1. Texturing
Step 1
Prepare a texture with a 500x500px resolution as shown in the following image. You can use any editing software such as Photoshop, GIMP and others.
Step 2
Open Blender again. Head over to the Shading Tab on the top.
Step 3
On the right side you should see Materials tab. Click on Use Nodes.
Step 4
Hover your mouse over to the nodes editor (the black bottom part) and add (Shift-A) a Texture > Image Texture.
Step 5
Find the texture you made.
Step 6
Connect the Color from the texture to the Base Color of the Principled BSDF.
Step 7
Next go to the UV Editing tab.
Step 8
On the upper right corner you’ll see a drop down for Viewport Shading. Set the Lighting to Flat and the Color to Texture.
Step 9
In Edit mode, go to front view and select all vertices (A) then unwrap it (U).
Step 10
In the UV map on the left, adjust it to be on the pink gradient.
Step 11
Scale (S) it on the X-axis (X).
Step 12
Hover mouse onto the eyeball and select connected vertices (L).
Step 13
Hover towards the UV map and position (G) it onto the black gradient.
Step 14
Select the highlight of the eye and position it onto the white gradient.
Step 15
Select the nose and position it onto the orange gradient.
Step 16
Select the teeth and position it onto the white gradient.
Step 17
Select the tongue and position it onto the red gradient.
Step 18
Select the inner mouth and position it beside the eyeball on the black gradient.
Step 19
Now with select face mode, select the cheek section as shown and in the UV map editor, position it onto the light pink gradient.
Step 20
Do the same for the body front.
Step 21
Select the inner area and do the same.
Step 22
Select the hand and position it in the UV map as shown.
Step 23
Select the feet part and in the UV editor, position it on the pink gradient.
Step 24
Select the feet sole and move it above the UV for the inner mouth (black gradient).
Step 25
Select the head faces, including the back, as shown in the following image.
Step 26
Move the vertices in the UV editor as shown and scale them along the Y-axis.
Step 27
Select ear faces.
Step 28
Flip it upside down (R > 180).
Step 29
Position (G) and scale (S) it up in the Y-axis (Y).
Step 30
Align the ear and head UVs.
Step 31
Select the faces on the legs.
Step 32
Flip the leg UV upside down (R > 180).
Step 33
Scale it in the Y-axis.
Step 34
Select arm faces.
Step 35
Scale it in the Y-axis
Step 36
Select the indicated body faces and scale it in the Y-axis.
Step 37
Align (S > 0) the bottom part of body and leg UV.
Step 38
Select the edge on the torso and extrude it in the Z-axis.
Step 39
Scale it to 0 in the Z-axis.
Step 40
Select both edges and press space bar to bring up the search menu and type in Bridge Edge Loops.
Step 41
Here’s the current result. Note that the eyes don’t look that good. So we will add a kind of white outline to the eyes.
Step 42
Go into Edit mode, then select the meshes as such.
Step 43
Duplicate (Shift-D) those selection and move it forward on the Y-axis (Y).
Step 44
Now move its UV towards the white area.
Step 45
End result would look like this.
Conclusion
In the next part of the tutorial series, I'll show you the rigging process.
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