
Meet the instructor and explore 3D character modeling in Blender, drawing on years of experience in 3D modeling, animation, and digital sculpting to guide your learning.
Learn to model 3d characters in Blender with progressive exercises, starting from basic shapes, applying subdivision, materials, lighting, and renders to build a portfolio.
Install Blender by visiting blender.org, download the latest 5.0 installer, run the setup, and complete the first launch with the English interface.
Access and download course's downloadable resources, including blender files, reference images, blueprints, templates, and renders. Learn how to locate, download, and unzip the Recursos.rar file to access the shared content.
Explore downloadable resources for Blender, including a rar package with snail and shark Blender files, reference images, blueprints, step-by-step images, and renders for portfolio-ready modeling.
Explore blender's interface, navigate, move and rotate objects, and create primitives from the welcome screen's initial cube scene while learning font size adjustments and autosave in preferences.
Identify Blender's interface in the default scene, including the cube, light, and camera. Explore workspaces from layout to modeling and sculpting, and use the toolbar and outline for editing.
Boost workflow in Blender by using tabs for workspaces, switching modes with keyboard shortcuts, and configuring preferences to map shortcuts and pie menus, including an add-on.
Learn to navigate the Blender 3D viewport, orbit, pan, and zoom, and apply object transformations—moving, rotating, and scaling—using the middle mouse button and shortcuts, including the N and T panels.
Explore coordinate axes in Blender, using the gizmo and transformation panel to move objects along x, y, and z directions, with single-axis, two-axis, and all-axis movement.
Move, rotate, and scale objects in Blender with the transform tools and gizmo, lock axes for single-axis edits, and reset to 0 0 0 or 1 1 1 for unit scale.
Learn how to move, rotate, and scale objects in Blender using keyboard shortcuts (G, R, S) with axis locks (X, Y, Z) for precise 3D character modeling.
Explore blender 3d views by switching between perspective and orthographic modes to inspect the model from front, side, top, bottom, and back, using orbit and keyboard shortcuts.
Understand blender's auto perspective feature in navigation preferences, and how enabling it toggles between orthographic and perspective modes while orbiting from front, side, or other views.
Explore Blender's versatile 3D viewports by adding, splitting, and joining panels, customizing layouts with the timeline and shader editor, and saving setups for reuse.
Learn how to create 3D primitives like cube, sphere, cylinder, torus, and plane in Blender, using Shift-A at the 3D cursor, and adjust parameters such as vertices, height, radius, location.
Install and activate add-ons to access extra objects in Blender, using the blenderextensions.org site, enabling online access, and adding mesh extras such as rounded cubes and rocks.
Learn to select one or multiple objects in Blender using shift to add, box, circle, and lasso selection, manage the active object and outline highlights, and move several objects together.
Learn how Blender uses system units and the world origin to move, rotate, and scale objects in meters and degrees, guided by the pivot, axes, and grid.
Apply all transforms in Blender to ensure correct axis scaling and orientation by applying rotation and resetting transforms, preventing misalignment after bevels and insets.
Explore how the 3D cursor marks the world origin, how to move it with shortcuts, and how to place new objects and align pivots using snap options.
Move and rotate from a 3D object's origin or pivot using transform tools, the object menu, or origin to geometry, center, or volume, aligning to the 3D cursor.
Explore quick favorites in Blender to save repetitive actions, assign them to the q key, and add origin to geometry to the favorites via right-click.
Explore the outliner in the top right panel to manage objects, collections, and render visibility. Learn selection, renaming, moving items between collections, and common shortcuts like ctrl-c, ctrl-v, and m.
Duplicate objects in the Blender 3D viewer using keyboard shortcuts, creating on-top copies with Ctrl+C Ctrl+V or shifting with Shift+D to move along axes and place with right-click.
Join objects in Blender by selecting multiple items and pressing Ctrl+J to merge them into one object, where the active object controls rotation and scaling of all joined elements.
Zoom to the selected object with the numpad period key to reset the camera, then use frame to selected and navigation views from the menu for quick camera control.
Master local view in Blender to isolate the active object with the numpad slash, hiding others for focused work, and toggle back to see all objects when finished.
Learn to use Blender annotations to draw, erase, color, and organize annotation layers, while mastering transform tools (move, rotate, scale), measurement with a ruler, and adding objects like a cube.
