All right.
As I was saying, let's duplicate this.
I then change it to the simulation so we see the over here.
I want to show you how hard this time for 4 seconds.
I want to show you how you can use this II for a more simple.
All right.
So, as I showed you in the last few days, you can do a total with Blackthorne and then the skill with
down and do something like this.
This is very slow as I'm very.
Okay.
All right.
Well you can you can also do is there's a skill them back up and doing this change this to whites change
the knots subsurface and the color to white and then there's good added more.
As you can see, we have these geometry for a sphere.
Let's move it down a little bit.
And then what we can do is to select this.
This one over here, we control the space that's this, like this one.
And then we have this controls.
Click on this.
So you only have this area over here.
Let me go to Chandimal.
So we only have this area over here.
We can go here and assign this to the main material and then go and not actually sign it.
That's going to sign it.
Go back and this like the gain spanking new material and let's assign this to the new material sign
and then change the color to fall semester preview.
And you can see this area is now black.
So let's go and choose this loop phase with alt click while the first solution is on and then let's
make another material over here and then assign this, that, this and we can actually increase the
selection over here.
This will select assign these to loops and then change the eye color to any color you want.
So for example, let's change it to blue, something like this.
That'll do grew out of the.
At the moment, I can see you have these simple and then you can increase and decrease the roughness
over here to get that very much simple.
I like this and this.
So it's only like it looks good, right?
So that's one way to do it is very simple.
I was I wanted to show you how to also works to expand your iso.
You may wanna start a push so let's delete this.
I over here.
And let's go to AI here and enable it.
And now it's actually good to look at it more for what this means.
I don't want these over here because they they're going to be seen.
So I'm just going to rotate it around.
So I get the in the side of thigh instead of the instead of the bottom one.
This is the bottom of the the sphere.
And then get it over here and let's go to where to expand console control tab vast expanse and now we
can revert expand or here but as you can see, the geometry is not very good.
So what we can do is are subdivisions surface modifier increase, let's increase the wireframes, the
subdivision and let's actually.
All right, the var friends, let's apply it and see what we get.
Let's go to edit mode and we get this geometry and let's make it white again with shift k the whole
thing, no less paint on it and see what we get.
So this might be enough for us if you want these areas.
Yeah, this might be enough for us.
So we're going to just do it with two subdivision levels.
And if you've seen the property spans fundamental in the Ponderosa one section, you know the if you
paint in the shading mode and we go to the rendering of the material preview, we can see the words
expand.
To see the water swing, you need to go to shading, add the material for other material for the eye,
and then shift a search vertex search for vertex color and then select your vertex color over here and
then color the color.
And now if you go to search your pain over here console tab for its expand and let's go to here and
as you can see in the render real material preview we can see where it is color.
So let's go make it white again as you as I said before, you need to shift k or this possum over here.
So there is this color to fill in college.
So this place shift K And now I want to make this area P here.
So let's press control a space to make this window over here.
Maximize.
All right, let's see what color we want to paint this this eyes.
So this blue is kind of good.
We can do it with something less saturated, maybe something like this or.
Maybe.
Maybe this one will be good.
We need to go to the material preview to see how it looks to share the preview.
How much of a preview or a little bit different depends on the color, actually.
The how will look in the rendering and in depends on the lighting, sorry, the prism, the lighting
or how it will looked.
So I think this color is going to be a little bit more saturation.
Yeah, this one is good.
So let's just start coloring it.
All right?
I'm going to do a message.
Change the stroke, two dots to get some a very round shape over here.
And first, I want to color the main color.
So I want my character to be the eye with the character to be blue.
Whether you want any color like brown or here or any color you want, you can change it as well.
So let's make it blue or here, let's paint around.
I'll be here.
All right.
Well, Cylons are around.
Now let's go here.
I want to smooth the edges over here.
So let's bring down the radius with F.
All right?
Or by going here, then let's look for these areas.
Okay.
Then the next step is to.
Color in the middle, a big round black dot.
So let's make it over here.
Let's watch it with like this.
Like this.
All right, so I made the black color and then my board.
I think our geometry is not enough.
So let's make another subdivision surface unfortunately blend.
You cannot Burt expand with subdivision level all unfortunately, you know.
So first you can do that I hope the other feature to work to expand was subdivision little is active,
but you have to apply it to being able to participate.
So apply it now.
As you can see, we have more geometry to work with.
Let's go to Expanse and again, let's make circle.
Over here.
And now you can see the resolution is higher.
So.
Don't go too high with the subdivision, though, always because every subdivision make is for.
All right in the lawyers.
I'm asking you like if you have like let's say you have 100 witnesses once if there's a little make
it 400.
Right.
It's no big deal to subdivision little.
It makes it like, what, 1000 to like 1200 like right.
And then three.
So there's a little it will make it the four times and then for example, then you have 20,000 vertices.
If you do one more subdivision, it'll be 100,000 versus eight is much more different than like making
it from 400 to 1200.
