Transcripts
1. Create furniture in blender: Welcome everyone. As many of you know, a great way to get better at 3D modeling is creating
more treaty models. And we all know it is hard to start a 3D model from scratch. But in this class, I will teach you how to
get started and create a realistic model from
just a few images. Not only will you
learn how to model, but we will go over the
whole 3D modelling workflow. So you go from an image to
a treaty textured model, ready to be replaced
in a scene or even sold for a little
bit of extra cash. This class has more than 14
videos for you to explore. In this videos, we will go
over the main workflow, which starts with finding the right images to
recreate the chair. Once we have all these images, you will start to build the
3D model inside Blender. While building this model, you will learn
various techniques, which includes creating
realistic pillows, cushions, using blenders,
Croft Physics incentives. But you will also learn
how to break down and create more
difficult shapes. In the last videos, we got over UV unwrapping at adding textures
and materials. This is all needed to create a realistic 3D
model from scratch. Last, I would love if you guys can send me
the final render. This way, I could
see how you guys progress during my lessons. And our Eve be able to
give you some feedback. Thanks for taking
a quick look at this glass and I will see
you guys in the next video.
2. Class Introduction + Reference images: Welcome to this video, and this is kind of an
introduction video. And I want to talk a little
bit about the workflow. And maybe already
the first step of the first step will be
looking for reference. Second step will be outlined, which is essentially
outlining your model inside Photoshop or any other program where you can just draw
on top of a picture. Then we have our breakout, which is number 34, will
be modelling our 3D model. Five will be texturing
and creating some realistic
looking materials. And with six, we can start
to talk a little bit more about the lighting
camera position. That will of course be
the render section. Our videos are also
gonna be in this order, but there might be a few more steps needed
for maybe the modeling. Because if you want to create
a realistic looking model, then I want to also separate
it in certain parts so it's a bit more
understandable for you guys. The first step here is
going to be our reference. And what do I mean
with reference? Once you look for a model
that you want to create, you often need reference images, even if you wanted to
make something stylized. In this case, it is a real product that you
can just buy somewhere. So the cool thing about
that is that you can, of course find loads
of pictures from it. If you look good,
if you're gonna go at correct list or whatever, you will not find
enough references to actually recreate the model. In this case, I found a chair. The chair itself is called
Lars for some reason. I will leave the link
down below as well. But one of the important
things that you need to look for is that you'd have an image with maybe a name because this chair is sold
on multiple websites. And the cool thing
about this is that this chair has loads
of references. And that is really,
really important. So for instance, here's
the front that we can see from our chair. But if we go down, we can see yeah, also a little bit
of a close-up on the materials that we
might need to recreate. Also quite important,
but also the Beck. And we've good reference also
comes something like this. You can see the measurements. It is very hard, especially if you're
beginning with this, to make it up yourself. So don't really try to do that. Just find a reference which also includes something
with a blueprint like this. This one even has a 360 model
already ready, I guess. Here we can see around
our model, Awesome. You can literally see how
they kind of made it in 3D. And this is also the way that we are
going to create this. Very, very cool. And there's even a video here of this is for sure
enough for our reference. And what we want to do if
this in our next part, we wanted to put
some of these images inside a folder and you just
rename it to reference. So maybe let's save
this one here. Chair, you just
create a new folder called a reference
or references, and then you save
your image in there. Do this for this image, maybe the back image, if we have one here, this one. And I would highly suggest
you also get this image. So we just finished the
first part of our workflow. The reference is found and then the next part we
will go to our outline. I see you guys there.
3. Outlining the Reference images: Let's talk about the second
part of our workflow, which is the outline. It is a bit of weird
neighbor, I gave it, but we're essentially just
going to draw on top of our images and look how we
have to treat the model later. Let's just first go into
our reference folder. And these images we will
drag inside of Photoshop, so you just drag them in
minus one, the other screen. So you can see this
for right now, but they're gonna be dragged. Bam, and I'll just
click on enter. They all got imported. And often I like to have all these images
just ready kinase. So I will just make sure
that they all fit inside of this singular image. Here. This one I wanted to keep big because that is our main view. So I will put it up here. And then we can always cut
away some of this background. Restaurants, this
rasterize, ma'am. Okay. And then we have what
does this again? This one. This is not really
that important. We will put it in
our scene anyways, but just here it's a little
bit for extra reference. So it's not very important. But we can use it to look
at the side, I guess. So here I can lead
This restaurants. So why do we need all of these
images compiled together? Well, I like to use
it for two ways. The first way is just to
save this as a whole image. And I can see here I
have saved it and I like to just keep this
open on one screen. I personally worked
with two screens. One screen I have blender on and that the other screen
I keep my references. This is very, very
handy for if you just want to see all
your references at once, instead of having to click
through images to come to the back few or the side view or the
front view or whatever. All right, so this is
very handy and I would highly suggest you
guys also doing this. Just compile them altogether and have one single reference. And there are certain programs which actually do this better, but I'm already inside
Photoshop anyway, so why not just do it like this? Now the next thing is
going to Photoshop and actually outlining
some of my models. I do this for multiple reasons. And the big reason is just to see different
parts of my model, right? So if I look here, I can essentially see the
backboard better than here. And I can also draw on here, see what shapes are made out of. I also like to look
at topology flow. We will not go be going over too much in this particular class, but I was planning on creating
a whole course about it. And if there is a very much
interested about that, then our full course just
keep continuing that. Essentially those two things
are quite important to me. And I think there will be
very handy for you as well. Just having these fuse here is how we can kind of
break down our model. So if we look here, we can see that this
is a model, big deal, but we can break it
down in a backrest, a seat, arm rests, and we have four legs. This is already a huge part. You can just break down
in multiple models. Now. These legs are connected
somehow in the bottom. Even somehow here as well. These are some of
the connections which these legs
are made out of. Now we also have this backplane here in
the bottom as well. Something just having the separated makes it already so
much simpler for your mind. We don't look at this whole
intricate model anymore. We actually see
small little parts. And one funded
other thing that I like to do in some cases, especially when a look
at topology flow is breaking these down in
very rudimentary shapes. If we look inside Blender, we can see that certain shapes, if you click on Shift a, are just made out of these
very primitive shapes, right? So we have a cube, we have a sphere, we
have a cylinder, a cone. You will see that most shapes of models that
you are going to create will be created out
of these rudimentary shapes. Let's just draw here. If we look at this seat, if we break this down to its very rudimentary
form and shape, you can see that it is
literally just a cube. It might not be a perfect cube. But if we go to Blender at a cube and just scale
this down to set axis. You can see that the main
shape we already have, then the backseat is kinda the same very rudimentary shape, which again is just
a cubical shape. I can surprise you right now. Loads of the shapes that
we're going to create right now will be those. But if we look at our legs, for instance, we have
something different. It is more of a
cylindrical shape. We have a cylinder right here. I guess the most
hard one to recreate will be these arm rests. If we're gonna look
at this shape here. In my opinion, I'll be like, Oh, where I'm gonna start, how am I going to create this? And it is fine if you
guys think you know how to create this all
you just do a line here, here and then you
extrude it there. But if you just take a little bit of time
of looking into this, it will be very
easy to recreate. The one thing that I recommend is drawing this outline first. So first all the
way around here, it back here, like this, and then go over the sharp edges that are essentially inside
the model itself. So here will be, and it goes down. And here's kind of
a circular shape, seems like here as well. Now that we have
broken this down, we can start to put some extra edge loops in here and see how we're
going to create this. This is a circular shape. Personally, I think
I will just create a edge loop here and one here. And then if we want to make this escorts will probably be an extra vertices or vertex. Here as well. You can see as we now get a nice round shape and we just need to continue
our geometry. Extra edge loops.
