In this Blender tutorial I will show you how I made a low-poly snake animation in Blender
This tutorial was requested by B Filmorama Studio
The keys I am using are in the bottom-right corner of the viewport
The two add-ons I will be using are the node wrangler and the loop tools
I will be using the default cube to make this snake
I scale the cube along the Y-Axis until I’m happy with the length of the snake
In edit mode, I then scale the end face of the snake that will become the tail
In top view, I add a bunch of edge loops
In x-ray mode, I select the front section of the snake and scale the faces to make the head –
moving it up along the Z-Axis
I select the front face of the head and scale it down
For the eyes, I add a UV sphere and scale it to the proper size – rotating it around the Y-Axis 90 degrees
I separate it from the rest of the mesh
In object mode, I add a mirror modifier along the X-Axis and shade the eye smooth
In edit mode, I delete the back two-thirds of the eye and move them into place on the head
In object mode, I add a subdivision surface modifier and shade the snake smooth
I turn on the auto smooth option under the object data properties tab – under the normals panel
I then apply the modifier
I select the eye and in edit mode, I place the eye in the final position on the head
In object mode, I apply the mirror modifier and join the eyes to the body
I then apply all the transforms
In edit mode, I select four faces on each side of the snake for the nostrils
I inset the faces and use the loop tools to make the faces into a circle
I then inset the faces once more and extrude them inwards
I scale the snake to its final size and apply all the transforms
I can then add some materials to the snake
The link to the scales material I’m using is in the description
I split the viewport and open the UV editor and the shader editor
In edit mode, I select the edge loop toward the bottom of the snake –
where the two types of different scales will meet
I then mark the seam
I also mark the seam around the eyes and the nostrils
I select the entire snake an unwrap it
I rearrange the UV islands and then export the UV map
I give the new material a name
I then use the node wrangler and set up my material for the upper-part of the snake
NOTE: For some reason the base color does not come in correctly so I needed to manually add it
I select the eyes and nostrils and give them their own black material
I then assign the material to the eyes and nostrils
I then select the belly of the snake and give it a new light-green material
I assign the material to the belly of the snake
I add a color ramp to the principled BSDF shader
I add a third color stop to the color ramp and change the color to black
I change the black and white color stops to a light green color
I add a wave texture and change the axis to Y
I also change the wave profile to triangle
To add a bit of bumpiness to the belly, I will add a bump map and a Voronoi texture
I change the vector to 4D and change the scale and randomness
I also change the strength of the bump node
I will now make a short animation for the snake
I will add a plane and give it a material to act as a ground layer
I move the 3d cursor to the nose of the snake using SHIFT + Right-Click and set the origin to the 3d cursor
I then move the snake back along the Y-Axis
I add a Bezier circle and scale it up
I select the snake and add a curve modifier with the object being the circle and the deform axis being Y
The snake is on its side so I will rotate it around the Y-Axis 90 degrees
In edit mode, I subdivide the circle and change the shape of it
I split the viewport and open the dope sheet –
changing the end frame to 100 under the output properties tab
In object mode, I select the snake and on frame 1, I add a keyframe for location and rotation
On frame 100, I move the snake along the Y-Axis and add a keyframe for location and rotation
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