Learn to use Blender's edit mode to manipulate vertices, edges, and faces, switch between object and edit modes with tab, and practice moving, rotating, and scaling to shape objects.
Explore viewport shading in Blender to select back faces by switching between solid, wireframe, and x-ray modes, using overlays for modeling.
Explore viewport overlays in Blender to show or hide the grid, axis lines, 3d cursor, and annotations. Toggle wireframes for topology in solid or edit mode, add to favorites.
Identify the front and back faces in Blender using face orientation overlays. Edit geometry in edit mode and manage views with wireframe and favorites to keep orientation handy.
Activate backface culling to understand how faces disappear when viewed from inside, revealing only polygons facing the camera, and use normals to verify correct orientation.
Explore polygon normals and how their outward direction defines face orientation, guiding 3D operations like extrusion in Blender's modeling workflow.
Master extrusion in Blender, using E to extrude along an axis and selecting by vertex, edge, or polygon to create new faces.
Learn extrusion in Blender, comparing extrusion by region, along normals, and individual extrusion, with offset options and 90-degree normals using keyboard shortcuts like E and alt.
Master extrusion in Blender by selecting a mesh, entering edit mode, and extruding through the 3D cursor with precise placement, using shift right click in orthographic top view.
Explore extrusion in Blender using the manifold option to avoid overlapping polygons and remove front caps. Learn the default method, dissolve orthogonal edges, keyboard shortcuts, and normals to refine extrusions.
Explore inset in Blender to create sub-polygons inside existing polygons, linking edges to the original; adjust depth and use i for insets, with Ctrl-Z to undo.
Learn how to apply bevel in Blender by edge selection, creating chamfered corners, and adjusting depth, cuts, and profile shape using keyboard shortcuts and a guiding graph.
Explore how the loop cut tool creates center or offset cuts in quad polygons, using control R and the mouse wheel to adjust cuts, slide, and center the cut.
Learn to create vertices manually in Blender, add subdivisions with control R, connect vertices along a path with the J key, and explore menu options for edges and faces.
Master the knife tool in Blender's edit mode to make vertex-based cuts, confirm with enter, cancel with escape, and use snap, cut through, and see-through options for precise modeling.
Explore the smooth tool in Blender to relax and round vertices, using vertex mode and loop cuts to create a softened, more spherical mesh, with adjustable strength.
Master edge slice and edge slide in Blender to move along edges and keep loops smooth on a UV sphere.
Learn blender selection modes to quickly pick loops and rings, edges, vertices, and polygons using Alt+click, Ctrl+Alt, and shift; grow or shrink selections with Ctrl+Numpad Plus or Minus.
Explore the shrink and fatten tool in blender to inflate and deflate a mesh without moving it, and compare it with standard scaling via alt+s.
Explore the rip region tool in Blender to desolder and separate connected vertices, reshape polygons, and learn welding options and keyboard shortcuts for mesh merge.
Master merging vertices in Blender by using center, cursor, and by distance, learn collapse behavior, and respect the selected order with keyboard shortcuts M, Ctrl+Z, and Ctrl+V.
Master repeating the last operation in Blender using shift+R to quickly apply the previous action, even across shapes with many vertices; note occasional detection issues require repeats.
Use non-manifold detection to reveal openings and ensure the mesh is closed and welded, then merge by distance to fix gaps and delete loose geometry and floating vertices.
Close openings in a Blender model by bridging edge loops and grid fill. Set the number of cuts, adjust the factor, apply smoothen, and merge at center.
Bridge between polygons in Blender using bridge faces, adjust cuts, and keep the inside hollow within the same object. Avoid dead polygons by preferring face bridges over edge bridges.
Select linked elements in edit mode with the L key, and use x-ray, box select, normals-based options, and seams to refine your selection.
Learn to separate joined objects in Blender by selecting with L and pressing P, returning to object mode, and renaming with F2 or via the menu.
Subdivide in Blender without loop cuts by selecting multiple edges or polygons, applying subdivide for equal, simultaneous cuts, then use alt+click, shift+alt+click, and GG to adjust their positions.
Subdivide a box in Blender using loop cuts and bevels, adjust width and spacing to 0.8 for equal, centered polygons, then extrude along the Z axis.