We can also create this more rounded
shape we have here. With some extra geometry. You can see that creating such a model might not be
as hard as it first looked. We of course still have to add some extra geometry,
blah, blah, blah. But in general, this is way easier to recreate then what you're after
you can see here. So in a few seconds or
minutes what you saw, we can create from a very difficult shape
to a very rudimentary, easy shape to recreate. This is workflow
part to the outline. Now, in the next video we
will start with the blackout, which will be part
three of our workflow. And I'll see you guys there.
4. Scene Setup: Welcome to step three
of our workflow. So right now we're
working on the block out. And what I want you to see
is that a blueprint is very, very important for
your block out. So we need some
measurements here. Now, while we're gonna
do is we will put this image or whatever image
you have into Blender. And I highly suggest
you first go to your front view or whatever view you can
see on your image. Otherwise, it also gets
put in quite weird. Let me actually show you
if I put it in here, you can see that it also
gets pulled in crooked. So if I go to the front
view, it just looks weird. So first go to the few
that's your image also has. And then just edit. And we can look at
these sizes here. So it is 74 centimeters
by 70 centimeters. So 74 will be the
z axis of course, and then 70 will be the x-axis. If you click on your cube, which is going to hold all
of these measurements, then go to item and then we want to change
this dimension. Right now it's two meter
by two meter by two meter. We can just put 74 centimeters, cm and an Enter. Then that's the
z-axis, of course, then the x-axis, which
is this red line, as you can see here as well. X will be 70
centimeters centimeter. Then the y, which
is this green line, will be 80 centimeters, so 80. Now we also have one
autumn measurement, which is kind of for
the seed, which is 42. So you could just
duplicate this then make this 142 centimeters, and then make sure you move to the bottom here just
so it matches up. Those have to be perfect. Kinda. Yeah, here. And then personally, I like
to put it a bit outwards just so I have there's a difference between them.
That's literally it. And this is how high
the seats should be. Now, what we can do here is
we can move now this image, which is our reference
image in place. So I'm going to scale this down. Go into wireframe mode, which is just holding z, and then go to wireframe and
then move this into place. So once it kind of fits, it doesn't have
to fit perfectly. And that is more
because this image is taken from a camera and a camera has a
certain focal length, so it is a little bit
deformed and it will not perfectly show where it is. But I think if we put it around
here, we should be fine. Now, we're going to
duplicate this and rotate it around the
z-axis for 90 degrees. If you click on three, you can go through
your side view. In this case, even
in my wireframe, I cannot really see my cube. You can do this multiple ways. You can do an X-ray or whatever. But I am just going to move my side view plane
to the other side, so just around the x-axis
and then go to three again. And here we can see our cube.
We can move this around. So one thing that
you can also see is that the front view, which is this one here, has this little notch further, which is our seat. Then the side view is kind of turned the wrong way
round as you can see, right, this should be the front. So I'm actually
going to rotate it around the z axis
for 180 degrees, just so the front of this chair is actually
facing the front. Now, you don't want to
scale it up or down and you don't really want to move
around the z axis as well. Just around the y-axis. You want to fit it in this cube. So GY and then just
move it a bit around. It kind of fits. It doesn't have to be perfect, but put it somewhere in the
middle so it kind of fits. Awesome. Now our reference
images that we've downloaded in our previous parts are set up in a
right way for us. We have a very great
start for our blackouts. And I personally think this is the best way to end
this video as well. It's a nice short video, but it shows you kind of
how I start these models.
5. 3D Blockout: Welcome to this part, and we are of course going to block out every
single part here. But before we do that, I highly suggest you
also save your files. Okay? You don't want to be at half
of this class or course, and then you're stuffed crashes, so you need to redo everything
again. It just sucks. It's especially when you're
learning it just sucks dollar because then it's like how gonna listen to him again. Make sure you save
your file often. Now, what we're going
to do is we are just going to duplicate
this cube here. Duplicate it. And we're going to
change the scale. So skillset, and I actually
am gone through a height. These first two cubes, we can always get back to them. But right now I just
wanted to focus on these small little parts. So this is going to be the seed. So we can rename this as well, and we can even put it
in a new collection. If you right-click and
click on new collection, we can rename this
to maybe lock-out, lock-out chair and put
this seed inside here. The nice thing about having collections is that if you
don't want to see them, you can hide everything at once. For instance, maybe for
the reference images. You can just put
these bad boys in here and even these
cubes if you want to, because those are also
kind of just showing us the size of the model. And then we can just
hide it all at once. So we can just focus
on 1 and that's it. Now, what do we want to
do here is we want to make sure that the size of
this pillow actually fits. So I'm going to make
it a bit smaller. The z-axis as well. Here, the front view
seems to fit very nicely. But if we go to the side view, you can see that this
is totally wrong. First of all, we
need to rotate it. One thing what happens when
you're rotating your model is that if I now scaled
around the z axis, it kind of skills it globally. And it doesn't scale it around its own kind of
origin or normals. But if you do skill Z, Z, you can see that
the z axis changes. Once that happens, it actually does a skilled or round its own. I guess normal is in this case, but you can also choose
here to do local or normal. And the same happens. That is up to you how
you want to do that. But that is quite important. Just move this in
place and well, for sure this part
here doesn't fit. So I'm gonna select this
face here and then move it. By the way, with
moving, it also works. So if I now want to move around, I guess it's the
y-axis from this face. Then click Y and not a time. And then it takes the local or the normal transformation
orientation and then just moved into place. Now from the front view, it still fits perfectly. And from the side view it also
fits quite decently right? Now. This is our seat. So we can just duplicate
the seed and use the same model for
this backrest. So just rename
this Beck breasts. And then we can
just move it here. Scaled around the
y-axis as well. That seems to fit
quite decently. Front view. The front view, I kind of needs to move
this part back a second. See it here. And it seems weird, right? It seems way too big. But you got to keep in mind, this image, as I
already said before, is taken with a camera
which has a focal length, so it gets deformed
a little bit. The BEQ seem smaller
and from seems bigger. But that is not really
the way it works. So we could still maybe grab both of them
a scale them a bit down. But I think from the
side view we can kind of see what do
we need to get at. And this should be
our main focus. So it is good right now. It can be a bit bigger,
That's totally fine. Now, what we want
to do is we want to create this hair in the back. These are kind of, I guess, to give it extra stability, I'm not sure what they would like, what they will be called, but I think there was more
food in here and this is just nice and soft the setup on
the seats and backrest, but this will be
more to stability. What we can do here
is kind of the same. We can just duplicate
this backrest, whether we have then rename this to maybe back frame, skilled around the z-axis. So it's for sure, but
smaller, thinner, I would say, then needs to
be a little bit longer. So we can see here from the front view
it's should be the same size as we can see
here in the bottom as well. So that should be fine. Then for this part, we're going to duplicate
it as well and just call this seat frame. And we can scale this
a bit down, of course. But as you can see,
they will not match up perfectly because we need to, of course, do some
extra work in here, but that's just totally
fine just for the Blackout. Then we have these
lags which we can already create from a cylinder. If we would like
to the cylinder, I'm going to use a few less vertices
than 32, So maybe 16. And then kept fill, I'm gonna do nothing. I don't want it to be filled. Then we can just
scale it down here, the size of sky now, we can
already see what it is. So it just moves into place, scale around the z-axis. Then we can find the front view. We should go around here. We can see that
this size doesn't really match up totally. It seems to be
smaller at the top and rebuild broader
at the bottom. We will do that in a later part. But right now we're
just going to duplicate this and put it over here. Then as this top rest
are these arm rests, I guess because
these are the legs which we can also
rename actually. So lag. And then leg back, leg back. Both of them can go inside of the breakout, share
little collection. And then for the arm rest, I'm just going to
use another cube. Just move this cube here. Then front view. That's a bit weird of course, because this one
seems to go inwards. Again, that's not
really the truth. So just make sure these legs kind of fit in
and then scale it a bit up. I think that should be fine. So that is going to
be the arm rests. Then here in the bottom
we also have two things. We just are going to use again, some cubes here,
cube scaled down, go to the front view. And I'm going to put it here. Then they'll probably go
somewhere like this, right? So it kind of fits in
here, in these legs. You can see that it
doesn't really fit with what we can
see here on screen. I might need to put it
a little bit more to the bottom so I can
actually see it. Or we need to move this up
above, we can do that later. And then this one is
gonna be duplicated and also will be here. This is the block
out that we have. What we could do is recruit
mirror some stuff over. So these lags should
actually be mirrored, right? So just select the leg, go through the mirror
modifier and let's mirror it around this
seed for right now. We can do the same for
these two as well. So I'm just going to select
them then this one is last, which already has the modifier, click on Control L, and then copy modifiers. So now they have
the same modifier. Awesome. So this is
our little block out. And in the next part
we're just going to rearrange everything just
so it fits a bit better. And then we can start to
actually model some parts. I see you guys in the next part.
