 about rigging I actually have a whole
47:39 playlist about it and I'm planning on
47:41 making a video soon where I actually rig
47:43 the character from this video thanks for
47:48 watching and have a good one [Music]