Master shade smooth and auto smooth in Blender to create smooth surfaces, control edge visibility with angle thresholds, and apply to cylinders, spheres, and boxes without changing geometry.
Explore how to mark sharp edges in Blender to control shading on 3D characters by hand, using auto-smooth angles, shade smooth, and edit-mode edge management.
Learn the mirror modifier to generate a mirrored half of a character from a single half, using origin and 3d cursor, then apply or toggle in object and edit modes.
Use the subdivision surface modifier to subdivide polygons, turning a cube into a smoother shape. Render shows higher subdivision; wireframe helps compare original edges with the final cage result.
Explore how edge loops and support loops control rounding in subdivision surface modeling, using loop cuts and edge placement to keep shapes accurate at low polygon counts.
Discover how to add support loops in blender without loopcut, using subdivision modifiers via Control-1/2/3, edge bevel with Control-B, and other keyboard workflows to control smoothing and form.
Learn to use edge crease in Blender to harden edges and control roundness on subdivision surfaces, using crease values like 0.98–0.99 to avoid extra geometry.
Explore creating circular shapes from a plane using the subdivision surface modifier to model arms, then apply inset, extrude, and loop cut steps.
Learn to build an 8-sided cylinder from a flat plane in Blender, apply subdivision surfaces, loop cuts, and extrusion to create a smooth, torso-like character form.
Install and enable the Loop Tools addon in Blender, then use its circle tool to quickly create rounded shapes on planes and spheres, with subdivision for smooth results.
Master proportional editing in Blender to smoothly adjust vertex positions with a circle of influence, using G and Z and adjustable radius via page up, wheel, or shortcuts.
Switch to sculpt mode in Blender and use grab and elastic brushes to move vertices, adjusting radius with the F key and comparing brush behaviors to proportional editing.
Explore Blender’s smooth brush to relax vertices and even out geometry, compare vertex smoothing in edit mode with sculpt mode smoothing, adjust strength, and use wireframe view.
Explore how the relax and smooth brushes in Blender sculpt mode preserve the mesh shape while relaxing topology, using shift-grab shortcuts and pinch to concentrate areas.
Learn how to reset the sculpting brush in Blender using the N key to revert the active brush to its default values, including strength and radius.
Model a friendly fish character in Blender by starting from a box, applying subdivision to create smooth shapes, and refining eye sockets, fins, and a small mouth from basic primitives.
Bring reference images into Blender as blueprint planes, switch to orthographic front and side views, and align and scale the image to 0.2 meters for tracing the fish.
Center the default box at zero, align with reference images, apply subdivision, and sculpt the base fish shape using one side symmetry, scaling, and loops to match dimensions.
Adjust a base shape in edit mode by adding subdivision and loop cuts, move front and back vertices with Alt+Z, and scale along the x-axis to refine topology.
Apply subdivision to form the eye from an 8-sided circle, using level 1 to create a base without extra cuts, then re-subdivide and adjust with move and scale for alignment.
Learn to shape a Blender character with symmetry by using edit mode and the mirror modifier, set the origin to zero, and order subdivision before mirroring for correct curvature.
Create the eye in Blender by turning a square into a circle with inset, circle, and extrusion, refining roundness and alignment using subdivision and the loop tools add-on.
Learn to adjust a character eye in Blender by countering subdivision rounding with outer loop cuts, using alt z, ctrl r, and mirror settings to match the reference.
Use proportional editing in Blender to adjust the eye region of a 3D character, pulling surrounding vertices with a circular influence to shape features while avoiding unwanted merges.
Create a fish eye in Blender using a default sphere, align to view, scale and position it, enable smooth shading, and use proportional editing with mirror and clipping.
Learn to model the iris in Blender by building a 3D polygon in edit mode, using Ctrl+3 to select verts and edges, extruding for thickness, and applying subdivision surface.
Learn to manage triangles in subdivision surfaces to prevent bumps in eye geometry by isolating triangles, using vertex and edge selection, and subdividing or knife tools to preserve quads.
Build a symmetric eye using a mirror modifier linked to the eye pivot, adjust origin, and use subdivision to smooth the result while disabling merge and clipping to avoid welding.
Refine a Blender character by adjusting the central axes and reference image depth, manage orthographic visibility from front or back, and begin eyelid modeling in edit mode.