6. Create Cushens with the Cloth Modifier: Welcome everyone to step
four of our workflow. So step four will be modelling. This will probably
be multiple videos, but all of them will
cover modelling. So when we look at
a model right here, we will start with this seat. It is cloth, so we need to make it look like cloth,
needs to look soft. And this is not only done
with textures later on, it actually is also
done with modelling. We need to make sure that
our model also loose, nice and soft and squishy. If we look at different
kinds of cloth, you will also see that different kinds of cloth
will act differently. But if we just start with our
base modelling knowledge, then we can create all of these. So if we look here, you can see that we have
more wrinkles, for instance. And that is because the material itself has a certain thickness. It is a certain
kind of material. And of course it's also
stuffing inside here. If we look at here,
you can see that there are way more smaller wrinkles. Depending on what
you're gonna create, you really need to look
at your reference. And in our case, our reference looks like this. We barely have any wrinkles. That means that probably the cloth itself doesn't
wrinkle that March. Plus on the inside, There's a lot of stuffing. So there's probably
a lot of cotton or whatever is inside to expand it so much that the fabric itself cannot even
Ringo anymore. You could create this just with normal modelling that you
probably already know. But I do want to teach you a
way to create this result. But also if you ever want to create a more wrinkled version, you can also do that. And that is what you're
gonna learn in this part. Here inside Blender,
we're gonna hide our reference for right now and just look at our
block out chair. We're gonna use
these models here to create the result
of a just saw, to create our end result. I'm going to duplicate this
whole block out share parts, then renamed local
chair zeros 012. Final model. We're going to just focus
on this part right here. Let's click on Shift H
to hide everything else. And here we have our seed. For this technique,
we're going to use the cloth modifier
makes sense, right? A few things that you have
to keep in mind though, when you're using
the cloth modifier, you want to keep all of
the geometry uniform. What does that mean? Well, I'm going to show you
the wrong way right now, so don't follow me and later on I'll tell you when
we restart it. Right now, we have this and we are going to
use a cloth modifier. And the cloth modifier is shown in physic
properties here, physics and also as a modifier. But if you add it as a modifier, you're still need to go
through the physics step. So just going into physics
and turn it on here. And here we have
a lot of options. I'm not going over all of
them, it's not needed. But there are also presets here. If you want a more denim or robbery kind of cloth,
you can do that here. And this will change
some of these settings. But right now we're just
going to keep at what it is. I'm going to scroll down and I'm actually going to show
you what this does. If I play my timeline, you can see that our seed
is just falling down. That is because when
you use physics, there's also automatically
a gravity assigned to it. In field which you can
see the graph D is at 11 means that it's fully working and it works just like the real-world graph
here on Earth. The thing is, normally
when you use physics, you don't really want
to just delete gravity, because gravity is a huge part in which we live with all day. But in this case, I do highly recommend
you put it to 0 because it's just way too
fairly to work with the graph. The OEM will just turn it off
if we play now you can see that our model stays in the same place
but nothing happens. This is because our model
is just straight in place. There is no gravity, but we also didn't
do anything to it. We are not letting
something following it or letting itself
fall on something. And that is why nothing
is happening if we actually put pressure
inside of this. So let's put the
pressure to five. We can see that now it
will start to deform. It forms quiet weirdly you
might think. And that is true. This is mostly because there
is no geometry to work with. When you want to
add more geometry, he just Greek, right-click
and sub-divide. Here comes in the uniformity
of your geometry. If we look at our
phases, you can see that these top ones are
nice and square, but these are very elongated. They are rectangles. So if I'm gonna play this now, you will see that we do get a certain amount of pressure inside and
a cloth is working. But the way that the
cloth is working here is way different than here. And that is why
we always want to afford with any physics or even a sculpting that
we have weird geometry. We want squares and
it needs to be as uniform as possible.
