Blender 2.8 Model Texture Animate & Simulate Complete Guide | 3D Tudor | Skillshare

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Blender 2.8 Model Texture Animate & Simulate Complete Guide

teacher avatar 3D Tudor, The 3D Tutor

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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

35 Lessons (13h 10m)
    • 1. Introduction

      5:02
    • 2. Creating the Base Wood

      23:08
    • 3. Creating the Catapult Wheels

      30:38
    • 4. Creating the Wheel Turners & Retopologising

      22:48
    • 5. Finishing The Wheels & Adding Details

      27:35
    • 6. Creating the Hand Turner

      26:18
    • 7. Creating the Gear & Pulley System

      15:02
    • 8. Creating the Rope & Supports

      28:02
    • 9. Creating the Swing Arm Joint

      33:37
    • 10. Creating the Swing Middle

      32:15
    • 11. Creating the Chain & Bucket

      29:26
    • 12. Testing the Swing Arm & Creating the Rocks

      14:25
    • 13. Creating the Catapult Bucket & Starting the Arm

      33:04
    • 14. Strengthening the Arm with Physics

      14:03
    • 15. Creating the Catapult Cross Section

      8:02
    • 16. Creating the Hot Coals & Ballistic

      26:24
    • 17. Marking Seams & UV Unwrapping Part 1

      20:16
    • 18. Marking Seams & UV Unwrapping Part 2

      19:45
    • 19. Marking Seams & UV Unwrapping Part 3

      21:41
    • 20. Marking Seams & UV Unwrapping Part 4

      29:51
    • 21. Adding & Modifying Materials Part 1

      32:07
    • 22. Adding & Modifying Materials Part 2

      24:18
    • 23. Adding & Modifying Materials Part 3

      21:10
    • 24. Adding & Modifying Materials Part 4

      23:12
    • 25. Creating the Base & Importing our first HDRI

      24:43
    • 26. Creating the Rope & Finalising the Build

      25:30
    • 27. Rigging: Creating the Armature

      18:31
    • 28. Rigging: Weighting the Armature

      19:36
    • 29. Animating the Catapult Part 1

      39:10
    • 30. Animating the Catapult Part 2

      32:52
    • 31. Creating the Fire Simulation Part 1

      25:45
    • 32. Creating the Fire Simulation Part 2

      14:12
    • 33. Creating the Fire Material

      14:56
    • 34. Rendering the Animation in Blender Cycles

      5:15
    • 35. Rendering the Animation to Film

      7:04
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About This Class

                                     Blender 2.8 Model Texture Animate & Simulate Complete Guide

Course File Downloads

Five full Blender files allowing you to choose which part of the course you would like to start from.

3 HDRI's, 56 texture maps and 1 resolution map.

Human scaling model.

 

Hi and welcome to this new 3D Tudor course, ‘Blender 2.8 Model Texture Animate & Simulate Complete Guide’. This is my most exciting course on the date. The focus of this course is to show you how to make realistic models, to a real-world scale. Enroll in this course and experience 30 hours of content, full of learning opportunities to take your 3D modeling, animation and simulations skills to the next level. By completing this course, you will walk away with a comprehensive view of how to model from the ground up, with a super-fast workflow.

                                                                            Modeling

We will be creating a medieval catapult – the ultimate war-time machinery for ultimate casualty numbers. You will be familiar with those from your war simulation games, and this course will help you recreate this engineering masterpiece on your own. We will be creating a fully functioning medieval catapult, including the bolts and beams needed for everything to work in a hyper-realistic way. As this is part of my Blender 2.8 courses, we will be going through all the new shortcuts to model, texture, animate, and simulate a model. Advanced modeling techniques are included in this course.

                                                                            Texturing

Texturing is perhaps the most important part of any 3D model. I will show you the most efficient and quickest ways of preparing a mesh for adding materials. We will be going over how to mark seems, how to correct texture resolutions, and how to UV unwrap. All these course components would be a course in their own right, so by enrolling, you will be able to develop your skills in a multi-faceted way. To save time on your usual trial and error process, I will show you the right and wrong way of doing this to fully prepare you and give you the skills to clean a 3D model mesh to industry standard.

                                                                              Freebies

You will be glad to know that this course comes with a library of resources that you are free to download and reuse in your other projects, or in the catapult project you upload as part of this course. I created all these textures and resources using Substance Designer, all custom made, specifically for this course.

                                                                                 Bones

This course will show you basic to intermediate skills of animating using Blender 2.8 software. We will be completing a complete armature from scratch, and you will learn how to place bones to help you make animating feel like a breeze. Using the techniques I will teach you, you will be able to export your animations into game engines like Unreal Engine 4 (UE4) and Unity. To help you keep up with the course progress, we will break down parts of the armature creation process, and I will show you how to organize everything efficiently.

                                                                              Animation

Have you ever wanted to learn how to build a full animation cycle? The learning outcomes of this course include creating a complete animation cycle in Blender 2.8. As part of animating this medieval catapult, we will be working on making it's propelling motion realistic, working hard to make each individual component move in a hyper-real way. You can apply these skills to any animations you decide to make in the future, and I would be excited to see you upload animations of other models as part of this course project. You will also be shown how to keyframe, and advanced components of this course within a course will show to create rope where the textures change as the animation rolls.

                                                                             Simulation

Fire is an essential component in every medieval catapult, and this course will also show you how to simulate a boulder’s flames. We will be simulating realistic fire and smoke using nothing more than Blender 2.8 to make a fully operable war machine. You will also learn how to create materials from scratch using the Blender 2.8 nodes system. We will be combining this fire simulation with your animation to create a medieval catapult model you can be proud of.

                                                                             Rendering

Finally, after all the preparations for making a hyper-realistic medieval catapult model, truly worthy for a gruesome battlefield, we will be rendering the animation into a short film. You will learn how to use lighting from three high-dynamic-range images (HDRIs) – also include in this course for you to use, as a freebie. We will be setting up cameras and I will be going through different techniques to help improve the quality of your renders. Our render will be set out in the Blender 2.8 video editor.