Learn to model the upper eyelid in Blender by adding loops and extruding, use loop cuts, edge constraint, and vertex welding to shape a smooth eyelid while managing subdivision.
Explore sculpt mode in Blender to craft a side fin, using the grab brush and proportional editing to shape a symmetrical eye area, then apply solidify, subdivision, and mirror modifiers.
Duplicate the side fin to form the rear fin, adjust rotation and alignment, then add subdivisions and the solidify modifier to shape the top fin or crest with vertex-by-vertex refinements.
Model a mouth from a low-poly cylinder, adjust eight sides, and shape vertices in edit mode; apply mirror and subdivision modifiers with bridge edge loops to form a smiling lip.
Shape a cute cartoonish fish mouth by editing mode vertex moves, anchoring the center with z-axis clipping, and tweaking the mouth curvature.
Explore creating materials and adding color to characters using material preview shading in Blender, and learn how an HGRI environment map provides physically accurate lighting for quick material evaluation.
Create and manage materials in Blender using the shader editor and properties panel, set base color, metallic, roughness, and alpha, and name or remove materials as needed.
Learn to set the base color in a material using the color picker, hue, saturation, and value, adjust brightness with grayscale, and use hexadecimal color codes in the shader editor.
Explore PBR materials in Blender using the Principled BSDF, adjust roughness and metallic values from 0 to 1, and understand how HDR lighting drives realistic reflections.
Learn how roughness in Blender controls shininess and reflection sharpness from 0 (mirror) to 1 (matte), with HDRI lighting and material preview demonstrations.
Explore how the metallic property in Blender controls metal versus dielectric finishes, using roughness and base color to create mirrors, gold, copper, and other metallics.
Create a shared Blender material for the fish body and fins, with green base color, blue-green fins, roughness 0.5, metallic 0, and reuse it for the mouth.
Discover how to apply two materials to a single eye object in Blender—white sclera and black iris—using polygon-based assignment in edit mode.
Apply a color gradient to the fish with a single material by blending two colors via a Mix node in the shader editor, using RGB nodes and hex codes.
Use the mix color node to blend two colors in Blender, adjusting the factor from 0 to 1. Swap the factor with a color or grayscale gradient to create transitions.
Use a linear gradient as a mask to blend two colors with white and black values in Blender, then rotate the gradient to go from bottom to top.
Learn gradient mapping in Blender by connecting the color ramp to a mapping node and texture coordinates, rotating 90 degrees, and using the gradient as a factor to mix colors.
Explore Blender's default color management, compare AGX and Filmic display spaces, and learn how to brighten or mute colors for more vibrant renders.
Use the ColorRamp node to refine gradient transitions, adjust contrast, and control color distribution on the base color via the factor and mix.
Light the character scene in rendered mode with the default light and World Properties. Add a plane to illuminate the ground and adjust the world background color and strength.
Create a point light at the 3D cursor, adjust its power, color, and radius, and observe shadows and distance effects. Use the visualization plane and the diffuse and glossy controls.
Explore how spot lights in Blender create cone-shaped illumination, switchable with point lights, adjust color, power, radius, cone angle, and shadows, and duplicate and position lights for theatrical lighting.
Convert spotlights to area lights in Blender, adjust color, power, and diffusion, and shape lights as square, rectangular, disk, or ellipse to illuminate the scene and influence reflections.
Explore the sun type light, its area of influence, and how orientation and rotation shape shadows. Adjust color and intensity to simulate sunset or midday.
Recreate photography studio style lighting for a 3D fish in Blender using a flat backdrop and lights from left, right, and back for depth.
Learn to frame a character in Blender with camera setup, left and right fill and key lights, plus backlights, using multiple viewports to align the camera for precise shots.
Navigate inside the camera to quickly frame shots by locking camera to view and orbiting. Lock the view to keep the viewport fixed while you orbit to frame the shot.
Create a curved backdrop fabric in Blender to hide the scene from the camera and soften shadows; bevel edges and shade smooth.
Apply a bluish green base color to the plane, then create an area light setup with a right key, left fill, and a greenish backlight to illuminate the fish.
Adjust the scene lighting by fine-tuning the area light, fill light, and backlights, then add point lights to create an aura on the fabric and illuminate the seabed.
