Archviz in Blender 2.8 | Modern Bathroom | Class 3: Cloth simulation & Details | Victor Duarte | Skillshare

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Archviz in Blender 2.8 | Modern Bathroom | Class 3: Cloth simulation & Details

teacher avatar Victor Duarte, Learn everything you can

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

6 Lessons (35m)
    • 1. Introduction

      1:05
    • 2. Cloth simulation

      10:35
    • 3. Folded towel

      6:53
    • 4. Hanging towel

      4:53
    • 5. Import and manage details

      4:17
    • 6. Working with collection instances

      7:14
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About This Class

Hello everyone! Victor here!

Continuing on the modeling of this modern bathroom designed by Dibujo.Design Interiors : Large Contemporary Bathroom

In this third class of the Archviz course we are going to learn about cloth simulation. We will make 3 different types of towels, and we will take a look at some important aspects and useful techniques to approach this kind of modeling such as:

  • Values and configuration of cloth properties
  • How to solve some issues
  • How to make a folded towel
  • Make a hanging towel with Pin Groups

On the other hand, we will learn how to fill the scene with details and little elements. For this, we will take a look to different methods to import those details on our projects such as:

  • Simply Copy-Paste
  • Append collections or objects from other .blend files
  • Create collection instances
  • How to manage collection instances

For this, please, take your time to download the bathroom details, little plants or other elements to be able to follow the class and learn. Take a look at this useful links where you will find free and paid resources:

At the end of this class you should be able to complete with details your project, and have everything prepared to work on final lighting and rendering!

In the next and final class, we will take a look at final lighting approach, render and camera settings, and postproduction.

I really hope you enjoy this course. Later, after finish the 4 classes I'll probably run a little contest among the best results, so work hard on it! I can't wait to see your results!

Take care and have fun,

Victor.

Meet Your Teacher

Teacher Profile Image

Victor Duarte

Learn everything you can

Teacher

Hello!

I'm Victor Duarte, a 3D artist and Mechanical Engineer from Barcelona.

As a mechanical engineer, I've worked for 10+ years in many sectors, specially in renewable energy. Mi passion for 3D art, 3D visualization and the CGI world has always kept me in constant learning and willing to improve every day.

I enjoy doing 3D related to archviz, hardsurface, sci-fi, concept art and mechanical design among others :)

 