Right.
So keep that in mind and don't go too crazy with the subdivision.
No.
It will make you seem very laggy.
So.
Some boy in the area around the knees from around this area and blowing the area around this area.
All right.
Okay.
So let's add another color here.
One, two aren't yellow around this area, all right?
But I don't want it to be too bright, so I want it to be a little bit less saturated.
Let's go to screen or get this is a blending time.
So let's go to the screen and see how we will blend the yellow with the blue.
So it's quite white.
I don't want that to multiply.
It's green.
So let's select this color with S and then let's go to screen and see what we get as much better as
it decreases that strange.
All right.
I think that's much better.
So.
So want to make this area always a bit less saturated.
And this area over here, if if you know what I mean?
So let me let me show you this decrease this trend over here.
All right.
That's good.
As this decrease in this trend.
And then what we're going to do is to just paint over this area.
Let me change.
Let's.
All right.
This is just for showing you.
All right?
We're gonna change.
We're gonna just.
We're going to paint this area over here around the eyes.
All right.
But we're not.
We're going to leave the area over here to be more saturated.
So let's do that first.
It's best to pick this color and then let's go to the screen and then let's start painting.
All right.
So let's make the blurriness over here a little bit more.
No, that's pains over here.
I think that makes five.
Okay.
Then on on some yellow or here we will vary the list such as its color.
So I chose I chose a yellow area with low strength.
Then I start painting over here.
You can also go to fall off.
And with custom, we can bring these teams.
Bring these down.
I still hit this one.
And then this way, we're going to have a very softer brush.
So don't like this color.
Yeah.
I think that one's buzzer.
So some yellowish orangish area over here.
Stuart Gain.
All right.
Now, let's change the color to whites and what I'm going to do.
I'm going to mix some.
Let's change the stroke to line.
And I'm going to make some white lines over here.
So let's do that now.
This is a strange.
All right.
I think one line isn't good for this type of thing that's changed to space.
Let's change the spacing to one
for this type of fade.
I think we need more geometry.
I really don't want that.
So make it.
So let's make it so subtle with less.
And I want to make some differences in the edge areas over here.
Make some white edges over here.
So.
It's very subtle, but it works.
Both go here in this area as well.
And let's put a little bit of widescreen here, too.
The resolution is low, I know that.
But yeah, I'm okay with it.
We're making a very simple, stylized characters and we don't need much higher resolution is going to
be it's going to be enough.
Let's paint over this.
You know it's true to whites.
Change the fall of but let's change the sun to smooth stuff that's going to make it better.
Well, it's a small start.
Yeah.
Or we can what we can do, we can use the smear or here or the average, maybe no smear.
So, yeah, with this smear, we're going to push this color here.
We can also use smear for these ages.
These are just maybe.
Shh, shh, shh, shh, shh, shh.
Yeah.
This man works for this area, so.
Let's make some lines over here.
It's
just.
So around around the blue area over here, we're going to make some lines to make it more more realistic,
maybe.
Then I don't like how this sensor over here looks.
Let's make more black or here.
That's.
Then let's make more yellow over here.
Let's shift f we can change this.
Strange.
The Sun do that and let's first make these edges a little bit more blurred.
All right.
Let's use the mirror for these areas as well.
These yellow areas make some lines
and this
doesn't have a thing because for now nothing too fancy and it gives the character more so as to look
like this.
All right.
Okay.
So let's go to random more.
Let's see how it looks.
All right, we can what we can add is some red areas, the corner of ice, those are some red lists,
saturated red in this area.
So there is less such areas of the red in these areas, the corners of the.
Let's go back.
I don't like how this looks over here, so let's go back.
Let's change the situation a little bit.
Go higher.
Let's make it much more subtle.
All right.
Then let's use blah blah out these areas.
And so they don't look so sharp in the edges and they would and combined with each other.
And then another thing I want to add is some shadows above the eyes.
So we're going to fake some shadows above the eyes.
It will look much more interesting.
Some some dark areas of the eye were here.
Then again, it's pouring out like this.
It's.
Okay.
Let's go to the materials and decrease the roughness over here because eyes are shiny and now they're
decreasing.
As you can see, it all looks much more better like it will.
So let's look at that.
All right.
We can do a little bit more of this and maybe the average will make it better.
Yeah.
Use average to make the dark areas more subtle.
Like we want them to be much more over here and less over here.
So sorry on the average to make it more white in these areas.
All right.
So we have some dark.
Very.
So the dark areas are here.
And what I was thinking is that for this kind of thing, we may not need all elite boats, but maybe,
maybe adding them won't be that much bad so we can add them.
And then if we decide it's not going to be good for this character, we can delete it.
I think it's good as it is.
We don't need to annihilate, but I'm going to show you how we can make you an island is pretty easy,
so we're going to use the same method we use for the Bible.
So control a cube scaled down the cube.