Rename objects in the outliner to organize the Blender scene, using names like fish, fin, crest, eyes, and mouth, then create lighting and fish collections.
Create a parenting hierarchy in Blender to make a body control a whole chain of objects; establish parent-child relationships with Ctrl P, break with Alt P, and keep transform.
Master the basics of parenting for a clean hierarchy in Blender by grouping a fish’s body and its parts, so moving or rotating the body moves all connected pieces.
Remove the mirror modifier, apply it to create real eyes, then separate the iris and set new pivots by centering origins with surface or volume options.
This lecture demonstrates centering the eye origin at the center of the volume, correcting shifts caused by iris extrusion, and resetting rotation and scale to restore the pivot.
Duplicate the original fish in the outliner, move and rotate using the gizmo, switch to local orientation, and compose two looking fish for a ready render.
Create and center spheres in Blender, shade them, and assign unique bubble materials with adjusted roughness for subtle reflections and a backlit glow.
Rename and organize the bubbles into a new collection, adjust the body’s shine to 0.4, and render a test with F12 to compare viewport preview with the final image.
Align subdivision levels for each body part using modifiers in Blender, ensuring viewport and render match, and enable the camera button to render correctly.
Explore Blender's eevee render engine, a real-time tool, and compare it with cycles; enable ray tracing to simulate light bounce, brighter areas, and denoise for more realistic renders.
Explain how the Eevee render engine computes lighting and materials to deliver a clean final image, using samples and denoising to manage noise in viewport and render.
Learn how to set Blender render output size and aspect ratio, from 16:9 1920x1080 to square 1080x1080, plus 4k scaling and legacy sizes, and save as PNG or JPEG.
Explore Blender's camera focal length and its impact on field of view, distortion, and perspective, from wide, open lenses to closed, orthographic-like views.
Begin modeling a snail from scratch by extruding planes, building up topology with central row, and refining from side and top views to grasp character head design fundamentals.
Save the current project as Heracle01, remove the original fish and extras, import the snail blueprints, and prepare the front and side views to study topology.
Set up reference images, blueprints, and character sheets in blender, align them to the grid for symmetry, and model heads by extruding planes from the front and side.
Begin by creating a plane in the front view, align to a reference image, and set up symmetry. Edit vertices and edges, then extrude in z to form the loop.
Shape the central side loop into a curved shell by hand, adjusting vertices in the side and front views to create curvature and an oval form before subdivision rounds it.
Create the second loop by extruding along the front, shaping curvature from the side, and adjusting polygons to fit the shell, while orbiting to verify the sphere-like form.
Extrude along the x-axis to shape a loop in a Blender 3D character mesh, moving vertices in the front and side views to form arcs that close the loop.
Develop manual 3D character modeling in Blender by starting from the lower side loop, extruding along Y, and shaping vertices to form the head’s curve.
Learn how to close gaps and weld vertices to form four-sided polygons, creating side and top loops with extrusions while avoiding triangles in blender.
Master back half main loops in Blender by extruding central edge loops, building a continuous path, aligning vertices along the z-axis, and closing gaps with bridges and edge loops.
In Blender, learn to close back loops, extrude and bridge edges, weld vertices, and create symmetrical, clean silhouettes for a 3D character, using side and top view adjustments.
Learn to refine the back half of a 3D character by manually adjusting vertices to shape harmonious side curves, avoiding boxy edges, and preparing the mesh for mirroring in Blender.
Learn to add mirror and subdivision modifiers in Blender, set origin, enable clipping, shade smooth, and refine in sculpt mode with brush size and proportional editing.
Continue the snail’s blue body by extruding downward along the Z axis, then extruding forward, using edge selection and scaling to shape the transition in a single welded 3D model.
Examine the topology and extrude the front faces along the y-axis to shape the eyes. Add a bottom cap, perform a loop cut, and save progress for the next video.
Close the hole in the mesh manually by edge selection and fill (F), or connect vertices by path (J) and knife (K) to create four-sided polygons.
Shape the snail's body into an organic form in Blender by refining top and bottom vertices with Alt+Z and G, keeping it centered, for the next video on eye sockets.
Model the body and eye tentacles by hand in Blender, extruding polygons, aligning vertices on z axis, and refining with subdivision to keep eyes separate from the shell.