Let's start over. I want you guys now to
grab also your seats. So the first thing you
want to do is you want to look at the smallest
phase for that you have. In this case, this one
is the biggest one, and these two are squished. It doesn't really matter
which one they are, but they are at least
small on this z-axis. In this case, with Control R, you can add extra edge loops. So come for r and then scroll up or down to
create more or less. And now we can see that
if I do a count of three, these phases here
are quite square. We're going to do the
same in this side. Also here. There are nice and square because we
did both sides. The top is automatically
squared as well. This is nice and uniform. If you select all of this, if a right-click and
then stop the fight, you can see that now to stop the visions are also
nice and square. So we created a
nice uniform model. I'm going to simplify
it one more time. And with this geometry
we can start to work. Go into your physics
properties, cloth. And of course it will fall down. So go back to the field weights
and put the graph t to 0. And once you use the timeline, you can see that now it's
just in place again. As before, we want to
apply the pressure, so pressure and put a
pressure number here. Let's start with five. Play again. And here you can see that
now it bumps up nicely. You can see that because we do not have
a lot of geometry, we actually get just
big wrinkles in here. The thing is, if you
put more subdivisions, which you can just do with
a subdivision modifier, makes sure you put the
South efficient modifier before the cloth. Play it again. Now you can see that we get a
little bit more detail. You can put more
or less geometry with the levels viewports. The render is not gonna work. The levels is actually
where it's at. So we put one higher
and replay this again. You can see that now also the animation is going to
take longer or to simulation, but we get more
and more wrinkles. Keep in mind though it is not
necessarily to just put it super high because that is not necessarily very realistic. For some reason when
you put it very high, it actually changes the
real-world scale a little bit. So if you put it very high, it essentially sees this pillow as the size of a
house or whatever. That is wrong, right? So don't put it too high. It also has to do
with the amount of wrinkles that
you actually wants. In our case, we actually
want a very low amount. But now I hope you guys can see that if you use this technique, you can get multiple
different results. And this can end up in different looking questions
or pillows or whatever. You can use this for all
the other ones that you're gonna make in the future
as well, this technique. But one thing you
have to keep in mind once you want to work
with physics properties, your model already should look a lot like the model that
you're gonna create. If you look at this model
right here, you can see at, at any parts of this animation, these corners are actually
quite sticking out. And that is because we are
starting with this base model. If we look at our end result or what were our reference images, you can see that the sides are actually already a
bit more smooth. If we edit our main model, we can get this smooth
sides as N3 salt as well. Let's go back to our seat. We're going to select
all of these edges here. All the way around. Then we should scale it down. Scale a bit around
the z-axis as well. And here we can see that
now we have a way more of a smooth shape and this
resembles our model way better. If we now are going to
apply a cloth modifier. Now the cloth will be
resembled a little bit more like the basic or
original model. So this is a better
result because the main shape is now more resemblance of
the reference images. It actually will
look better with the cloth modifier
attached to it as well. If we play this,
you can see that it actually is quite extreme. Our pressure. Go back into your golf modifier here and your physics properties and then we can play
around with the pressure. The pressure does a lot. If we have less
pressure like one, you will see that it will
not be pumped up this much. If I just put a little
bit less pressure, you can see this
already is better. So the pressure is
one way to actually play a round the width
your final results. Pressure is not the only thing
you could play around with the blending options in
stiffness and damping. Those also will
change the width, but overall the other
settings don't do debt much. In all honesty, I would
highly suggest you just play around
for the pressure and maybe a little
bit of bending. Now, let's put the
spreadsheet even lower, 0.5. Let's put this bending too. This doesn't seem too bad. Now are just going
to add another soft efficient after
our normal modal. Right-click, Shade Smooth,
and here is our final result. So I'm not sure about that yet. But what you can do now is you can choose a certain frame. And you can just go around your timeline and choose a frame that you
think is interesting. In my case, I think around
1415 looks interesting. Then you can go here and actually apply
this clop simulator. First applied a self-sufficient,
then the cloth. So this is our seed model. We're not all the way down yet. So these are the
basics on creating pillows or cushions
inside Blender. I hope you guys learned
from this and in the next part where
actually you go expand on this and make this a little bit
more hyperpolarized. It's still looks a little bit. But I just wanted
to do guys to have a separate video for the basics. You guys in the next video.
7. Fabric Seams: We are almost done
with this pillow. We do, however, still needs
to create some seams. As we can see in this
reference image, we have multiple seams here. The real-life application
of seems is to ts2. Two or more pieces of fabric together are multiple
kinds of seams, as you can see here. And inside Blender, there are also different kinds of
ways to create seams. What is the kind of scene
that we want to create? Right now? We're gonna
keep in mind that these models that we're
gonna look at will not be close-up shots. We're going to look from
a further perspective so we don't have to go
into too much detail. In my opinion, just grading extra geometry to create the seams could be
perfect for this case. In future classes,
I will also explain different kinds of seams if you want to go more
up-close to the model. But I think this technique is
very suited for beginners. The first thing that we need
to know is our topology. So if you see these edges, they connect very nicely
here in the middle. Now, this could be a perfect way to half
fabrics come together. This also happens
around the whole model. We can essentially select all of these edges on the top
and on the bottom. Once you have them all selected, you can click on
Control V to bevel these and scroll onetime up. If we don't screw up, you can see that we create
a triangle in the middle. And triangles are not
really handy to work with, especially if you want to use
a soft efficient surface. With Control B. And scroll onetime up, you can see that this triangle
becomes quotes, right? So we have three quotes
instead of triangles. So every phase still
has four vertices. Now, don't make it
too big, nice, small. Then once you have
accepted this, you can click on Control minus. Now you can see that only
this middle edge loop all the way around is selected, come from minus is essentially
shrinking your selection. Then our highly suggest you go into the Object Data Properties, click on velocity
in a vertex groups, rename this to seems, then assign this selection. Now whatever we have selected is assigned as this vertex group. If I now by accident,
click on here. You can see that I do not really need to
re-select all of this. I can just select the CME Group and an every
SIM will be selected. Again. This seems to have
multiple purposes. First of all, when we
just scale them down, you can see that we create
some Seems perfect, right? And that is what we want. Second of all, we
can also click on Control E and do mark scheme. You can see that they become red now and they have become seems. So what do these UV seams do? Well, if you go
to the UV editor, you can see that normal
selection will look like this. But because we
create our UV seams, we now essentially have all
of these parts separated. So if you click on you
and then to unwrap, we unwrap these UV seams and every single little fabric part essentially has
its own UV island. Now if you add textures to this, we get a different texture on every single piece of fabric, which also is just
very realistic. Plus the textures will also have no stretching in them,
which is also good. As you can see, we have
acquired simple scheme. It might look perfectly like
the image that we have, but this is a great way for beginners to actually
start getting into this. And it looks great. It
doesn't look at all. These are great techniques to create a cloth like appearance.
8. 3D Model - Backrest: Let's create this backrest. It is essentially the
same as this seat. And you can do this in two ways. You can just recreate it all the way from the
beginning like we did. And if you want to do that,
I highly advise you go back the video and
didn't just re-watch it, but do it for the backseat. Or we can just do the kind of simple way and we're going
to duplicate the seats. So just duplicate the seat. And let's get these
automotives back just so I can see where
I need to place it, then rotate the seed rounds
and just move it into place. You don't really want
to scale it like this because the x-axis
is the right size. But the z-axis seems to
be a bit long, right? If you want to scale this down, you would think like skillset
would work perfectly. In this case, it kinda works. The problem is, it could scale
a little bit weird because the set axis here is not in
line with this models z-axis, the local excess of this model, the local axis, we cannot
really see them right now. But if you do scale zed, zed, it takes the local z-axis. We want to find this axis here and it's quite
hard to find. It depends how you rotate it. This model all the way
around in the scene. In my case, it is scale
EY, as you can see. It's gonna be one
of the three axis. Then you just move them down. Scale. Why, why? I moved in position? It is of course, way too thick. So skills that set
I'm also going to do to just to make
it a bit thinner here. So it looks a bit better. We can delete this backrest, this little place holder
and look at our model. Perfect. This is quite a handy
way to reuse your models. But I would like to say
that if you do this, of course, our geometry is not going to be square anymore. And we have sculpting depth
goods become a problem. In this case, we're
just going to keep this because we're not going to
sculpt them here anymore. But you could opt for
deleting these edge loops. That good work. You're also lower
in your geometry, which is very handy and these
are way more cloud-like. And you can also just remake
the model or decimated. But in this case we're
going to keep it at this and then we are still
going to sculpt. I know normally you don't
really want to sculpt because you skill that there
are no quotes anymore. It might act a bit differently, but it acts different. It doesn't mean that it
doesn't work anymore. So you have to keep in mind, Okay, it's going to
act a bit different. But the smooth brush or grab brush still
would work decently. So let's say I don't want these folds to be
this noticeable. You can just smooth it out
with this smooth brush. As you can see, I will just
select my smooth brush, play a bit around
with the strength and then smoothing out the parts that I want
to be more smooth. That is one of the ways that
you can edit your model. I know it's not perfect, but sometimes you just
want to save some time. Let's also use this
grab brush here. And we can grab certain amount of geometry
and just pull it up. What you want to keep in mind
here is you don't want to Grab smallpox and then just
keep moving it around. We actually wants to grab a bigger piece and then
pull everything up. Because if we look here
at our reference image, you can see that
this backrest is laying on top of
this normal seed. If we can copy that instead of it going
through each other, that will be more realistic. So in wireframe mode, you can kind of see where they are intervening with each other. Then you can move this up. So make sure you
make it big enough. Then drag it slowly up. It's okay if you go a little bit over to the
right than the left, but just don't make too
many sporadic movements. It's just doesn't look right. This already looks way better. And we can also smooth
and these edges out. So if I want to just drag
them a little bit inwards, they're not as pointy. That would also look great. So awesome. That is essentially
Africa that they wanted to say about the backrest. So you can remake from
beginning or kind of edit your normal seat model. And in the next video, we'll finish these
wooden pieces. I see you guys there.
