
Learn Blender interface basics, adjust icon size, navigate with the middle mouse wheel, zoom to the mouse, and switch between object and edit modes with the pie menu.
Learn to add the iron giant's eye in blender by shaping with subdivision surfaces, creating a cylinder eye, using bolthole and boolean cuts, and applying mirror and solidify modifiers.
Learn to model and sculpt iron armor in blender by creating a box, shaping vertices, applying solidify for thickness, and using cutter and boolean difference to carve details.
Model and refine the iron giant's armor in Blender by adding details, using the knife tool for cuts, extruding and merging geometry, fixing artifacts, and applying solidify for thickness.
Learn to build the iron giant's arm in blender by blocking shapes, duplicating parts, applying solidify for thickness, and refining with extrudes and vertex edits.
learn to start modeling the iron giant's arm in Blender using extrudes, vertex edits, solidify modifiers, boolean cuts, and a mirror workflow.
Learn to complete the Iron Giant's fingers in Blender by aligning parts, duplicating sections, refining vertices, and applying subdivision and solidify for a smooth, connected rig.
Learn to build the iron giant's belly in Blender by selecting faces, extruding, and applying solidify for thickness, then refine with knife cuts, mirroring, and smooth shading.
Learn to model and rig the hips joint in Blender by aligning spheres and cylinders, extruding, insetting, and solidifying for a polished Iron Giant.
Center the 3d cursor, shape the leg with extrude and vertex edits, and create faces. Use the mirror modifier, then knife tool and cylinder to refine the cut.
Finish the modeling by adding final details and tweaking edges; mirror the model along the global x axis and recalculate normals for the substance printer.
Unwrap a 3d model in Blender using uv editing, mark seams, and apply textures precisely, preparing geometry for accurate texture mapping on the Iron Giant.
Learn to unwrap and texture a Blender model, starting from the head, using wireframe previews, subdivision surfaces, seams, and UV mapping techniques for clean texture layouts.
Master uv unwrapping in blender, starting with the hips, by placing seams, switching between angle-based and conformal mapping, testing with a checker texture, and refining edges to reduce distortion.
Learn to unwrap the Iron Giant mesh in Blender by selecting edges and faces, using boundary selections, then test textures and fix overlaps.
Unify model parts for consistent texture resolution across all pieces, fix distortions, adjust scale and seams, apply angle-based unwrap and conformal mapping, bake the results, and prepare for exterior texturing.
Name and organize bones for a left-right symmetric rig in Blender, then add an inverse kinematics controller and constrain it to the armature; test FK versus IK in pose mode.
Create color groups in bone object properties, assign specific colors to rigging controllers, and apply right, left, and other parts to orange, turquoise, green, blue, pink, and white.
Texture and bake the Iron Giant by using vertex paint in Blender to assign per-part materials, export to Substance Painter, and configure environment and texture settings.
Learn texture creation in Blender by texturing the left leg, using arm texture data, deleting layers, painting colors, masks, and stickers, and refining with eraser and color adjustments.
Learn to set up lighting, materials, and cameras in Blender to render the Iron Giant using Cycles and Eevee, including volume effects, compositing, and color grading.
Hi everyone, my name is Marwan Hussain, I'm a 3D artist I made a new course about Iron Giant but this course is different from my other courses on the Udemy platform, in this course I will teach you how to make rigging, we will learn how to r rig this robot from start to finish.
Before we jump to that let's talk about what we will do in the beginning,
in the beginning, we will learn how to model the whole robot from start to finish, this kind of modeling call Hard surface, it's a lot of fun we will learn how to shade your model correctly, how to use Bevel modifier symmetry, and other modifiers,
until we got a nice smooth result at the end of this section ( modeling )
After that we will jump to the next section I will call it Unwrapping, we will learn how to unwrap hard surface modeling correctly and reduce the UV distortion at the minimum
I will unwrap all the pieces one by one so you could learn how to do that and make it easier for you.
After the unwrapping section, we will start with the rig journey, in this journey, we will learn how to use armature and how to rig all necessary joint so you could be able to move your robot and make it ready for some animation.
the last section will be the Texturing and Rendering, this is very important section because the final result depends on it.
we will export the project to Substance Painter and we will start the texture journey there, we will learn how to make realistic PBR material from scratches step by step and we will learn how to add the wether effect like rust and dust so it looks old and dirty,
all of that will done with Substance Painter after we finish texturing journey we will import the PBR texture back to Blender to make the render.
I will render the scene with Cycles and Eevee, and after that, we will make some quick post-processing with the compositor.