See full profile

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Transcripts

1. Introduction: Hello, everyone, Victor here in these third class Archie's scores, we're going to learn about clothes. Simulation way will make three different types off towels, and we will take a look at some important aspect and useful techniques to approach these kind of model. On the other hands, we will learn how to feel the scene with details and little elements, and we will see different methods to burn those details on our project, such as simply copy paste, pending objects and collections, and help to manage and work with collections. At the end. Off this glass, you should be able to completely details your project and to be prepared to work on the final lighting and rendering to project. 2. Cloth simulation: So let's see how to do these towels. We have some different towels. One is hanging here or this part off the shower, and we have fire another here. This is actually a bathrobe, Not for the sake of dictatorial. We're going to make a simple Thai will. You're dropped into these tie world suport into these metal Shumpert. So let's see how we can do this. I'm going to start doing something similar to D's so instead off doing the simulation in the actual furniture where I'm going to do is a simply fight version off these So we could run the simulation a little bit faster and more clear. We could do a different things. I cooled. Go here out of the scene and model here. The towel I called make another scene with just the towels in relations, or I cooled open another blender. We dough make the simulations in a separate blender file and then bring it back to my project. So let's see, here in the bath collection, I'm going to create a new collection insight, and I'm gonna call leads. It's our wills, and now I'm going to press control and click to these little I. So now we have these collection, these bath collection isolated. Now I'm going to create here in the towels collection, a cube and in edit mode and going to a scale it about here scale lead in Why access and I'm going to scale lead our leader with more pressing s and shift white. So I scale eat in the exit plane Something about here. So now I'm going to create a plane and these will be there. Close itself in any mode, going to scale, eat in the y axis Something about here and now in backing object mode, I'm going to change, actually to sort of peel and move this plane. Our leader it up. Just so now this will be the clothes and what we must have here is a nice subdivision mesh in order to work properly the clothes simulation. So I'm going to edit mode and I'm going to make first a loop here with control are right at the middle now in going to select everything, right? Click and sub d bites. But we need more subdivisions. So I'm going to sit here. 20 cats, something over here. Maybe a little more 22 we could start with this. Now, this is the clothes. So I'm going to the physics properties and enable the clothes and we need to increase the quality steps. Something like 12. It will work well, and I have prepared here a simple blamed file with different configuration off the properties and basically, these stiffness value is how much the clothes resists toe the bending itself. So we have here some values stiffness, tension, compression, shear and bending. And this is how the clothes behaves. Two different stiffness values. So as you can see here with a very lowest, even if we have, like birdie light clothes and with high stiffness values, we have these behavior only close. So just playing with this value. We have different types off clothing, and I think for our example or towels, we need something similar to this. So here in the properties off the clothes, I'm going to increase the sheer toe 15 as well. We don't need to tweak the journal Springs and we don't need pressure as well. And in collisions, I'm going to increase the quality toe eight. And now if I press play, the cloth will fall to the infinite. So we need to set these object here at D physics properties into coalition. And now we fight first play. This is what happens now. As you can see, we have here some things to check. First of all, that we have these gap here between the clothes and the actual mesh colliding. So these distance over here in the clothes properties, is these distance off object collisions. So I'm going to decrease all the way down these distance, and now we're going to go back to the first frame, press play again and nothing happens. And this is because we need to go to the object collision and decrease the thickness outer all the way down. I'm going to jump again to the first frame. First play. There we have it. Another thing we're seeing here is the D clothes doesn't collide itself. So I'm going to post the simulation with space, go back into the first frame and in the clothes properties down here. I'm going toe enable self collisions. And here, as you can see, we have thes thesis turns as well. I'm going to decrease all the way down these coalition off the clothes with itself. Any pipers play now we have these behavior. So this is something that we are looking for. If we decreased the instance to match, this is what happens. Sometimes clothes maybe collapsed into itself. So I'm going to increase here a little bit. Maybe 0.1 go back into the first frame again, press play. And now we have a proper simulation off the clothes. So now what we can do to have a more interesting looking at this clothes years go to the first frame going to move these up a little bit and I'm going to rotate it in the X axis. Something like this rotated in, said taxis and movie top. A literate hole here and now if we prayers play the simulation, we will have more interesting shapes. Now we just a matter off, try different positions off the clothes and look what looks better. I'm going to rotate it a little bit more something like this display. And we have something like these now, which looks more interesting to have a leader, it more off control in this flowers falling. We can degrees a little bit here at the field awaits the gravity. Something like 0.7 off something like this. So the clothes he's going to fall a little bit slower. We have finally read more off control. Now I can pose the simulation and here at the modifier stop, we have actually a clothes Molly fire. And this is like any other modifiers. So the order off these modifier is really important now where it can do is right click shades muth. But we need more geometry here. So I can I play a subdivision surface? Maybe we need more subdivision. Something like these for close is usually we have to increase literally the subdivisions to have something more realistic. So now we have taste and the other thing