Meet Your Teacher

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3D Tudor

The 3D Tutor

Teacher

 

Welcome to 3D Tudor! This is a one-man tutoring enterprise and I pride myself in creating courses with clear and full instructions that will take you to the next level of 3D modelling and animation.

My goal is to provide you with no-fuss, easy to follow courses about 3D modelling that will help you expand your skillset, workflow, and ultimately, your portfolio. I am committed to creating high quality professional courses for 3D art and computer games art students, using software and topics such as:

 

Blender 2.8 | Blender 2.9 | Substance Painter | Substance Designer | Houdini | Zbrush | Maya | Topogun | Adobe Photoshop | Crazybump | Unity 3D | Unreal Engine 4 (UE4) | 3D Modelling&nb... See full profile

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Transcripts

1. Introduction: Hello, everyone. And welcome to this brand new three D. Judah calls. I'm Neil on this calls Blender 2.8 Model, texture, enemy and simulate is my most exciting course today. In this introduction, I'm going to give you a very short breakdown of what the cost. Corvis. More importantly, what you actually going to live in this course will be creating a kapil from start to finish every bolt to every large wooden beam in a step by step for a guy with nothing being missed. Now you will learn all the tips and tricks that blend of 2.8 asked Offer. The course will teach you a professional approach to modeling, and you'll soon find yourself created model that you find in any game studio you'll walk away with. A comprehensive view about a model from the ground up with an extremely fast and efficient workflow in this course will be covering everything from the very basics of modeling to some pretty advanced techniques. You know, there's no point in Crane, a great looking model on overlooking the most important Paul. This course will show you the cleanest, fastest ways to prepare any match for anti materials in the course will going to mark in seems correct in texture. Resolutions on. Of course, you be on rapid. The colts will show you the right and wrong way off how to do this? Announcer properly prepare and clean a mash to an industry standard. The costs also come to the library. Free resource is the textures are on a very high quality that you come to expect from a three d chew Tickles. These textures were creating substance designer specifically full. This calls, and this will help us take our couple from looking good toe looking like a pro. Made it. And just when you thought the phone would stop there, we move on to create a complete armature from scratch. In this course, you're gonna learn how and where to place bones to make animate in anything the breeze. No, only that the techniques that you'll learn on this course will give you the skills to export your animations into games engines my own real engine for or units it. We will look out and break down the most important parts of our mature creation on out to organize everything. So it's simple and easy to use. We go through the pitfalls and the highs to make sure that your animations are smooth and easy to create in this course will also be curry in a complete animation cycle will be taking a deep dive into what makes an animation believable on actually look realistic. This part, of course, is like a course with intercourse. And if you've ever wanted spring you creations to life, then look no food. The course will teach you all about key framing, as well as some advanced animation techniques such as Crane, the Roop, where the textures actually changes the animation roles. You know, I really wants to create a complete calls, something that takes you to the next level. So in this cause, you'll also learn all about how to create a simulation, a fire and smoke from the ground. Oh, this calls will take you through. Every step on together will recreate a simulation of a realistic firing couple that looks like it's straight out of medieval times. We'll also live how to create fire and smoke materials. Using the blend of 2.8 notes system will be combining animation and simulations create model that you can be proud of. Finally, after all that hard work, the course also comes with a complete guide of how to put our animation to film included in the resource pack of three HDR. Rise off high quality to make sure your lighten is off the highest standard. I will be going through some techniques to improve our composites and renders will be taking a short look on the powerful blender. Video Editor. If you've ever wanted to create professional model from start to finish, then this is the cause for you. On top of all that as a bonus, this unique calls also comes with five downloadable blend of bills going from the completed model with no textures all the way up to a fully complete to build with fire and smoke simulation. So you're free to start, rev you'll I feel like building just the amateur. Just download the buildup. Most interest you, I'm for sure. If you like the look of this calls, but you're still unsure. Then check out my other courses over 30 hours of content, taking it from beginner toe looking like you've been doing it for years. In just a few short hours, I thank you all for watching. This is Nayla three D Tudor happy model in everyone 2. Creating the Base Wood: Hello, everyone. And welcome to the start of the calls. If you're not already pleased to count the introduction to see if you feel this course is right for you. I say that because this causes a little bit more advanced than my previous courses. So please check those out. Also, if you are beginning just a quick heads up, please make sure you have a good grasp of the blender. You I as without about this course, maybe a little bit intense. So with that said, Let's get started. So the first thing I want to do is one a left click on Delete our Q. And let's do the same with the camera. So let's delete that finally, with the point light. Now we're left with this. So let's go to Eddie on. The first thing we'll do is go to preferences. Well, let this load up on Emma Goto. Adan's on just putting this search O B J. I end up with something called Way from O B J. Former. Just make sure this is Take two. It's not tick tick on import Oh, BJ's and then click Refresh on Close it down. Now let's go to file on. We'll go to import. What we're gonna do here is gonna report on LBJ and any resourceful you're gonna find human LBJ. And this is a reference to give us a guide on the size of the couple. Let's click on that. Now you can see you have got resource file. So click on that one inside your finding human reference. In this resource, fine. You'll also find the materials and things like that that you'll need to that come along with the court. So let's click on that. Now I click human Dobie J. And there's our little guy that we're going to use for a reference so left Li con him on. Then just make sure you right click anywhere on the ground plane here that 70. So click that born and then set origin on. You're going to click origin to geometry that's going to set his origin there, which means now when we pressure of space, you can come down to the move toll on. It'll moving from that. Now you can come over here and also click this born here, or you can click this to take you off. So click this born now on. Now it can move him around. So this guy is set to around one point. Any meters told between is about the right height for the average human. So let's create our baseball cap all, and we can use our human as a reference Go but don't not cut pull to be absolutely huge or too small. So first thing we'll do is we'll press shift a and we're gonna bring in acute. So let's bring money and loads. It comes right in the middle. Now, if I believe this Q press So shift s born If your cursor For whatever reason, this thing here is no in the middle. Then come up to closer to world origin that will say there, then press shift a on Let's bring in our first Oops. So let's make this a bit smaller. This will be the bomb off the couple. So it's the big