9. 3D Model - Wooden Legs: In this video, we are going to create all of these
Boolean pieces. So let's look at these first. And I want you to look
at these images as well because the bottom looks quite different
than from the top. So you need to take a look at the front image and
the side image, because here they look
quite the same size-wise. But here this is way thinner. Also, it is placed on the
inner side of the arm rest. We also have to
keep that in mind. And here on the
bottom we can see some extra rubber or something so it doesn't damage the floor. Let's jump into Blender. And we can start
to create these. We know that they have to be
placed on the inner side of these arm rests and they kind of are already
so that's good. Now, we need to scale them down. And we talked about the fact that it needs to be scaled down. But from the side there
should be no size difference. Only from the front.
We will probably scale it around the
x-axis, scale x. Now you can see that this, It's now smaller
opposed to this one. But if we look at the side, they have the same size. Now, if we also look here, we can see that they
are nice and flat wherever the floor
is on either sides. And if we look at our
planet fire right now, we can see that there is an
obvious little curve here. We also need to fix that. Let's grab a cube. And this cube is going
to be our floor. So just move it a bit down. And this is going
to be our floor. Now that we have the floor, we can reposition this. So make sure you go
into wireframe mode. Then select all the vertices. Make sure you select this
last vertex as last. And now this vertex
becomes white, which is the active element. Then we go into the
transform pivot points. I will change it from the medium point to
the active element. Now if we rotate this, it will rotate around
the active elements. You can rotate it around here, bam, and then do skills at 0 to make sure
it's all the way flat. If I'm going to just
overdo it a bids, if I just do skills at 0, you can see that the skill
messes it up all the way. So that is why we
first rotate it. It looks kind of flat
and then skills at 0, we're gonna do the exactly
the same for these legs here. Select all of these. This one is last, rotate around and
then scales at 0. If you want them to be
exactly the same height, you could select both of them. Then just select all
of these vertices. Select 1 here as
last scales at 0, and now they have the
same height as well. Perfect. This one is scaled
inverse already. And we also need to
scale this one inwards. You could have done on
both at the same time. But in this case we're doing the separate from each other. The nice thing about
the wireframe though, is that you can see
the unwound as well, so you can scale them together. Make sure you go back into
the medium point though. So here it seems to be quite
the same size, perfect. Now, of course we want
them to be shaded smooth, so check them both, right-click and do Shade Smooth. Now we're missing 1 and that is all the way
in the bottom right. So are these, it needs to
be nice and rounded off. So we need to add more geometry. And then we have a
little extra bit here which protects the floor. So let's select these. And we can hide this
floor for right now. Then click on Extrude, select all of these with Alt, and then selection,
extrude scale inwards. So something around here. We don't have to
close it all the way. But now what you could do
is select this outer loop again and I click on Control
B to create a nice bevel. You can see though that this
beveled works quite weird. So if you want your
buffer to work normally, you need to select
this model Control a, and then apply the scale. We have probably
scaled it up or down. While we were
modelling this model, messed around with the scale. If we are now going
to bevel this, you can see that it
works way better. Let's do segments of three so you can scroll up or
down for more segments. Three seems to be
okay for it now, and this seems to be nice. We can do the same for this one. We're just going to
extrude it inwards. Then of course this one properly also is going to
act their friends. So Control a to apply the scale. Go back to this edge
loop control B. And here we have
the same effect. Perfect. Now as last, we need to create the little rubber underneath. We can just select
this middle edge loop. Click on Shift D
to duplicate it. Right-click, it snaps
back into place, but it is still selected. Click on P and then do
separate by selection. Now, this little
part is separated. We can scale a bit up and
extrude it around the z axis. Make sure it is shaded smooth, and that is
essentially everything that we need for
this little rubber. We can do the same,
afford this part here. Check this one, shift the
right-click P selection, then scale this up, extrude, right-click,
Shade Smooth. Let's get our floor
back in here. And we can see that these have small little Roberts on an IV. So this might be a
bit too small here, so you can just always
scale them up if you want to scale. We do not need to create a very detailed model here for these robbers
because first of all, there on the leaf and
the only way that you can see them is in
certain camera angles. Just a little model with a kind of a black material
will be fine enough. Make sure you rename them otherwise we cannot
find them back. These instead of legs, front will be Robert Frantz. And these will be Robert back. Any English guy can laugh at these names, but
yeah, that's it. So in the next video
we are going to start and create these
wooden pieces here. See you guys there.
