Our mesh right now has come a long way. One of the things you can do within Blender (in fact all 3D modelling programs) is to take a picture of your model. To do this in Blender we simply hit “F12” to “Render Image“: (Note: Depending on your scene and the computer itself, this could take some time)
This renders an image of your scene from the perspective of the camera and with any light sources shining. Whether you knew it or not, your project started with a camera and light source:
The orange triangular prism on the right of that picture is the camera and you can see that it is looking at our Sackboy mesh. The yellow circular thing at the top of the picture is our light source. When you Render an image it uses the viewpoint of the camera to take the picture and the light source (or sources if you wanted) shine light onto the objects in the scene.
The kind of scene we’re really looking for though is one where we’re looking at Sackboy front on and maybe around head height, and the light source should be from around the same area
In order to move the camera, you can do so like any other object, the problem is getting it to face exactly where you’d like. One of the easiest ways to move the camera is to go into it’s view which can be done by pressing “Numpad-0” or you can just find it in the View submenu. Then you should be viewing your model through the eye of the camera…
…then simply move yourself around until you get the view you’re after (Middle Mouse Button) and then press “Ctrl“-”Alt“-”Numpad-0” to change the camera view to your current view. Then you can make any minor alterations to the camera position with Grab and Rotate. Keep checking your camera view with “Numpad-0” until you get something you’re happy with:
Now we need to move the light source into a position we like, once there, you can test what it looks like by rendering a new image. Before you do render a new one though I’ll just add a quick tip, our model is looking blocky, you can have Blender smooth it by making sure Sackboy is selected and then selecting the “Smooth” Shading option in the Tools menu (“T“):
Righty-O! Let’s now look at giving Sackboy a more appropriate texture.