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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.
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Step 2
Open Blender again. Head over to the Shading Tab on the top.
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Step 3
On the right side you should see Materials tab. Click on Use Nodes.
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Step 4
Hover your mouse over to the nodes editor (the black bottom part) and add (Shift-A) a Texture > Image Texture.
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Step 5
Find the texture you made.
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Step 6
Connect the Color from the texture to the Base Color of the Principled BSDF.
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Step 7
Next go to the UV Editing tab.
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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.
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Step 9
In Edit mode, go to front view and select all vertices (A) then unwrap it (U).
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Step 10
In the UV map on the left, adjust it to be on the pink gradient.
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Step 11
Scale (S) it on the X-axis (X).
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Step 12
Hover mouse onto the eyeball and select connected vertices (L).
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Step 13
Hover towards the UV map and position (G) it onto the black gradient.
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Step 14
Select the highlight of the eye and position it onto the white gradient.
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Step 15
Select the nose and position it onto the orange gradient.
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Step 16
Select the teeth and position it onto the white gradient.
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Step 17
Select the tongue and position it onto the red gradient.
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Step 18
Select the inner mouth and position it beside the eyeball on the black gradient.
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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.
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Step 20
Do the same for the body front.
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Step 21
Select the inner area and do the same.
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Step 22
Select the hand and position it in the UV map as shown.
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Step 23
Select the feet part and in the UV editor, position it on the pink gradient.
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Step 24
Select the feet sole and move it above the UV for the inner mouth (black gradient).
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Step 25
Select the head faces, including the back, as shown in the following image.
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Step 26
Move the vertices in the UV editor as shown and scale them along the Y-axis.
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Step 27
Select ear faces.
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Step 28
Flip it upside down (R > 180).
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Step 29
Position (G) and scale (S) it up in the Y-axis (Y).
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Step 30
Align the ear and head UVs.
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Step 31
Select the faces on the legs.
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Step 32
Flip the leg UV upside down (R > 180).
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Step 33
Scale it in the Y-axis.
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Step 34
Select arm faces.
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Step 35
Scale it in the Y-axis
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Step 36
Select the indicated body faces and scale it in the Y-axis.
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Step 37
Align (S > 0) the bottom part of body and leg UV.
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Step 38
Select the edge on the torso and extrude it in the Z-axis.
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Step 39
Scale it to 0 in the Z-axis.
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Step 40
Select both edges and press space bar to bring up the search menu and type in Bridge Edge Loops.
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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.
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Step 42
Go into Edit mode, then select the meshes as such.
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Step 43
Duplicate (Shift-D) those selection and move it forward on the Y-axis (Y).
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Step 44
Now move its UV towards the white area.
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Step 45
End result would look like this.
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Conclusion
In the next part of the tutorial series, I'll show you the rigging process.
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