10. 3D Model - Wooden Armrests: In this video, we're going
to create these arm rests. And the shape of
these arm rest is not the easiest shape ever, as we talked about before. If you want to get
to know a shape, we of course are going
to go all the way around the outlines and we are starting to see what the
shape is made out of. Creating these
simple lines really helps with simplifying
the shape overall. My opinion, this looks way
easier to recreate than this. What do we have to do
to really create this? We have to think
about a few things. I personally like to work
with quiet geometry. That means that every
phase has four vertices. And an area like
this could be very problematic with creating
quotes because it is a pole. And you could create this. And then you can see
that this vertex has five or more
edges attached to it. And that just
doesn't really work well with the shading later on. Or also if you want
to stop the fight it, we probably want to just
create an edge loop like this. And if you have an actual there, then we can see that we
have nice quiet geometry. Now, also we have
to take care of these smooth and rounded parts we have in here and also here. What does this mean? This means that
we need to create more geometry to get
this rounded shape. So if we have one vertex
and another vertex, you can see that this, we can never make a nice
curved shape out of this box. If we have a vertex
and another one here, and a third one in the middle, we can combine them with edges. And this, we could make nice smooth and curves because
if you stop the fight it, you get a nice curved shape. So we probably do need to create more edge loops here to
create these curved shapes. That is what you need
to keep in mind. Also, how do we ever
start this model? That might also be a question. What about we just look
at the top for right now, the tuple will look something
like this, very simplified. If we extrude this downwards, you get this kind of shape. You can see that the shape
actually follows what we need. If we just add more geometry after we've created
this basic shape, we can actually
create this model. Let's jump into Blender. Here we have our arm rests. I'm going to create a
whole new model for this arm rest because this
is already rotated and sometimes it's just a
bit harder if you work with yeah, pre rotated objects. So Shift C to make
sure you're treated cursors in the middle
and then add a plane. Let's go to the top
view, which is seven. Scale it down until it reaches
kind of the same size as these pre-made little
arm rests around here. And of course, scalers
around the y-axis. It also fits here. Perfect. Now, when you click on Shift H, keep in mind, by the way, this is the front and
this is the back. If you click on Shift H, we hide everything else
except this plane. Now, we will start
with the front. What we're going to
do is we'll make sure that we have
extra geometry. So I'm going to
click on counter are and make sure I have
three edge loops here. Then select this middle
vertex, go to seven, which is the top view, and select the
proportional editing tool. Then let's go down here and change this falloff
from smooth to sphere. If you move this now around, you can see that all these
vertices move around. Now, let me use my scroll wheel so I actually can see
the fall of circle. And I'm just going
to move around this vertex, around the y-axis. You can see that
these other ones also follow because we
have this fall off. Something around
here will be fine. Now, we have this nice and
smooth shape and later on we of course use a soft
efficient surface which makes it even more smooth, but we will go over that later. Let's look at the back because the back is a bit different. We need to create
this kind of shape. How do we do this?
Well, the thing is, we need to first look
at our reference. And if we are gonna
hide these two here, look at our side view. You can see that our edge loop should be
somewhere around here. If you click on Control R, It's a bit hard to see
because it is a floodplain. But somewhere around here, we need to create
this edge loop. Also. If you create an edge loop, but one side of your model
is curved like this, you can see that your
edge loop actually tries to also get rid of
it of that curve. If you don't want this and scale them around
the y-axis for 0. And now they are nice and flat. This is the cutoff
point that we need. Now, we can select all of these, make sure you select
this one last. Then change the
transform pivot points to active elements. We can turn this
proportional editing off. And if I scale this up or down, it will be scaled around
this active elements. Let's scale this down. If I want this falloff to be more smooth, like circle like, I just need to create more edge loops and do
exactly the same. Scale. This a bit down. Scale
this a bit down. We can select all of this, click on a and
extrude it downwards. We can always go
back and look at our reference images to see
how thick it should be. We can also do this
later, by the way, but I think it's
handy if you keep looking at your reference
images for right now. Because you can
see that this bar here is a little bit thinner
than this big part here. So if we're going to look here, you can see that it's
probably something like this. And here we can de-select these, move these a bit up. So now it goes from thick
to thin, like awesome. So how do we make this a bit
more appealing to the eyes? We of course know
that bevel modifier and a soft efficient
surface are often used. When we use modifiers like this, we often first need
to apply our skills. So Control a and apply the
scale of your current model. This is because we
changed a lot of this model's size
inside edit mode. You need to apply that
outside of it as well. Otherwise these modifiers
don't know what to do. If I get more segments in
here on my bevel modifier, you can see that
we of course are getting some nice shapes. They also put this
amount a bit lower, but we're also
getting bevels at, for instance, we
might not want it. As you can see here
on these edges. How do we change this? Well, right now our limit
method is set at angle. If we're gonna
change this to wait, we can put a weight on
certain vertices or edges, and only those edges
will be beveled. Go into edit mode. Select edges where
you want the bevel. So I'm gonna go all
the way around here, all the way around. Like this. And this is last. I am not going to
bevel these edge loops here and also not
these ones here. If you now go to item, go underneath edges data and put mean bevel weight
all the way to one. Now we can see that a nice buffer gets
graded around here. We do still get some
weird section here. That is because our SAP
deficient is not high enough. Also we can right-click
and do Shade Smooth. These shapes are
starting to look at the shapes that
we want it to have. Bots, they're not all
the way there yet. That is because in
some areas like here, we need to add more geometry to actually make sure the
shape will be formed. Because here you can see
that this is a weird shape. If add an extra edge loop, you can see that
the shape now gets more sandwiches with
what we actually want. That is already way better. Also here, we can see that
this is a very sharp edge. But if we go back at our image, you can actually see that this
is not necessarily sharp. It might even have a little
bit of a curve to it as well. So we can create also
three edge loops here. Select, let me hide
this for right now. All of these vertices, I'm gonna make sure my
proportional editing tool is on again and move these
around the y-axis. I'm going to turn on a
ship deficient surface. And here we can see we
have a way better shape. We can also move these a little bit inwards if
you would like to write so GY and change the shape like
that can also be done here. Maybe we do want it a
bid, their friends. Just going to select all
of these, then g, y. So these are some techniques to actually create
a model like this. Let's get our original
model back again. All of these here. Let's look how this part
fits on top of here. We can delete these
kind of placeholders, these arm rests, and move
this one into place. I always like to get my
reference image and back again just so I can
see how to place them. In this case, we're going
to rotate them again. Here. We can still change the
size of this if we want. We are not kind of ties to
what F we just created. So I'm just going to
move this in place. And you can see that this part
seems to be a bit too far. So I can just select them and then move them a bit backwards. Perfect. I do however think this model is a little bit too wide
around the x-axis. So we could select all of it, then select just this
face as last here. Make sure your pivot
point is set at the active element and
turn this one off, scale it around the x-axis
to make it a bit smaller. This looks already
way, way better. Awesome. So you can keep playing
around with this. You guys already
know how to do it, but you can see that this is
kind of the way that I work. How do we finalize this? Well, we're missing
three wooden pieces. First of all is this
little button here. Then we have this
bottom two as well. You can also see here on top
that this leg actually goes through and this is the way
that it is stabilized a gas, it goes all the way
through this arm rest. I personally don't like it, so we're not gonna do that. So we're just going to
focus on his bottom. And these two parts for
these two parts here, let me unhide everything and then hide the reference
image and just select them. They are these cubes. And these cubes
are actually quite simple and easy to re-create
to the shape that we need. The only thing we have
to do is click on Shift H. Makes sure we delete this outer two phases, EX, Delete, face and
create a bevel modifier. We can put few more
segments in here, maybe three, and put the
amount a bit higher. Also, this one, we probably
needs to apply the scale. You can see that
that does a lot. Let me put this back somewhere around here,
right-click Shade Smooth. Now for other cube, we can just select it. Make sure we apply the scale. Then delete these our
two phases as well. Phases. Then select it, select the one with the modifiers
already applied to it, then click on Control
L and copy modifiers. And now the modifiers
are copied on here. Also do Shade smooth,
perfect, less. We want this little button here. And what we can
do is just select this little edge loop or this little vertex
here and that we have. Then click on Shift S
curves to select it. Or treated cursor
jumps to this vertex. And now if we add a UV sphere, you can see that it will be added exactly there
in the middle. When you add a UV sphere, you actually want to make
a few less segments. We can just do instead of
3216 and instead of 16 rings, we can do eight drinks. Now, scale it down, rotate it around the
y-axis for 90 degrees, and let's scale it
even more down. Then we can select this
vertex here at the end, click on counter plus to expand the selection and
delete these vertices. Now we just have this left. Let me show you
this little button. And that is essentially it. Right-click Shade Smooth. And we can also make the bit flatter instead of this bulbous, let's say so scale x and then just make it
a bit more flat. And if you go to the top view, you can also rotate it a
little bit if you want to. That is that little bottom. Now, for this arm rest, which is now called plane, we can rename this to arm rest. We're going to add
one more modifier and that is the mirror modifier. Makes sure it's all the way
on top of the modifier stack. And use this seat as
the mirror objects. And now it's nicely mirrors. We're gonna do the same
for this button as well. Just use a mirror modifier. Select the seat as
the mirror objects, and here it is nicely mirrors. This bottom is still
called sphere, so we can rename it
to wooden bottom. I'm not sure how to name this, but bottom will be
fine for right now. It's probably like
a screw that screws it into this back frame by chap. In the next part,
we just need to create one of these frames. We can copy it over
to the other one, and then we can start
with our materials. I see you guys there.