that we need here is a literate off solidify. So I'm going to place here a solidify modifier and in this case, we want to solidify before the subdivision. So I'm going to move the solidify above the subdivision surface and now play a little bit and I'm going to treat calorie thes thickness, something like thes cooled work. Now to freeze dish form, we can do different things. We good apply the clothes, money, fire. So we will have the shape saved and it will be just a mansion with solidify him on the fire and subdivision. Or we can go here at the close properties and in cash we can bake these simulations. So here we have simulation start in end. We have now 250 frames, the same as the timeline. So what we can do is press Pake and you can see here with timeline is moving and is baking . Here we have the progress off these Vache. Let's wait a little bit so the Bakkies don't. And if I go to the first frame now and press play, we have this simulation baked on our timeline, which means that we have these lighter off the frames and we can move to a friend where we are happy with the shape. So, for example, here we have a good shape or I can move a little bit more. The timeline to see what happens here here we start to see some problematic thing. So I'm going to place the timeline about here and now I can go to the money five years and apply the clothes simulation. So now if I go to edit mode. I will have thes mesh already in shape. And now I can move it. And they did like any other object. So with his clothes, I'm going to the top of you and I'm going to position it over here. Or a daily tally. Wheat moving up in the set access. And this is obviously two weeks. So I'm going to scale it and we are scaling toe the origin point. So I'm going to press right click and said the origin to the German tree. So now I can scale eat, going to move it up. Just position these towel here at these super art. So something like these called work nice. 3. Folded towel: Now let's make these kind off folded towel and this is a little bit more tricky. So let's see how we can do this. So again, I'm going to add a plane. Gail, 18. Why access will be top Alu eat and I'm going to make a loop here at the middle. Now select everything and subdivide 22 times for now is good. Enabled the clothes physics If the clothes this appears is because we are not in the first frame. So just go to the first frame and again I'm going toe tweak the clothes properties as we did before, Increase the quality off the collisions too. Something like AIDS decreased in this times the crease literally the were every team and enable self collisions. Points here one. So now what we need to do He's fault these things. So what we can do is I'm going to rotate these instead axes 19 Greece. I'm going to select these two objects and press slash to go to the local view. I'm going to scale these collision object a little bit more in the Y axis. Over here. Now we fight purse play. I'm going to fold these towel like this. So now what we can do. He's opposed this simulation and here in body fires and going to apply these clothes immolation. So now we have these shape. So now where it could Dewey's movie top going to rotate it in the y axis? But first I'm going to position the origins here at the geometry, rotating. Why 90 degrees and rotate in? Said 90 degrees. To avoid some problems, I'm going to press control a and apply rotation. Now again, go back to the first frame and enable clothes physics again. Increase the quality steps to 12 increased thes sheer property to 15. In this case, increase the quality off collisions to eight. I think it is the minimum quality to have pretty good results and degrees. The distance enable self collision and decreased descends as well. Now we fight purse play. I'm going to fault the tower. So this is what we needs. How can pose this simulation and apply the clothes or to have a little more control? I can make this simulation and choose what key frame off the simulation. It fits better. So this is where I'm going to do and wait a little bit so the Bakkies don't. And if I purse play now we have these folded towel will like this to avoid these behavior of the close. As you can see it moving like sliding here at thes bar, we can increase here the friction in the collision object. But for now, these work well, so I can just like these timeline and for example, these one is good. So here, with the clothes selected, I'm going to the money five years and apply the clothes. And now again, I'm going to press shades Muth Person's life to go out the local view and with shift and going to select the other towel and control C copy selected modify years and I'm going to copy the solidify and subdivisions are and these could happen as you can see the clothes east over passing itself in entertain points. So what we can do is press controls set here until we have again the clothes modifier now in the close properties and going to the leader of a quick and here in self collisions, I'm going to increase thes distance. Maybe 0.1 will work a little bit better. So again and going to press bake and see what we have. So the Bakkies don't before apply anything and going to shave his mouth and copy the same money five years as these tie wills or control See copied, solidifying subdivision So now we have better results If I purse play by his ladies frame I can choose what frame I like more So yeah, something like this the faster these nice Corfe here. So now again, as we did with the other and going to select his clothes in the modifiers Apply the clothes for the fire I'm going to press right click and said the origin to its geometry and now in the top view and going to place these over here in just positioned the clothes in these radiator. Now, as you can see that there are some parts that don't feed well But what we can do is go to edit mode, enable the proportional editing in these little button or just press. Oh, so now if I go to Murdoch's mode and select for example these birth dicks with G, I grab it, I can scroll down the mouse wheel and here we have thes cycle indicating how much effects the mesh when, as you can see, we got a moving the other parts off the towel. So I'm going to these little milieu here and enable connected on Lee. So now if I grab here, I'm just moving these single vertex with a follow. And this is a good minor to move things in a more organic way. So I'm going do tweak a little bit this mesh going to select also thes vertex and move it right over here. And I'm going to select these one and movies a vote here and just tweak the Masha literate toe fit better. These shape I can scroll the Wilma's toe affect more or less geometry. So, for example, here's something like this. How we can again press