piece of wood that hold the thing together. So these kind of things have to be pretty pretty big. Teoh support the whole couple. We're gonna put many supports it, and we're gonna make it realistic. But let's start off realistic. So now if we just press number one on the number part. Just imagine that this is the ground playing this red line Here you can pass three of them apart as well and going the opposite view. But just imagine this is basically the ground. So the first piece of what, which is the bottom of the cup hole, is obviously supported by wheels. So we've got to make sure that this is above the ground plane and gives enough room for really wheels while the moment we don't know how big the wheels are, anything like that. So let's just set it round about just about that. So now if we press s on X, we can actually pull it out. So press SX and just keep pulling out. And now you're going to get a good idea how big you want this couple. Now we can move this around like so bought. I prefer to keep this at the moment in the middle, so I'm just gonna put that back with Control said on now the middle off. This is still in relation to the middle of this. Exactly what I want. Now if our guy waas behind this, you need to look at this piece of wood. Anything, right? He's gotta push while a few men, I've gotta push this car pulled along. So is this peace award too big, or is it too small? I'm well, did the actual to craft this peace award off trees and things like that. No, I think about this Peace award. How way of it is about the perfect site. So we're gonna actually use that. I do feel, though, if I were gonna marry it later on without her shifty now and I just bring this out just to show you. Now, look here. If that is wide enough for the actual couple to sit on for these guys to actually push it along, and I think that that's probably not quite wide enough. So if I grab this and pull it out a little bit more and now I can see that this start for seven or Manama Pop starts at this line here. Now pull this one out to this line here. We can see now that this is the distance between them on. Remember when I have a wheel here, we grow upon which holds a couple or so always have a and let me join in your head of what you think I can't put looks like and that's still get a reference off, or it's gonna look like I have a reference from I built a cat pull already for this lesson on. This is my actual reference so we can see that I will change a lot of things. This is just basically a roof reference, but you can always grab references off off the Internet. So the more references you get, just put them around on. Then just always look what little things you can add and how you gonna change It's all thing. So let's put that by counterweight now and now let's begin shape in our couple. So first thing is not delete this. Now, we don't need this because what we're gonna do is going to use a modifier, and we're gonna mirror it over the other side, so that will make about very easy for us. So let's call now left click on our extended Q press. The top on that will take us into any mode. Now we have three bones over here. One is no select, which is these little things here. One is the select, which is thes here on finally wanted space Select. Which is these here Now, most of time we're gonna be working in the select or face legs on will be, say, come out to the select or come up to face like these are what these bones are. So now let's hover over the middle of our wreck. You press control on more Paul. First edge loop in, you'll see a yellow bar appears around the cube. If you left, click your then free to move this wherever you want. If you right click, it will put it bang in the centre of this you. But we don't want to actually do that because we want actually a stop there on front, first of all of our capital. So let's so let's click there on that puts up there for us. Now let's go to face. Select on. You'll notice if you click here like this, you'll selected from faces. If you hold the shift on down and click, you felt to select faces and the other one will still be selected. Well, there is another technique for this if you click, so let's grab this one here and then hold down old and shift and click in the edge. Here, you'll see that I'll grab all the edges going all the way around. Now you can do it the other way. It's just a question off if you clicking closer to this edge. All this actually find now click close, they say. So old shape, left click. You'll see it grabs them around that, and that's exactly what I actually want. So now let's press the E on. That's for extrude And then press s on Just bring you out like so Now the moment we're not going to go into too much technicalities about everything on. We're gonna leave that for a bit later on. Let's just get started with the simple stops. So now let's press s on X again, and we're just gonna bring you in on this will be our first kind of stopper on our capital . Just make sure you happy with the actual size of this stop. So this is perhaps made off steel this part here. Perhaps it would also come out there if you click on a face. So let's click on this face here on. There's no gizmo here. Just brush it space and you can bring the gives Mobile. Right? Let's bring this out a little bit on that. Looks a bit more like a stop there. And then what we'll do is we'll come to that select on will select these votes on top of it . So all these efforts here gold all right around and now online stories and went to press control be on that enables to bevel these edges. Now just pull it out as far as you want it to go. I don't think I wanted that far, perhaps something like that, and then just left Lee and you'll know it's down here. You got a list of options. If you open this up and you'll see that segments is the one that you need to look out, this determines basically how many segments of it going around. So if you if you press tub now, this will actually go away. So the only way you can look at it is in edit mode like this. Now we don't mess around with any of these old eruptions of the moment. I'm just showing you so you know now, I think on this will all need one segment I don't want it to round off is a piece of steel . After all that, it's basically slapped on the end of this this wooden piece here. So let's bring it down back to one. And then, like I said, if you press temple on now, going to object mode and you'll see that's what you're left with Now these air stop us. Eso I will pull this out just just a tad bit more so if I go back into object mode coming to face select, Grab this face press e for extrude again and just pull it out on that I think looks much more realistic. So this is a war Carrying through this probably piece of wood will probably be a bit bent on the edges and things like that. And this is the metal piece that's kind off stop in it if it hits a wall or something like that. So I think the last thing we need to do is we to grant the end of this on, just pull it out just a little bit with the S Bahn Joe's to make it a little bit more realistic. So the water would come here and it would be fined. And that would be pushing these these edges out like that. Okay, so that's said that Mom help you with that? Paul now on the back. We can't really work on the bank gap because we've got a load of things to pull it. We need a wheel in here that actually pulls the car pulled back with a rope, and we need to leave. It actually releases it. So I'm not gonna mess around with back over yet, But I can mess around with the middle bit off it now because this is still in the middle, This middle part here we can actually bring in the new Cube. I'm pour it directly in the middle. So if I pressure date now on, I'll bring in another que process on. Let's bring this over. Now. Lift. Your things don't need to be exact. As we've talked about in the other courses, things just need Teoh look as though the realistic and they would support it. Actually, having everything exactly is not the best thing because it makes things look two uniforms on to modern. So all the things on