Let's save first as a skill on the cube and then let's go to add more words a selection and sensor enabled
to a snap phase selection with face selection and project individual elements with all of these on.
And then we can go and enable shrink wrap modifier or first we can go and.
Starts modeling.
Well, actually, the shooting happened before I first saw the show in Germany for the officer face,
target face and now it's added more as extras with E so they've always A and then extrude both edges
with E!
All right.
Now let's.
Extrude like this, we can change the offset or you get to be above the surface so as to not too much.
So you'll like this.
And that's.
Keep extruding.
Like this.
So around the area.
All right.
And then we can go here and select the faces and the faces and then also extrude along normals.
All right.
This shows that we have so weak that we have our face or intention is in the right in the wrong direction
as against these is right.
And we talked about this in the fundamentals.
You need to go to edit mode whenever it's read and you enable the face orientation, you need to go
to more select all with a and then shift and to shift and to invert the faces.
So give me a minute.
All right.
So a shift and on then or here.
Select inside to fully the normals over here.
All right.
So now in the normal or in the right position was turn off the first orientation.
Let's go back to it.
More selects all alt e extrude or normals and then bring the normals out.
I think this method is not going to work well, so let's actually solidify modifier.
Let's go and increase these over here and increase, increase and then let's add the usual surface.
All right.
So now we have this shape over here looks like looks like you only can go here and we can keep extruding.
So let's go to a solution, select this edge and then keep extruding like this.
And like this.
I like this.
So.
Something like this.
All right.
We can move it a little bit.
They can switch it off a bit.
Jesus said to bring it down.
I mean, have these upper eyelids for the world.
They can do the same.
Or we can duplicate it.
Rotated, maybe.
I think we need to disable shrink wrap over here and rotate the movies over here.
And do this, something like this.
It's going to hit this store that when I enable the shrink wrap or not.
So they don't operate at all.
So.
Something like this.
Our butts the extrusion in the solidifies too much.
So let's bring it down.
Let's break this down.
Yeah, we can.
What I would do is then I can add another solid fine, maybe add more thickness on the edges, on the
other faces that we made.
Yeah.
The region, not their subdivision to smooth this out.
Maybe it looks better you the sign.
I mean, we have something like this for the island, right?
So let's click on these click on this control copy modifiers.
So you have the same modifiers over here as well.
Let's go to let's give it a material over here, something like this, off the face material.
We can also go here and select this.
Let's go to and let's go to render link the materials and so here and see how it works.
As I said before, for this character, I think I don't like to add leave so we can make it a little
bit bigger maybe.
All right.
Maybe something like this.
Yeah.
I don't like it.
It doesn't fit this kind of character like we made.
So, uh, another way to make an omelet is to go to use a sphere or go to the front of you and then
go to tab to go to the menu.
But the x ray with this icon or all of that and.
And to initiate a menu and then select these faces.
We can select these faces.
Or he or maybe.
And then delete these faces.
So we have only this this mesh and then we can place it something like this.
We can place it inside, some inside or here, like this is the lower eyelid and we can go here, fill
it.
Can fill it with F.
All right.
You can do this.
And we have an audit like this.
I think this one may be better.
I went the lady's booth or here I.
Maybe this one will give a better look at our character.
So let's go g y she x and it's duplicated.
It's all the time to be linked.
All the or to rotate are in the x axis are x 180.
Yep.
So let's go here for here g y to bring out all the bits and g x.
All right.
More simple and maybe better.
I want here to add to enable this.
So as would be by enabling by going to object properties and go to normals and then also on as you can
see the changes with normal or to normal a smoothing the edges will be a smooth as well, but also a
smoothing.
The edges will be kept intact.
So you always go to edit to read them all.
This looks much better.
Let's add the material and let's add the material like for now like this, and let's change the situation.
This changes over here.
So like this right there, we can change on something like this, this word and this.
Let's change the eyebrows over here.
And then we have to change the hair a little bit for force.
Yeah.
All right.
That looks better.
I want to keep it.
So these are the eyebrows.
These are the eyelids.
We need to do something like this.
Yeah.
I showed you two methods for why you can use two characters for your characters.
And it really depends on what kind of character you want to make.
So you need to play around with shapes and do whatever you want.
Like, you can do this as well, like with a cube.
And so there's a little to see what kind of shape you get.
But this is a good result.
I think for this character.
It looks good.
It's a rotated boat blows this one on its rotate this one.
And let's.
A just a more shopfront view.
It's 1gy to bring out a little bit, maybe g x less skill them both.
And it looks good.
It looks good.
And then let's join the control j and done.
Now is the mirror modifier right?
And let's keep it for now.
That mirror for.
Okay.
Mm hmm.
That looks good.
That's it for this video.
So we showed you two methods for the eye, for the material.
We can use a simple material over here.
And I showed you two methods for the eyelets.
I hope that was helpful.
In the next video, we are going to where it expands the phase.
So goodbye for now.