Master eye modeling in Blender by transferring eye geometry between files, clearing parenting, aligning and duplicating eye positions, and finalizing with subdivision and naming.
Relax topology in sculpt mode using the relax brush to smooth the mesh along edges while preserving the silhouette and using shift to adjust geometry without changing shape.
Explore head topology in Blender by comparing central loop and surrounding loops, four-sided polygons, and edge flows, using course head images to illustrate cartoon character modeling for animation.
Save incrementally as snail 03, then create and assign two materials—the shell (m_concha) with hex E7A24FF and the body (m_body) with hex 87ACE7FF—in edit mode.
Organize the Blender scene by creating a snail and a blueprints collection, then hide reference images and adjust lighting, camera, and fabric colors for rendering.
Reuse the previous lighting setup for the character in Blender, adjust back lights to yellow with hex f9ff81, and balance intensity to around 10-15 for a cohesive look.
Duplicate a snail in Blender while keeping eyes parented to the body, then duplicate the collection to create multiple posed snails. Adjust transforms and camera angles to tell a story.
In this Blender tutorial, the instructor starts a sea flower decoration for a snail, aligns a reference image, traces vertices, and extrudes to create a flat shape.
Learn to build a sea flower shape in Blender by extruding vertices along a path, applying a subdivision modifier for smooth curves, and finalizing with proper transforms.
Apply thickness to the sea flower model in blender by extruding in edit mode, verifying face orientation, and using Alt+S inflate/deflate and precise moves to create parallel, uniform depth.
Shape sea flower 2. shape in blender by adjusting thickness with alt-s, duplicating with shift-d, and refining with edge and vertex select and dissolve operations.
Model two decorative sea flowers in Blender and prepare them for a final scene with snails and fish by refining shapes, orientation, subdivision, and organizing into a flowers collection.
Assign and customize flower02 and flower01 materials in blender using hex colors to match backlighting and the snail scene, then set Eevee with 64 samples and 1024 render, verifying subdivisions.
Render the scene in Eevee, adjust scale, color, and lighting to highlight the snail and refine the shell and fish highlight, then save 1920x1080 PNG and JPG.
Adjust body roughness in Blender to balance reflections on the body, carapace, and shell for a convincing final render.
Save the base file as Isferico, start from a sphere, and build a friendly character using eye and mouth loops and extruded limbs with reference images.
Use reference images in Blender to guide 3D character modeling. Position and scale the image, center it on the grid, and build limbs, eyes, mouth, and a decorative crest.
Turn the shader editor into a 3d viewport, set side and front views with a reference image, and name and organize body and eye into blueprints.
Develop eye and mouth loops and craft a real mouth with cavity and teeth, then model arms and limbs, using box-based topology and subdivision to form a friendly full-body character.
Build an optimized head topology in blender using box modeling and subdivision, apply the subdivision to form the base shape, and align it with a reference image.
Shape the eye loop on a subdivided sphere, using the circle tool and inset to stop curvature, then extrude along the y-axis and refine with vertex moves toward symmetry.
Adjust and align a single eye to the character by resizing, centering on the X axis, moving along Z, and matching the reference curve for eye radius, with subdivision enabled.
Learn to shape the eye loop from the side in Blender, lowering and aligning the inner loop to a reference using proportional editing to keep distances even.
Model the eyelid in Blender by extruding eye polygons, adjusting vertices with proportional editing, and applying subdivision for a smooth, reference-aligned look.
Create the mouth loop in Blender using the inset tool to generate the mouth area, then refine with edge moves and symmetry on the axis to maintain shape.
Create the mouth interior in Blender by selecting the sphere in edit mode, turning off subdivision, and extruding with I to form a curved interior cavity.
Learn how to create mouth support loops in Blender, using inner and outer loops to control roundness, adjust distances between edges, and use control loops for a closed mouth.
Fix subtle mouth corner bumps by smoothing nearby vertices in sculpt mode, using the relax brush and adjustable strength, and toggling subdivision and wireframe to refine the area.
Construct the arm in blender by insetting and extruding from side polygons, creating space to detach from the body, then apply outward and downward extrusions with subdivisions to form fingers.
Create a rounded arm by insetting without subdivision, perform two x-axis extrusions from the front view, and smooth the transition with edge moves (alt+z and g) for a shoulder look.