a lot more variation in how the bill. So now let's bring this up. Now, this is the main stroke for the couple that holds the whole of the couple basically together. So this has to be very big on very thick, basically. So it's nearly the same thickness of the bomb, the bomb techs all the way. This takes away of the couple on all the rocks and everything else. So let's make sure your own face select and select this face. If you can't select, just zoom in a little bit more than you've got selected. Now press one on the number pad on. Let's just bring that up to the hype that we're gonna bring it up to. Now, remember these things capitals pretty big on they are very heavy and powerful things. I mean, they look down siege walls and things like that, so don't be scared to make this thing really big. Okay, so I think I might raise it up just a little bit more so and then what we'll do to take the in office? I'm gonna press So one of them had again. I'm gonna press the e Bolton on studio. If it's moving around like this, just presses that button and that control, they go straight topsoil. Just put this here. No press e s board and I'll bring you out and find LoPresti e board. Bring it my coat and we'll have a top on it as well. So a press the one small bring you STS born. I'm just bringing in just to give it so my kind off the realism that Okay, I think now the easiest thing is to visualize this better. If I press the temple now on basically you can see that this is all one mesh If your old isn't will mesh. Basically, what you want to do is you want to press click on the object, then click on the other object with shift click on press control. J onn. That'll join all the measures up. You can see a saying no measure. Daters join because all my objects already joined up. So just make sure yours a joined up and you'll also notice that the origin it's that down here. Now it's There's no we can't actually mirror if the origin is here because the mirror is based on where the origin ISS. So if the origin is, he is going to try Mirren on itself. Basically. So we need the origin in the middle to put this on the other side as a mirror. Now there is one of the thing as well. Now, before we maybe they so of it. Let's just open this up and you'll see on the it location is here these numbers here on. You'll see also that the dimensions air here. Now it's good practice before we merit to press control, lay on. Actually apply a rotation and scale to re say, Why do we do that? Well, I'll show you if you click on this boat now and you'll notice that everything's being resettled. He had a scale and things like that. If I now come over and click on a low location as well, you'll see that the location of this has also been reset to the middle. Now you don't always have to click on the location, but it's always best practice to do the rotation and scale. So now let's close the out of the way now. As it happens, I do actually want my origin right in the middle because then I can merit from the middle. So to close this down now what he needs, presses end on that. Close it away. That let's come up with this little spanner on, we're gonna now apply a mirror. Modify. So let's modifier come down to where it say's mirror, which is here, and you'll notice that it's going that way. At the moment, let's click on this Born here. I'm playing this export off, and now you can see that we've got two of them under exactly in the right place. Off where? Out Now, looking at this camp all, it's gonna be a beast of a cow. Pull on. What we're after bear in mind is that we do not want, perhaps, right. We want people basically to be able to lift the rock salt that I'm going to support it. The back of the catapult. Normally, the rock that's on there is no only like a piece of slag metal or something like that that they be launching into the wall. Something that pretty heavy. So it would take a fair few guys too little the old but actual front of the catapult way Let's just pull this reference over one small. So the front of the couple these rocks were normally handled by wanted to people on this thing here would under, like, five people and then you end up with wanted to people each side of here pulling this thing down so four people is basically how many would be probably money in this cow poll pushing it along all things like that. So just bad I in mind when you actually creating your size of your capitals, let's pull up by one small. And now, finally, what we'll do is we'll add for this lesson our final straw in here. So if a press shift a calm down to Cuba again now, my cursor was already in the middle, so that's fine. So let's press s now and now we'll press s why, and we'll bring you out now. I like mine middle stroke to be slightly whiner than these pieces here, so mine is gonna be slightly wider. So what I mean by that is, if a press seven, you can see that the width of it here it's slightly wider than this part here, But I don't want to under that I need. It's actually come up over the top. So I'm just gonna bring the hope they're not press that set and then I'll bring it down on it. Just wants to sit just below just below here just to make it realistic. Now, before we have the first lesson, let's tidy everything because it's always called that If we tied everything up, then when we come to at materials or we do animation all that good stuff, it's much easier if you tiny things are as you go now. We don't need to name anything because we're always going to be putting things together and things like that so it can name everything at the end. But for now, let's just tiny this pope so we can see here that we've Actually, if we click on here, we've still got our mirror, modify it, not attached to the moment. And now most most of time. We can leave this here on no, actually apply it, but on this occasion actually want to play it so it can actually tiny things off. So let's apply that on. Then we'll do. Is we'll grab this middle support here shift click on this. This biggest support yet. Press control J. On now will join them all together. Now let's press top on. What we'll do is we'll go into this very select. I was like to grab everything with Select makes it much easier at least for me, because I'll show you why that is a bit later on. So now let's grab all of this one. So if I click on this button here first, the elbow that's gonna select everything on, I could do the same over here. So L over here almost press hates for hide. And now we can hide those away. Now why? I don't know. If we come to face like now you can see that we've got they see it Facey to the other side as well. These faces were just not gonna need No one's going to see them, so we might as well get rid of them. The less Polly's we use the various game engines, the various surrendering on the battery is all round basically. So let's now we're click on this face this phase, this face on this face. So to delete them, press delete on click on faces were just gonna leave those And you can see that gun away Lonely the bomb off the couple. Because if I press old take you bring everything by There is a chance that I don't know whatever you do it you might actually want to tip the car. Pull up, side down. Now these parts which I've got rid off you still won't melt to see. But the bottom part you will be out to see if that was the case. So I'm gonna leave it like that moment. Now the last thing you wanna do is just finished These the top of thes off, I'd like actually to have a metal piece going around them. So, for press tab, what we'll do is we'll press control law. So click on control law. You can call. You can put your mouths open down to about you More room edge loops. Well, you compress the number on the number part, so I'm just gonna write play, just take off. There's gonna zoom in a little bit more on what my metal pieces to be probably around about here. So I'm going to do is now I'm going to press control off on going to born edge loop in here . And if I go like to the top, it will do it that way. But I actually want it this way. So I left late, bring you and there's our first