11. 3D Model - Frames: Right now, we just
need to create two more models and we're
just going to copy one over. So it's not that hard
to create these two. Also, we do not need to create any cloth simulations
or any of that. Because these two models, the frames with the
fabric around it, do not seem to have a lot
of wrinkles inside them. Also, there is just a minor little difference
between them. In the back you can see we have a nice rounded corner on the top and a bottom
as well a little bit. And in the bottom we
can see that also. This bottom part is a
little bit smaller. You can see that it goes
a little bit inwards. Let's go and create these
inside blend there. Here we have these two models. The first thing I want
you to notice is that these models need to fit
width of these other models. So you can see that this
vote, for instance, is wound little part
in-between kind of goes through this frame and that
is not really what you want. Also, I think in my case, this seats a bit too thick. I could scale it a little
bit around the z axis. Now, because I scaled
around the z axis, I could also move a bit more up, which makes us frame also
able to go a bit more up. And I could scale
down this route. If you go to the side view, go inside the wireframe
and edit mode, you can just drag
this a bit down. We can do the same for this one. It does, of course,
change the way it looks. And you have to be careful
and just keep looking back and forth in these
reference images, but you can always change them. Okay, So nothing is
set in stone yet. But let's say that is kind of how everything
is going to fit. Now we can start and
create this back frame. We're just going to
select this model. And I think the background should be a little bit thinner. So I'm gonna move it. Let's go inside. I'm out here in my
frame, select these, then g, z, z moved
a bit inwards. And here we have this
control a to apply to scale and we can click on Shift H to hide everything else. What do we need to do here? First of all, if you want
to sculpt them here, make sure you also
create quotes again. But we still need more
subdivisions because if I just add a subdivision surface
right now you can see that it gets just very rounded off. It just doesn't make any sense. So let's create some
extra edge loops here. And I'm just going to do around
how many do we have here? Maybe around ten. That's also look at the top. Maybe 99 or eight actually creates clouds,
so we can also do that. So let's do eight in this case. I'll do the same here and
let's look at credit quotes. My case seven Seems
to work on this side. If I do eight comes
a bit too small, so seven seems to be fine. And you can see that
now's these corners are quite nice and rounded off. And yeah, it looks
quite different. If we create an extra
edge loop here, we actually get more of the shape that the
AI person like. And also, which also resembles
this image a bit better. The top here it
seems quite flat. Bots, if you look
at the side view, It's quite nice
and smooth steel. There are still
some fabric there. It's not just one sharp corner. So that is what I'm
trying to recreate here. You could do it
with one edge loop, but you can also bevel
it comes from B. So select the edge loop
control V and then bevel it to extend this a little bit so it's more flattened the top, but it's still has this
nice and smooth shape towards here in front. Now right-click Shade Smooth, and here we have
our final model. I would like to first apply the level one
sufficient surface. And now we have this
geometry which looks decent. And then I'd like
to add another stop deficient surface to just create more detail,
more geometry. In this case, if we just
select these two edge loops, click on Control V, scroll one time up and make
them nice and SUV, these could become our seams. Around here. Control minus. I like to go here again to the object data properties
create a nice seem, groups, seems, assign these edge loops and then we can scale them down. So scale this case, I actually need to
put my transform pivot points back
to medium points. Scale these nice down, and here we have this shape. Perfect. Also don't forget to click or
Control E and do mark seam. So we also have some of these
and seems in here this up, yeah, it looks quite decent
rights. You can scale. This seems as much
down she wants. If you scale them a bit more
down, you can of course, see that these edges
get more prominence. Just don't overdo it. I don't think it's necessary. But in this case,
this seems to work. Great, awesome. For this bottom part, we're just going to
duplicate this one here. So go to the side,
few duplicates. Let's rotate it around here. Get everything else
back with Alt H. And then I like to
move this in place. So you can see that this
bottom part is way longer. Scale around the y-axis. Good work. The problem is if I
scale around the y-axis, scale YY, these edges
get kinda weird. They also elongate. If I overdo it, you can kind of see
what's happening as you get these weird. Yeah, it's nice and
smooth edges just gets very stretched. We
don't want that. So I highly suggest
you just select a certain part of this model inside edit mode and
then move that around. What I mean if this
is, let's go back, select this model, move
it back until here. It's nice and hidden behind this volt, somewhere
around here. Then go into edit
mode and select With see these edge loops. Then click on G and
then click two times y. You can move it forward. In this case, this nice
rounded shape that we had will not be deformed
because we actually grabbing those edge loops. But of course, we do not have
these nice quotes anymore. With Control R, you
can just create extra edge loops and
get these quotes back. And now we can still sculpt
on them if necessary. Is one thing that you
got to be wary of. Scaling is not always nice, especially if you have already some shapes in there
that you have worked for. So Alt H, we can delete this block out frame that
we're not working on anymore. And the only thing that
I would like to change here is if we look
at this image, you can see that
this shape here, and also from the front, the sides goes a bit inwards. If you select this model, I'm in this case it's gonna
delete the middle edge loop, select the bottom all the way, and just scale it
a little bit down. Right now you can see
that it scales down. And then we have this edge
loop is kind of stops this nice fall off and
then it goes back again. So I like to delete this
loop and then just create an edge loop again to just
create more geometry. Let's say this looks way more like the
model that we have. And I'm actually enjoying
what we're seeing here. The only thing that you
want to do now is just finish this up to
finalize this model, I want you to take a
quick look at this image. Because these foods is interacting with the seats
and all of these fabrics, you can see that they got quite dented where the
Buddha touches them. This makes it look more
soft plus more realistic. So how can we do this
inside our model here? Well, we can go to sculpt mode. Before we're going to do that, you should take a quick
look if they even touch it. So if let's say this
one was a bit too short around the x-axis
and it doesn't touch it. You can fix it two ways. You can maybe move your
vote a little bit inwards, or you can just move this a
tiny bit outwards, right? So those are the two
ways that you can edit this if you wanted
that extra effect. Now, go to sculpting. And it's quite handy
if you turn off your soft efficient
surface just so you can see kind of what geometry
you're working with. Then I personally
like to work if the Grab Brush here
inside the active tool, you can see the Grab Brush. And in the middle circle, we can see our brush. And the outer circle is
essentially the fall off before we're going
to push this inwards, I highly suggest you also
turn on the symmetry x. Here. You can see that it now
works on both ways. So I only need to add 1 here. So maybe push this bit inwards. And it also happens
on other sides. Could do the same here. This here, it can be pushed
a little bit inwards. You don't have to
overdo it, by the way. Still has to look a
little bit natural. Here. If you want to work on
another model, go to layout, select it, and go
back into sculpting, and now we're on that model. So here, again, when
you select an unimodel, the symmetry is turned
off again like normal. Turn it on again
because the symmetry essentially works PR model. All of these options
work for model. So for this one just
pushed a bit inwards. Here. Keep in mind it's fine if
it's not perfectly okay, we're learning and that's our, that is about make
sure you're efficient. Surfaces are on again, just so we can see
what we created. And it's actually
looks beautiful. So this is a bit too March. I will just add it
that in my own time. But that is essentially
how we create this model. And in the next part
we can start to create some materials.