control click in these little I Aiken and bring back all these collections. So there we are. We have these nice I will here at the radiator and now we have another one here hanging on the shower. Well, so let's see 4. Hanging towel: I'm going to select these legal hunger and presses lash, toe isolate and here in the titles collection again with shift and right leak a position, the pretty course, or at these hunger and I create here and now a plane going to SK leads and we have the proportional entity deal enabled. So I compressed. Oh, to disable eat scale leading Why axes over here? Something like these for now going to move it right over here and again. I look at the center and select everything right? Click subdivide going to subdivide these playing 20 times. And now what we need is to pin some home burgesses and these virtues sees will hang the towel and remain on the same position. So what we can do is, for example, and we just like these three bar theses and in the daytime properties, I'm going to create a new group here. What it say's Vertex Group. So a press, these little plus icon. So we created a group. But we need to click assign to assign these purchases to this group. So I'm going to click a sign now. These purchases are in this group. We can check you out if we disliked everything. And now with these group, I press select and we have these three burgesses select it and I'm going to call these group being group. So let's enable allow the clothes Properties here in the physics properties enabled the clothes increase again. The equality steps to something like 12 increase thes sheer to 15 for Ty Will's work well and again increased the collisions to something like eight minimum. You don't have to collide with anything, so we don't need to tweak these distance. But we need to enable self collisions to go to shape. And here it say's pain group. And we can select here the being group that we created an important thing to notice here. If, as you can see, if I purse play now, Theglobe is going too well messed up a lot. And this happens sometimes when the peace of clothes he's so little. But what we can do is scale these piece of clothes like really beak, something like this, a play the scale, an hour five press play is going to react better. So as you can see, these three birth disease are paint, so they are not moving and the clothes is going toe. Hang on those three Bertuzzi's simulating these effects. Another important thing here to Nazis is that with 1/2 a wool. So maybe we have to make a mutual wall for thes simulation. So let's do this. You need to make a playing here, rotating the X axes 19 Greece, Move it right over here. Something like this. We just want to collide with his wall. So something here near the piece off clothes and going to enable collision. Now, if I purse play, the clothes is going to collide with his wall giving a better result. So I think we have a nice shape for these tie will. So now, again, I can make this simulation or I can apply directly the clothes money Fire, in this case is a really simple one. So I'm going to apply the modifier, maybe let this simulation run a little bit more. And now if I pose the simulation, I can slight here, and we have these pretty bake saved on our timeline. So yeah, something over here looks right. So now you're going to apply the simulation. I don't need these wall anymore. I'm going to set theory, Gene at the geometry and now procedure needs are these hunger. So the beauty movie it over here and something over here it works well, not going to shape these small and as we did before going to with this clothes selected on going to select with shift Another towel now control C copy selected modifiers the solidify and the subdivision. And don't forget to apply the scale. And now we can tweak a little bit these mash. So I'm going to select, for example, these Vertex and with proportional editing, I'm going to move it to fit a little bit better. He's hunger, something like this. So there we have it. A nice towel hanging there, so we're good to go. 5. Import and manage details: and now it's time to place the rest off the details and little elements like the plans the D friends, bottles and soaps. We have some glasses. Who here and for these I will be using cremate assets, the loaded from different websites. And in fact, in a real project for a client, I would never try to model by myself any of these subjects because of two main things. If you have to model all these elements, imagine these plans thes. We have some rocks over here. You have to increase a lot of the budget to the client due to all these hours that you have to spend modeling, index, chewing all these elements and, of course, trying to look right. On the other hand, you need variety off details like the different plants, different kind off photos. And these implies a swell looking for a lot off different references. Look for measurements and materials. So, yeah, try to avoid decent as much as you can unless is a very special object or something very difficult to find. So just take your time to the load. And by remake assets there are tons off resources. I will live some useful wings in the description, and with enough time you will have your library off models. So let's imagine that you have don't load the different elements and models. So let's see how we can import these models onto our scene and how to manage them. The first I'm going to do is your create a new collection, and I'm gonna call it details. I'm gonna move it, Upali. We over here and let's see different methods to import these models into our scene. The first method is a really simple one is yes to copy paste. So here I have prepared my little set off details. So where it can do is just select everything here, control C and copy objects and go to my sin. And here I have the details collection selected. I compress control V, and the objects will be important is textures and the same configuration as we have in the original plan fight. So now I cooled, place it over here and just start playing with the position off the objects. Maybe I can go here in selectees these objects and make a new collection for these one, and it's a easy method to import these kind off models to our seen another way is to let me delete these objects. So we have the details collection empty again. Another way is to navigate Tuller folder, where you have the blame file with the objects, and I have the blame file. Here at my side is queen and before do anything, take a look. Here we have a these elements in a collection in the original blend fight. So if I drag and drop my billing files to the scene, these little manual will show and we have two options link and a pen. I'm going to choose appends. You