metal piece, and then I'm gonna do a metal piece, that side as well. So control are again. I'm just going to bring it down. So my metal piece is going to be this kind of width here. Now I'm going to do it. I'm going to press old shift on this, edgy it. I'll grab the whole thing, Then it brings per ship date Express s on. That's going to bring you out. Bought. It's still going to leave thes edges on here, and it's still going to leave things. So now, while I've got this selected, let's press the hate born just hide it. Now go to that Select. I'll grab this vert than all shift click on this Wurtzel grabs all that one. Then I'll do the same on this Baltimore. Now press delete on. We're gonna dissolve edges and I'll take those away. Now, have a press old teach. I could bring the metal piece back with this selected. So if it's not selected, rather von ver press the elbow, then press p click on selection and that's gonna split off from this main body of our capital Press tab on small click on this part. And now we're just going to make this the metal bit for the top of this post. So let's press top a to select old B answer now, ass, unless bring you out. And now we're gonna do is we're gonna squish it in just that the engines just to give it a slight level. So if I press one, you can see if we go to into my frame. So is that why frame? You can see the edges on the outside or both this fault from the edges on the inside, So let's bring them down a bit. So that's press s said Bring them down presses that born go back into solid mode and now you can see I go to it. This is where it's going to look like a bit more rare rounded edges, which is exactly what I wanted now for us. So the top on one small and now actually I want to make this whole thing a little bit smaller, bill, the moment the origin is set in the middle. So let's set the origin to the middle off this object. So if I bring in now with the Espanyol seat, tries to come down there and that's no good for what we want. So right clicks origin to geometry, not point right in the middle. Now, in a press, Yes, Born, I can bring you in and you can see fits very nicely. And it's staying in the middle kind off this piece of wood here and it's just a new kind of a little motive on top of it. But we're gonna build this up anyway. But I just want together in that just to know where give the Capel some kind of their character. So now let's little left to do We just want to marry this over it. We are gonna be using the Mira modifier a lot, so fest ovo will do control a on will set the rotation and scale and now we need to his needs put this origin right in. The senators did before. So if you curse is not in the Senate press shift, s coast. It's a world origin that's gonna put that right there. Right plate set origin with this highlighted. So make sure you know, on this, make sure you're on this little piece of metal here. Right plate set origin to three D closer. That's gonna put the origin of this right in the center. Now you can come over and you modify it mirror on again. It's gonna be basically there. Put the Y on. That's gonna prove you have a side on, then click. Apply now. Finally, before we finish again, we're just gonna tied your So let's click on the main body off our couple. Presley hates born on. Now we've got these two parts here. Now, before we marry over, we could've urgently to these faces, but they're not very complex objects. So we can just go in and do that. Now that's the top coming to pay. Select. Let's grab our faces. Go around. They compress all shift click as long as you clicking in the edge here on that'll grab all those and then we'll do the same on the other side. Elite faces on now delete those four words. Now we again. We're not going to see the politicians in here on it makes it much lower on the publican. Count them or actually, we do this. So that's pressed up. Now all takes Bring everything back on. Now we're just join these all together. So click on your metal pieces, Click on your main carpal control J And then it'll all the joined up. And that's where you're left with. So once like this, you can even click anywhere outside it. Or you can double top the April when, like so well, now along selected and give you a better idea Why actually looking like Okay, well, I'm not safe for this lesson. Hope. See you on the next lesson. I think we'll start where come the wheels on that lesson. So thanks a lot. Bye. 3. Creating the Catapult Wheels: Welcome back, everyone. So what we're gonna work on now is the wheels. Now this car pulled. We do want it to be slightly stylized on bordering on more realism than stylized. But we still want some stylization in there. If it waas absolutely stylized would use different materials, for instance, that would also make these much, much chunkier. So with the wheels, though, we are going to make him pretty style. I So let's go with those. So the first thing I want to do is I want to bring in one wheel and actually want to merit on different parts of it. So I've not got to build wheels four times, so we'll do it for a shift. A. And I'm going to bring in a cylinder. I don't know. It's when you bring in the Celinda. If you come over here, it says that cylinder it's got at the moment threats to vets is, and I feel that's a little bit too much. So I'm gonna bring that down to something like 24 and then you'll notice that the sides go down. Now. A good way to check if this is OK is if you right click and you go to shake smooth. You'll see that comes like this at the moment. Now, if you go over to your triangle over here, click on this bomb and then commands where it says normals on click auto Smooth, you'll see that smooths it off. Now I'm gonna give you a comparison just to show you exactly what I mean. So if I move this to the site on now, bring in a new selling it. So let's bring in this one that let's put this on something like a so eight and you'll end up with something like that. Now if I do the same thing on this one, so right plate, come over to shapes. Move. Go over to your little triangle. Click on auto Smooth. You'll see now that I can't actually smooth this off, I have to turn this right all on. Even that one of turned up you can still see. He's got jagged edges going around. So that's the reason why when we bring someone, is it we have to take into account, right? Don't want this so smooth House move. Do I want to? Some things you can get away with but some things like wheels. You don't want to see jagged edges like that because it will ruin the entire parents off the actual your actual built. So let's delete this Q Southern it on this one. Pressure day again on We'll bring in our cylinder. I'm gonna set this once again to 24. I love this movie off point yet. First thing we do is I'm gonna turn it around. So our x 90 let's turn it around. I'm a press s why we're gonna make it thinner on the Y axis Just like that. Now, remember again, these guys have gotta push this thing. So at the moment, if I press one that's looking far too big far to begin comprising with the capital. So I'm gonna bring this to the park. I'm gonna press the s board. I'm gonna pray to something like the right size. Now. Now I want this to be in the middle off where this ward is Actual said I don't want to guess so I don't want to guess whereabouts. It is so important. There. Look, you can see if we had a piece of work going through, it's gonna actually miss this beam here. I don't like you want to guess it. So I'm gonna press warm. I'm gonna get my wheel up to write about the right size. Now, remember, this wheel has to actually sit on the bottom off our actual ground plane. So this will need moving up so we can move it all up together when we've got this weird place, but gets get this wheel in place. So let's now check on with one on the number part on I just want to check to make sure that this wheel is about the right size. Now, if I'm looking so all those opera shifty I'll bring, you know, the wheel And I'm just now gonna put this up, So I'm gonna grab the whole thing, press one again. I'm just gonna lift your toe wear thing, run