[Introduction to Blender 2.8] Let’s start modelling (3) How to Add Color

Synopsis of the previous article

In this article, for those who have never modeled before, I introduce how to use Blender, make a simple model, and a series of steps to upload it to STYLY.

The content of this article is a continuation of the previous article. This is a two-part article on modeling a duckling and a potty. Last time, we went as far as creating the main shape.

The end of the last article

The end of the last article

 

Previous article

In this article, we will start making the face and adding colors from here.

Modeling

Adding color

Select the model you created last time, open the tab with the sphere icon on the right side menu, second from the bottom, and press New. This is the tab where we will add materials, i.e. the menu where we will add colors.

Adding a material

Adding a material

Pressing “New” will bring up the screen as shown below.

Adding a Material

Adding a Material

  1. A material will be added. To avoid complications, we have renamed it body.
  2. Change the color here. In this case, I chose white.
    To make it shiny quickly, we will change the Metallic value.
  3. By adjusting these properties, you can change the texture of the material.    

The model itself is colored, but at this point, the color is not reflected on the screen. To see it on the screen, scroll down to “Viewport Display” and change the “Color” item as well.

Color Display Settings

Color Display Settings

When you have added texture or want to check it with lighting, you can switch to “Rendered” from the menu that appears when you press the [Z] key.

Switching shading in the 3D view

Switching shading in the 3D view

You can change the shading by clicking on the red frame in the upper right corner of the screen.

Switching shading in 3D view

Switching shading in 3D view

Basically, “Solid” or “Wireframe” is easy to use when modeling. 

Creating the face

Now we are almost done. Let’s create the eyes and mouth.

Let’s start with the eyes. If you are in edit mode, switch to object mode first.

When you add a new primitive, it will appear at the float mark, so if the float mark is off-center, press [Shift]+[S] and then “Cursor to World Origin” to bring it back to the center.

Float mark

Float mark

Temporarily hide the previous model by clicking on the eye symbol in the Scene Collection in the upper right corner of the screen.

Temporarily hide it

Temporarily hide it

Then select Add→Mesh→Circle at the top of the screen to bring up the circle. Switch to edit mode and select a point from the point, line, or plane selection. When all the points are selected (if not, press [A] to select them all), press [F]. A surface is now created where the hole was.

Fill in with the [F] key

Fill in with the [F] key

When you select three or more points and press the [F] key, it will create a surface by connecting the points together, a function called Fill. Now rotate 90 degrees, change the color to black, bring it to the face, and adjust the size. Press [Shift]+[D] to duplicate the image, and you have two eyes.

Both eyes are complete

Both eyes are complete

Note that the eyes will float a little from the face since they are only aligned, but we won’t worry about that this time.

Next, let’s make the mouth. In the previous section, we switched from edit mode to object mode when we created a new primitive. This is because the new primitive will be made a part of the object being edited if it is released in edit mode. In the end, all the primitives will be made into the same object, but if they are all together from the beginning, it will be inconvenient to edit, move, scale, etc., so we will create them as separate objects at first.

So, let’s go into object mode and bring up the Cube. Shrink the X axis, then go to edit mode and select the face on the Y axis.

Shrink the X-axis and select the face on the Y-axis side

Shrink the X-axis and select the face on the Y-axis side

Now we will set the modifier. The modifier was a wrench mark in the right side menu. From Add Modifier, select the “Mirror” modifier. This time we will check only the Y axis.

Select Y-axis only

Select Y-axis only

 

Then, press the [E] key to push out the face you just selected. You will see that the other side has also popped out.

Mirror modifier

Mirror modifier

The Mirror modifier is a feature that allows you to edit the selected axis symmetrically. Create the following shape and press [Apply] on the Mirror modifier.

Create a mouth shape

Create a mouth shape

Duplicate it, turn it upside down and make it yellow, and your mouth is complete. Press [Ctrl]+[J] to make it one object.

Making the mouth shape

Making the mouth shape

By the way, if you make the top and bottom the same object first, you can use a material to color them all at once. If you want to apply the same material to two different objects, click on the material symbol to see a list of materials you have already created.

Applying a material that has already been created

Applying a material that has already been created

After the mouth is created, let’s move on to the face. First, select the mouth and then the body, and press [Ctrl]+[J] to make them one object. Then the shape of the mouth is softened.

The mouth is now soft

The mouth is now soft

This is because the Subdivision Surface modifier attached to the Body is reflected in the mouth, which is now the same object as the Body. Now let’s press “Apply” on the Subdivision Surface modifier attached to the Body.

Note that if you apply the modifier first, it will not be reflected even if you merge the objects. The eyes should be left as they are, so press “Apply” and then merge with the body. Thus, the timing of applying the modifier is also important.

If you have already applied the Body modifier before merging the mouth, you can apply the Subdivision Surface modifier to the mouth before merging it with the Body.  

Create the options

Now you are done. Now you can customize it with handheld bars, tires, etc. as you like.

 

  • Hand-held stick: Bring out a cylinder from Create, extend it, and make it the same color as the mouth.
  • Tires: Create a circle from the Create menu, and then use the [F] key to create a surface, just like the eyes, and extrude that surface to make it black. Stretch the cylinder and put it on both ends of the grayed object to complete it.    

You can also change the color of other surfaces. Select the surface you want to change the color of in Edit mode, then go to Materials.

  1. In Edit mode, select the surface you want to change the color of, and choose a material from the Materials section. (In this case, the body, mouth, and eyes are all in one object, so there are three colors.
  2. Press “Assign” to add color to the selected surface.
Assigning a material

Assigning a material

In this article, we have created a model without a pattern, but we will discuss textures in the next article. You can model almost anything with the operations you learned in this creation.

Let’s upload the model to STYLY!

Exporting the model

Let’s export the model and upload it to STYLY. With the model selected, select File>Export>glTF2.0(.glb/.gltf) from the top menu to export.

How to upload to STYLY

Let’s upload your 3D model to STYLY.

Create a STYLY account

How to create an account

How to upload 3D model to STYLY

How to upload from Unity to STYLY

 

Upload to STYLY completed

Upload to STYLY completed

This space can be viewed here.

Next article is here

Terms and shortcuts mentioned in this article

Terms

  • Material: something to color
  • Shading in 3D view: switching between solid and material views
  • Mirror modifier: a feature that allows you to edit symmetrically on a selected axis.  

Shortcuts

 

  • [Z]: Toggle 3D view shading
  • [Shift]+[S] to “Cursor to World Origin”: Moves the float symbol to the origin.
  • [F]: Connect the selected points to create a surface.
  • [Shift]+[D]: Duplicate
  • [Ctrl]+[J]: Merge objects.

Introduction to NEWVIEW SCHOOL ONLINE

NEWVIEW SCHOOL ONLINE is now open! Learn the basics of Unity and PlayMaker, necessary for creating VR/AR content, and learn the process (and creation techniques) for developing attractive content available on STYLY.

 

  • Create VR/AR content without writing any programming code.
  • Professionally supervised Unity courses available.
  • Explore additional elements, such as photogrammetric production methods and content lightening.
  • Learn the concept of creating VR/AR content.
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