
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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