about where the middle is actually going to be. And I can see now that these wheels are looking round about the right size. They need to be fairly chunky, perhaps even a little bit wider than what they are at the moment. But we'll start work on them. I just want them roughly where they're going to be on a rough size. Like what? We've got the moment. So I think at the moment without the wheels are I think I'm up here with that. This guy can still come along. He has to bend over. That's turning room, Actually. All said 90. You can save up for him here. Yes, to bend over a slight bit to push this. Careful out on. You can see if I've got my money here that if a port, another man here, another man in the middle, maybe one each side, They're able to easily push this carport along. And that's exactly what one So now we'll do is I will actually delete this first wheel. And now we can start work on this second wheel. Now, do I want to level the open the moment and all the way to put it in the right place? I don't think we'll do that yet. On will come to do their bit lakes wrong. So now let's just hide this out away. So I'm gonna grab the whole thing, press the H bomb, just hide. I'll just move my mind just over there just so I can see exactly what I'm doing? Let's click on this sudden. Now, press the top bullet. Make sure your face like bleep this face on this face just to make it easy to work with. Plus those faces. If I go back, you'll see that the huge these faces if you can see that this is going all these faces going around on this BC it as all these engines going around now that is never a good idea to have a piece of mash with all these faces. Basically in the industry, they have something called angles, angles or anything more than four sides on anything more than four sided polygons makes things hard to any. May it makes things are to render. He makes things hard to light things like that. So never, ever put anything with more than four sides in your builds. So just to give you an example, if just don't do this, just watch wrongdoing, press delete faces come up to wear select on when you grow up. All these votes here, Pressel test, and you can see now that it's filled that with loads and loads of different polygons here, each one of these apology and you can see, that's a much much better and mash, even though it looks slightly dirty, much better match than what we have before. Because now we're able to do things actually, with this mesh rather than this one over the other side. So let's surgery. And now go back to face let like this face on deleted. So now let's start with our build on our wheel. So first thing they'll do is I'm going to cook every older too. So let's sir, ground, these two will grab these two will just carry on all the way around leaving the gap of two on grabbing two on it showed because I have 24 thanks to leave me with two extra there, which means that they all lie no very nicely. Now the origin off this so press top conceits right in the middle. If yours isn't right, click origin to geometry Now it will be bang in the middle. And that means that let's say I want to make these bigot when I press The s born is gonna calm from the middle here, which is what we want. We're gonna press shift d on. That's made a copy of these is gonna be more cheesy to wear it with. Press s on. We're gonna bring them out, Jules, very slightly at the moment, just so we can see exactly what we do it. Now we've brought those out and you can see that the wheels left intact and that's that's going to make life much easier for So now let's proceed. And so as bring them out on, you'll end up with something like like this. Basically, Now press s on. Why on let's bring them in a little bit and now basically want to make these kind of a little bit smaller on the top. These air basically, what's gonna hold it into the ground? What's going to go through the more than things like that? So we can see at the moment that the victor chunky. So how we can fix that has come up to these two links, or p. It go down to where it says individual origins on what that does is that will change it from base of the origin being here. So now we make them smaller. It's not going to go to the center of you, is going to go to each one of these So depressed s now you can see that each one is getting smaller like so. And now you can see that these are looking likely actually would be digging into the ground and give it some traction on top of our carport. So next thing we need to do now is will grab this. So the middle, Paul off this press the elbow on press hide. And now we're gonna go in each face on here, and we're actually going Teoh, delete them because we're not going to need them on. No one's going to see into them. So let's delete faces on your left with this, Pressel, teach, Bring this wheel back in, and now we can make this wheel slightly bigger. So come back to this link Born Go back home to medium Point Press the s born Let's bring you out. And we just want these slotting in place and your notes as well that their tiny bit closer to the edges here. So let's so make it bigger with That's why pull it out little bit. And now we need to do you need to give this some thickness so that actually looks something like a wheel. Now there's an easy way of doing that, actually. So if oppressor p with this selective that's gonna split up from these chunky part, see it on now, press tab and then I'll click on this part again. So I've got this main part of the wheel quality your modifier on We're gonna at this time a solidify modified. Now, let's bring this thickness to the thickness that you want it on. I think that's gonna look actually quite nice. Now we're gonna have a new inside rim a swell, so just bear that in mind on. I'll show you how we're gonna build that in a minute. So I think I'm happy with with this at the moment how it's looking on. I think I'm up here with these chunky bits on here Now, on each day's I'll just apply this facility Fine. If I pressed up now you can see those. It's all mesh and it's done very easily. Forest on. The best thing about this is that if we look over the top presses that born going to wire frame, you'll see that these lines lined up perfectly. In other words, this here is perfectly lined with this here. So that's exactly when we don't want this bending in or anything like that. So again, no press said, go back in. Solid on. Now. I'll work on this in a wheel. So let's press control. All points. No press to left leg. Right. Plague on. Now, let's think how thick these need to be. A So if I bring them out, so s why I could bring them out. Just a little bit on this is gonna be the main part off. Well, now, the main part of the wheel would be made of wood on the out part would be made a mouth. So this would be fairly, fairly thick wood on the inner part. So why have put Syrian That just gave me to there just to give me an idea off How thick this ward needs to bay. So now I've got that. I make sure I'm stone Vet Select. I'll select this votes here. Aunts like this full of it. So old shift click. I now selected them all, and I'm gonna press shift E now. I just want to pull it out. Like so. Now make sure when you pull it out that you're not pulling it to the side or anything you want to bang in the middle, so oppressed one you can see it's still bang in the middle of that on that well, when injuries. I want to make this ward on the inside, but want to make sure that they're the wooden blocks going basically across like this. You won't have one and blocks coming down into a kind of triangle shaped funding the middle . So let's make it realistic on let's to Do That will just come out of its length on with this all selected shift, click the top ones. You impress one as well to see where you are moving up slightly should click the bottom ones. Right Click on now you're gonna bridge edge loops and your notes. You get some edge loops like this unknowable do is finally will join all these up. So shift licking each vote, press the F born fill that Now let's do the same. Maybe the other one. Now if we have a piece