a texture with
a 500x500px resolution as shown in the following image. You can use any editing software such as Photoshop, GIMP and others.
Open Blender again. Head over to the Shading Tab on the top.
On the right side you should see Materials tab. Click
on Use Nodes.
Hover your mouse over to the nodes editor (the black bottom part) and add (Shift-A) a Texture > Image Texture.
Find the texture you made.
the Color from the texture to the Base Color of the Principled
go to the UV Editing tab.
the upper right corner you’ll see a drop down for Viewport Shading. Set the
Lighting to Flat and the Color to Texture.
Edit mode, go to front view and select all vertices (A) then unwrap it (U).
the UV map on the left, adjust it to be on the pink gradient.
(S) it on the X-axis (X).
mouse onto the eyeball and select connected vertices (L).
towards the UV map and position (G) it onto the black gradient.
the highlight of the eye and position it onto the white gradient.
the nose and position it onto the orange gradient.
the teeth and position it onto the white gradient.
the tongue and position it onto the red gradient.
the inner mouth and position it beside the eyeball on the black gradient.
with select face mode, select the cheek section as shown and in the UV map
editor, position it onto the light pink gradient.
the same for the body front.
the inner area and do the same.
the hand and position it in the UV map as shown.
the feet part and in the UV editor, position it on the pink gradient.
the feet sole and move it above the UV for the inner mouth (black gradient).
the head faces, including the back, as shown in the following image.
the vertices in the UV editor as shown and scale them along the Y-axis.
it upside down (R > 180).
(G) and scale (S) it up in the Y-axis (Y).
the ear and head UVs.
the faces on the legs.
Flip the leg UV upside down (R > 180).
it in the Y-axis.
Scale it in the Y-axis
Select the indicated body faces and scale it in the Y-axis.
Align (S > 0) the bottom part of body and leg UV.
the edge on the torso and extrude it in the Z-axis.
Scale it to 0 in the Z-axis.
Select both edges and press space bar to bring up the search menu and type in Bridge Edge Loops.
the current result. Note that the eyes don’t look that good. So we will add a
kind of white outline to the eyes.
into Edit mode, then select the meshes as such.
(Shift-D) those selection and move it forward on the Y-axis (Y).
move its UV towards the white area.
result would look like this.
In the next part of the tutorial series, I'll show you the rigging process.
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