have different options, and if I go to collection, I have the collection off the original blend file so I can click a pent, and the entire collection will be appends to our project. This is another easy way, and for me it's better Daddy Copy paste because you don't have to open the blend file. And I think it's a pastor workflow American, for example. Here, press right click and select objects, and I have all these objects selected and start position in these elements of the rotating and changing the position. So yeah, this is another easy method in a little bit more faster ordained copy pasting 6. Working with collection instances: in another way to populate the scene is by instance, collection or collection instances and for these hang going to create here at thes level off the scene I knew collection movie that the top off the outline er and I'm going to call it your for instances. So these collection will be like a container off different collections to populate our scene. I'm gonna move these bathroom accessories to the collection for instances and select these objects. And I'm gonna move these objects out off our scene over here and place it at the ground over here. So now we have these bathroom accessories collection and what we can do is create instance off these collection. So I'm going to select here the details collection. And if I press shift A, I can add here a collection instant. Now I'm gonna search for bathroom accessories and there we are, right. As you can see, the collection instance has created here somewhere in the space. And if I look here at the origin can find it here very far from the objects. And actually, if I select these collection in some insane with right click, I can't find the set origin to Germany three or 23 the coarser. And this is because the creation off these instance is placed. Base it on the upset off the three D coarser. Let me explain these a little bit better. When we created thes instance collection, we had the three the course or over there. And if we take a look here, I select, for example, the subject. The subject is inside off bathroom accessories and I go to object properties. If I go to collections, we have here a little menu, and as you can see here, we have X y and set value. If I hover over the vows, we can see here. This is the upset from the origin to use when Instances. So where I can do is, for example, selectees one with shift right click and going to place the three d coarser here at the bottom off these bottle. And here at these little video I'm going to select set offset from three D course or so Now we have some values here at the X y and state. And now if I go here, insights and I go to details collection with shift and right click and going to position their three D course or here and now again, press shift A I A. Collection instance and create the instance off bathroom accessories. And now you can see these instance. Collection is properly created on the three D coarser. Now it can go to these empty properties we have here an empty created and I'm going to decrease the size to Don't bother something like this, and there we have it. Another important thing to have into account is that we selectees. Instance, collection and prayers stop. We cannot go into edit mode or tweak the position off the subjects because again, this is an instance off the bathroom accessories collection. So if I want to tweak some element and change his position going to open a new window here and go outside through the origin of collection, and if I rotate, for example, these volatile the instance is going to change. But we cannot change the objects in the instant itself. So this is our pretty good method to populate their scene, because when you have to render, you can disable the Four Instances collection and you're gonna have thousands off these instances and the memory off thes scene will be the same because actually, we have only one collection. This is great, for example, for let's Say, a restaurant where you have, like hundreds off chairs and tables and they are the same. So you just have one collection, then instances off these collection Another important thing to have into account. If you enjoy duplicate an object example. Let's say I want these Votto here at these shelf and he's gonna be the same exact object matured you duplicate with out Andy. So it's ah, link duplicate, and it will have less impact on the memory off the off the scene. Another easy method to place objects on our scene is to use the snap to face. So here at the snap options, I'm going to choose phase with shift and right click. I'm going to position the three course or here at the Shell, and now we're going to select these bottle, for example. I'm going to press out Andy, moving out here now have into account that I have the whole regime at the bottom off these Votto. And now if I press G and control going to place the object at the surface, So it's really easy to place objects and rotate them now for temple and go into duplicate another without a D and with control, I can snap. And as you can see, the is not being is going down where I can move it up. Now if I press egy and control going to not properly. So this is another fast method to populate the scene. And in combination with linked objects and collection instances, it will be more easy to feel the scene with details. So I'm gonna show you how you prepared my sin. And here I have the Four Instances collection and I have some about those some different plants. And yeah, I spent some time to look for some off this plans, and some of them are paid and some of them are free. So take a look at the resources that I leave the description and just again take your time and build your own library. And as you can see here inside, we have so different kind off objects here in the detail collections I have, for example, a collection instance off the subjects. I have another collection instance here and over here. We have some plants, some little details, like some condos and yet populate this scene, looking at the reference and with your own taste. And then when we render, we disable the four Instances collection and everything will work fine, as you can see here. These plans, for example, are all instances and for example, these one is these one, and these one are the same, but another right thing. Off instances he's dead. You can scale as much as you want, and he's just that it's an instance off the whole collection. For example, these plant. Maybe it's a separated objects in the original collection, but here we have a single object, and it's really easy to rotate it movies. And, you know, eating groups allowed the workflow to populate this thing, so the next step will be final lighting and rendering