of wood, which are this kind of thickness that just break apart so we can't have that now, we need to think how Thick Award is actually going to bay. And I can see if a press one now and look how thick it is. So let's say if we had a peace award this thick on, then we leave these two here. Click on these two on you see the not in the lineup. Very well. So if we go down now and click on these three, we need to think now are there was Peace Award thick enough? Now I think on this occasion, actually, they're going to may now If they were, what I would do is appoint off edge loop going across here. So I would literally go control law on the edge of here. And I would put one here with left click, right click, and then I will be able to select, for instance, these pieces here in this new piece off just to make you a little bit thicker. I'm not going to do that. I don't think. Let me just have a look is not looking any better. Perhaps it is. So perhaps we mind, actually, that so now I need to do is I need to put where put the edge loop in and I put it in round here. So now just pulling over actually hear So, control law left Lee rightly call to face select. I'll select these hopes. I'll select these faces with ships select. Leave those two that It's like these two come down or leave these things to here and then find out selected on for so we can see that the top on the bomb is slightly thicker than these middle parts again. Medieval kapil sorrow. Anything generally from that era wasn't built Teoh a tolerance or anything like that. They just what some piece of what together And as long as they work, they work. So I'm happy without this is gonna look, Let's press the people on now, Why are we pressing the keyboard? Because we want to separate these piece of wood out to make it easier for us to actually split this would and do things with it. So let's press P selection now. We need to we need Teoh again. I want to split these off from this wheel as well. So which ones that during the wheel world or not, these ones, they're actually these ones. I can see that because it highlights those as well. Press the top born. Make sure on that. Select this time. And now we press l hovering over this on this one, we can select more, press the people on selection, and then you're gonna end up with separate measures like this. So now let's grab both of these press control J on. We've joined them back up. So what was the point of splitting the look? Well, the point was that now we can actually make these smaller as you'll see. So let's precip eight grab everything. Press warm, make sure on your links You are on individual oranges on now, press S im said on you'll see that you can for the nice little gap in Katrina on make them actually in toward now. Finally, I can now join these up back to the wheel and I can make this thickness the thickness that needs operas Top shift. Click the wheel control J press. Tough on small on now. Still about these highlights it. I'm gonna pull them back and it's a place like so I'm gonna press the e and I'm gonna extreme them out where the need to go, which is round about that which are laid out there. So that means that they're halfway roughly half way on. Finally. Now all we need to do is we need to make them just a little bit slightly bigger. So come up to my links. Put your medium point, Press the S Bahn. I can bring them out just slightly on. That's look, while that's going a lot and you can see that's looking very nice now have oppressed top again. I'm gonna grab all these piece of wood now, so invest select like top one over and over just with the Taliban. And now let's see if we can Actually, it's on the ground. So, all why? And you'll see that we can just wrote Take them round now. Now that look in the very would like we've got the tops on them and we've got the science made of metal on, I think on that is looking very nice for now. Now again, the last thing we need to do before a mirror these over is actually do are tied, you know? So let's first of all, not join. You hope yet because you can see these metal spokes and join the rest top while we're on the wheel. Make sure invert select again. Let this village out. Press hates for hide. And now we're going to do is we're going to just take away all these sides here because we're not gonna need them. So let's commits face legs. We're just gonna actually click and select on the reason we're doing that is if we press old shift select, we're gonna actually select the inside on a need to keep the inside because you can actually see if you look hard a little bit the inside and we need that there. If no, I was just gonna look like it's a piece of wood on. There's nothing basically on the inside. So let's select all these press delete Hammer Bernard elite faces and then you'll end up with something like now. Okay, so now let's personal take bring in the main Paul that we go back. And now let's join this well up to these spoke. So click on there this wheel shift, click the outer spokes. Press control J on. Now you're going to join you along. So last thing we need to do just a tiny or control a rotation and scale right click set origins geometry just to make sure it's all nice and tidy. And now finally compress old teach and bring in our main support. Now what I don't want to do yet is Mary over on. The reason I don't want to marry over yet is because I need a wooden piece going through the center off these piece of Ward Andi that will basically hold the wheel into our capital on. I don't want to do that yet because I need to First of all, think where I'm going to place everything. I mean, we've got a real that's going to be here. A whining column. I mean, with rope bomb that's gonna pull our main cap back on. We've also gonna have one on the front, and that's gonna enable the carport to move. So at the moment while I'm going to do is I'm just gonna put this in place now these spikes if I send this room So I was all wine. You can see that these spots actually go below our ground plane now we don't It doesn't matter. Go a little bit below the ground plane, but we don't want it where the metal actually rim like here. He's going below our ground planes. So let's First Control said, put that back on then. That's lifting slightly to where it should be. So I imagine it's something like that. Eso wine. Let's look now, maybe still going a bit too deep. So election lift you up a little bit more, and now I can see that these these edges basically I want on the ground plane like so Okay , finally, we need to put now this wheel in place where it needs to go. So what I'll do to do this, I will grab the couple. Coming to face likes select this face. Press shift s on cursor to select it. Now my cursor now is gonna move buying to the center off this. Now, the main point of this is that the cursor is even from the top of this toe. The bomb on now conducing press tab on small. My coaster still stays there. Click on this wheel friendship s. And now you're gonna poor selection to, and that's gonna put that right smack in the center off this beam of water and now it compress one again and you can see that it's dropped it down. Now we already know where this wants to be. A So what I can do is I can shift click now the cat poll. So I actually got the catapult selected on the wheel Press one on. That's now left it all to where exactly we wanted. And we said that these edges wanted down on the ground plane. So let's bring it down life. So now, as long as I don't move this open down, I'm free to move this out wherever I want it. I know that this is bank in position, ready for our being to go across to make this actual wheel go around. Now, the last thing that so we need to be careful off is if we bring our money here. This will have a color going through here which will enable the couple to move along so it won't call him here. Won't call him here. Well, then we need something on the bike which is a big column on toe. Actually. Pull the car pulled down. So I would say that we need to make this slightly or leave him. So what we'll do is we'll click on the couple s top, go