Refine the arm side shape in Blender by mirroring and deleting the left half, adding curvature, and aligning vertices to a reference for a smooth shoulder.
Finish shaping the arm and prepare for finger extrusion in sculpt mode, using the reference image and z-axis tweaks, while keeping symmetry and checking from every angle.
Explore hand modeling in Blender by extruding fingers, keeping four-sided connected polygons, and using loop cuts with polygon reduction toward the arm.
Build the arm topology in blender by adding loop cuts for the elbow and wrist, then refine with inset, subdivision, and vertex moves to shape the hand.
Develop finger geometry by extruding and shaping polygons, using subdivision, insets, and selective scaling to create a staggered, curved hand profile.
Save the file as spherical02 and fix the inset by hand to square fingers; turn subdivision off to avoid rounded fingertip shapes.
Scale the fingertips in Blender from the front view, switching the transform pivot from global to median point and to individual origins to control how they inflate.
Apply mirror first, then subdivision in Blender to maintain symmetry and a rounded character, align vertices to zero, and optimize performance.
Extrude the leg from a circle, inset loops, and align the silhouette by moving vertices. Adjust the leg to be slightly bent with tilted feet for a friendly look.
Extrude and refine the toes in Blender by insetting polygons, adjusting thickness, tilting, and widening with edge loops, then position and mirror to align with the foot reference.
Practice sculpting the crest in blender by adjusting vertices, using edit mode, proportions, and face topology, and apply subdivision and solidify modifiers to add thickness and smooth curves.
Create and shape the teeth in Blender using a new cube, apply subdivision surfaces, and use a loop cut to keep a flat top and rounded sides.
Utilize shape keys to keep the original mouth intact while forming a smile, with a base and a new key adjustable from 0 to 1 in edit or sculpt mode.
Edit mode walkthrough teaches shaping a smile by adjusting mouth vertices, hiding back geometry, and refining teeth and eyelid alignment with precise Blender shortcuts.
In sculpt mode, adjust the upper and lower lips with the grab brush to match the reference, refining curves, edge sharpness, and achieving a friendly, cohesive smile.
Adjust the lower lip thickness using shape keys in edit mode, moving edges along the z axis to soften the smile and balance the lip with the upper lip.
Apply the solidify modifier to the crest to achieve real thickness, then add a middle loop cut and center the ridge by setting the origin to the center of mass.
This course contains the use of artificial intelligence
Note: The English audio in this Blender course is AI-dubbed from the instructor’s original Spanish recording. All content, pacing, and explanations are based on the original narration.
In this course, you will learn the tools that Blender provides from scratch, exploring modeling techniques, material creation, lighting, and rendering through 5 characters.
Each character serves a learning purpose, and the learning curve will be progressive.
You will learn different workflows to approach the creation of various characters, all of them complementary to each other.
First, you will get familiar with the workspace, learning the interface, menus, and Blender’s modeling tools.
Next, you will put the knowledge you’ve acquired into practice by creating your first introductory 3D character, understanding 3D smoothing techniques in a simple way.
You will learn the workflow, tips, and modifiers, with a model that is easy to create and replicate using basic geometric shapes.
You will apply color to the character through materials, create lighting, set the scene’s colors, and set up a render in the Eevee render engine. You will learn how to save your render and export it to showcase your 3D work later.
After that, you will create a second 3D character, learning new modeling techniques to create 3D characters and leveling up your skills.
You will set up the camera framing, make necessary lighting adjustments, and extract a new render.
Then, you will model the main character, working with simple shapes and subtle details, using design reference images.
You will learn what shape keys are to create facial expressions, and you will create a small surrounding scene that complements the character.
Next, you will deepen your modeling tools with the following character, discovering new methodologies and exploring new personalities.
With the final, most advanced character, you will practice and reinforce all the modeling knowledge and techniques acquired throughout the course.
You will create several final collective renders, integrating all the characters you have developed during the course.
Finally, you will learn how to create a free online portfolio to showcase your work on a popular digital platform specialized in the video game and 3D animation industry.
The course consists of 18 sections and 25 hours of content.
Each video is approximately 5 to 10 minutes long, allowing for study in short intervals, and they are recorded at normal speed.
The final goal of the course is for you to acquire solid foundations in 3D modeling and confidently tackle new projects.