to face select grant both these back faces on Let's pull them out a little bit, like so that I think will look now a lot that look like it's actually able told it. So wait. Pulse. Now we can have our winding wheel in here with the rope on on. It won't interfere with the the column that's gonna come across here to connect these two wheels off. So let's press one again. I'm just gonna make sure that I'm with this in the right place, so I don't have a winding wheel here on. Will there be enough for room from here to here? Well, we can always play around with it, but now I think I'm going to help you with that. So now, before I move my wheel, doctor, appear. Why would like serious marks? Um seems in here. The reason why I want to mark seems in here before I do That is because I'm going to copy this wheel four times on. It's gonna be a pain if we have to. Mark seems full different times for different objects. So let's save ourselves load everywhere on the actual couple. These air just beans they're easy to mark seems on the piece of metal. These are a bit harder to mark. Seems so let's make her life easier. So let's press top and we'll do is I'll hide this main part of this wheel for So what we'll do is we'll go in on the wooden pieces, pressed the El borne, and that's grab them all. And press hates life. So now I also see that I've got these two edge loop sneer, which I don't need anymore. So let's bolt shift, click hold, shift click elites on dissolved injures, and now we can start actually marking their some seems out, but we can see that these metal pieces basically do. They need the seams market on these because they're not attached the real effect of the whole wheel like this press age, and now we're left with these metal parts here. Now when we come to Mark, seems we have to imagine, like to pull the texture on that the texture actually has to flow all around. This object here, for instance, now can flow around if it's got these jagged edges here because this basically has to be come from three day into two day. Now, I would say on this part here, you can fly it down pretty nicely without any destruction to your texture. Let's say now if we want a scene here on these four corners, that means that you would have caught down here and it means these conform on out much easier, but would say on this occasion that these should be okay without any Seems marked. So I'm going to do is in which press olt age. I'm gonna bring everything back and I'm going to hide these just out the way just for now because I don't feel like I need to. Mark seems on me. So let's hide those on now. We'll work on our wheel now I can work on this wheel because I've got rid of those edge loops without taking this waterway. So I will now mark some seem so let's market See here seen here semen bomb on a seam on this side. Lomas Well, and now, when we on route this as you'll see, in fact, I will actually grabbed the whole thing just to show you. So I've marked out the whole thing come to UV editing. And if a pressure you from right now, you can see that home wraps like this. Now, if we now try and for texture on this, which I'll show you later on, actually, you'll see that you calling out a texture on this because he's basically trying to wrap itself around, around around it doesn't know what. And so instead of that, let's press controls that on. I'll go back to where my seems amount in a minute. So just make sure that you've grabbed all your edges like this. Press control e moxie. And now you're safe turns a red. Now this basic texture will stop here, and then another piece of texture will be here and stop these edges on again underneath. Now, last thing you need to do is this inside on the outside again, doesn't know where to stop because an infinite loop. So the textual stuff will stop here and go around and around around so it won't work. So we need to do is we need to market seem on the top on the bomb off this part here. So on the bomb inside Iran market here on the reason why market there is no one can really see. There's a scene that on on the other one I will mark you on the phone here because again no one can see there's really a scene that so amount. Those two seem to control e moxie. There's a two seems marked on Now when I grab this invent select so personnel you from around and now you'll see it's on round correctly. Now we'll go into more of this when we come to port textures off. Well, for now, we're just gonna leave it like that. So now compress page, hide those. And now, finally, I'm left with these piece of wood. Now these piece of wood I need to mark seems on all the insides off here so that this piece of wood opens up correctly on this opens up correctly here on all the way down. So let's do that now. So we're gonna grab all the corners off this object, Mr Martin seems. Find the bottom ones press control E mob scene. Now we compress a because we don't have anything else in the frame at the moment you wrap on, then everything will drop very, very nicely like So Now let's go back to model in. As you say, we'll go into that a bit. Late room press the top born. Now we'll look just to make sure everything is that. So I'll bring your with them back first. Are Pressel teach. Everything's come back. Hilltop, the age of Stone. Select everything Now press time. Now we're ready finally, to bring Gara or the wheels across the other side. But first we need to obviously make sure that this wheel also as a wheel here. So that's press one shifty share space. Move on. Now we can bring our duplicate over. Now. I want my my all the wheel to be rather buying the center from random. A here to hear for Imagine this is a piece of work. I want this to be roundabout in the center. The reason for that is it makes the catapult look right, and it would be able to support the way there's more way on the on the back of this than what there is on the front. Hence why this you can see is slightly back, and he might even need to go back over this wheel. But for now, we're gonna leave it like that. So now when we're happy with this in the center, we conjoined these two up. So, control, Jane, when we've gotten both highlighted on now, we just need to set the origin of these. So what? We'll do space control, a rotation and scale shift s I'm gonna put all kiss it to the world origin. So my mom was already that. Just make sure you'll just said that. Right? Play origin to three d Curse it. That's going to set the origin of these to the three D closer. And now we can come across do modifier on, Go to mirror on. You'll do that. Start with press the Why take the Excel and I end up with perfect merit on the other side. Let's apply because we don't need to do anything else with this. And now we'll see when we press top. All this seems a marked on the rain. Exactly the right place. We want them now. Lust of all we can actually go in on just rotate these round of it. So let's press seven a mobile do is will there first of all, split these wheels up just for now. So what we'll do is we'll press Zet y frame call to that select press the be born drug on, Pull it over the first wheel P selection that has now split up from these over three. Now, let's do the same with this wheel here. So be select K selection. I'm finally the last one. Okay, What I'm doing that you might ask presses that now. Solid on. Now we can see that each one of these wheels is split up. So now let's mark origin first. Then I'll show you exactly where we did. That's the origin to geometry, right? Clicks, origin to geometry. I just do the same with full. Who's there? We go. Right. Let's do this one thing. So, uh, Control want Bill to see that? And I'm just going to turn it slightly on the y axis. Just slide around. I'm going to do the same now with this one. So basically, I don't want them face in the same way as each of it. I want some variation. I'm gonna do this on this one as well. Like so Now we can see what's up the A that these RL pain point in different ways on they look different because the wheels wouldn't be facing exactly the same way that would move a little bit, how the place de