I see you guys. There.
12. UV Unwrap - Fabric: Before we are going to
create a materials, we can get rid of all of
this other stuff here. So the breakout chairs
not really needed anymore and I always
save multiple files. So probably we are at, Let's look file nine already
block out share nine, which should now
actually be finished. Final model chair. And then Barth ten, just so I have parts. But yeah, I can always
jump back into my files. And if I did something
wrong or if I see something too late and grab
those models back, or even go, just go back a few files and start
again from there. Now, to clean the
scene a little bit up, we do not really need
this floor anymore. We do not really
need this block out that chair anymore so we
can delete all of these. Breakout share collection
can also be deleted. Then we have another collection here which is the
camera and lights. That's fine. We're gonna keep
that for right now. And then we have our reference. The references, I don't really
need these cubes anymore. They are quite a well
established already. And the last thing
that I want to do here is I do want to keep these reference
images just so we can compare our materials
a little bit later on. So what do we want to do now? Well, we want to start with our materials and how do
we start a farm materials? Well, we need to first UV unwrap every single
part to UV unwrap them. I would also like to
change these names just so everything is a
little bit more yeah, overseas, let's say
because we of course duplicated and lots of these models and they
now have weird names. So if we have this Beck frame, now this Beck frame 0 is 01. Well, this is just
the back frame. For this in the
bottom we have the I'm not really remember
what we call it this, but maybe bottom frame. Then we have our arm
rests, that is fine. And we have a cubed zeros 02, which is this wooden
piece in between here from something like that. Just so you remember it. Woods. Back. Then we have our lag
Back there is fine, doesn't really need 001
lakh front also fine. Then we have rubber
back, rubber front. Those are these two little black rubber thing
is underneath. Then we have our seat, which is z 001. It can just be seeds. And we have C12, which is just our back rest. That seems to be everything. It's just handy if you
have all of these names, especially if you want to reuse this model or you're
even sell this model, people want to see what it is made out of because
they can make edits. Maybe it's quite handy
to rename these. Let's get into the materials before we can create materials, we need to UV unwrap our model. If we look at a model, we can see that there are three different
types of material. We have our cloth here, we have our volts and these
little Roberts underneath. I'm not going to create a special texture map for
these Roberts on the leaf. It's just going to be as
very simple material. But for the votes
and for the fabric, we could create some materials. These materials could
be in one texture map, or we can do them in
multiple texture maps. Just for sake of making
this a little bit easier and simpler
for us beginners. We're going to do this in
two separate texture maps. We need uv maps, go to UV Editing. And you have probably
already seen that we already
created some UV maps, especially for our fabric parts. If we select all of them, which is this backrest, this seat, and these two frames, click on top to select them all. Now we are in edit mode
in all of these ones, click on a and click on you, then on rep. Now, there is a little bit problem. We first consider the object
has a non-uniform scale. This means that we have scaled it but never applied the scale. Go into top again to
go into object mode, click of cones for a
and apply the scale. Now if we do the same, we will not get this error. Ends. These UVs actually look decent, but is it all so good? We need to check them. There are multiple ways to
actually check your UVs. But if you go up
here and scroll, we can go into the
overlays and we can look at display stretch. This place stretch shows
stretching in your UVs. And if we go here, we can see that these parts, which are not just totally
blew, our stretching. If something is just
a normal dark blue, there is no stretch which
essentially means it is good. But if it gets towards the green or even rather
than some cases, then there is some stretching. Stretching is not
always that bad, but we often want to avoid it. In these places. I think this is a bit too much. So when you don't
know anything about stretching and how it will actually look in your textures. There is also an other way
to actually showcase this. Let's go into shading. And we already have a
material assigned to this. If you don't have a material
yet, just create one, then we are going
to have course use nodes and use an image texture. Let's put this into
the base color and we're gonna create
a new image texture. We can put this
generator type blank to UV grid and click on, Okay. Here we can see, we
get this UV grid. You can see in this UV
grid is some nice squares. If there's any stretching, which happens here a lot, you will see that
these squares are not squared anymore and they
just look very off putting. This happens also
through your textures. This is just a texture. If we have a nice
fabric texture, but then it starts
to warp all here. It is just not what we want. It just doesn't look good, it doesn't look realistic, and we want to
avoid it. Overall. We have maybe a little
bit of stretching here, which we also could
see in our UV Editing. There's a little bit
there and these corners, but it is not an extreme amount. So these corners, we
might be able to just say like there's maybe a little
bit of stretching bother, there's not as much that we need to change anything. Here. We have a little bit
those we could avoid. But this one I just
cannot afford at all. Let's go to our UV Editing
and let's see what is wrong. Well, what is wrong here is that this is a whole piece of fabric, but it is all combined. So blender is trying to kind of push and pull
everything together. So it's still fits
here on this UV map. If we just create a seam, Let's do it here in the back where we cannot
really see anything. So I'm going to click on, I'm just going to select this here, shift H, and create a seam here. I don't really need the
seam to go all the way up here or here. And I want the seam to go from the existing rat
scene that we see. The other one here. I can deselect this, click on Control a
and mark scheme. Now if I click a, you unwrap, you can see that this
texture right now is all elongated and there might be a little
bit of stretching. But if we're now gonna
look back at our shading, you can see that this stretching is way better than
it used to be. That is essentially what
was wrong with our UV map. And that's the only
thing we need to change. Also for the other one, we probably didn't do it. You can see we have a
huge stretching air. Go into the bottom. Select this edge loop. We're going to
deselect these ones. These ones as well, contour a mark scheme a. And I actually want to see here with the
viewport shading, you unwrap a, you can
see that it is fixed. Perfect. Go to UV Editing again. Alt H, select all of
these fabric parts. Let's try this again. On wrap them all. And here are you. Fees look a little
bit different, but there is almost no
stretching anymore. Of course there's
a little bit of stretching, but that is fine. Normally when you
create these UVC teams, you want to also optimize
the space that everything takes inside of this UV map. Everything here
could essentially be scaled a little bit up. The more space you give this
inside your texture map, the more pixels essentially you have for your texture map
to be shown upon here. So the higher detail you get, you can play around with
this as much as you want. You can move these around. You can scale certain parts of which are more
visible to the eye. So maybe this part of the Christian or
pillow will not be shown. You could even delete it. It sounds weird, but it's just geometry that
we will never see. Also, this geometry be smaller inside the UV map because we are not
going to see that. But this is essentially
a decent texture map. And we can go into the shading and start to create some
materials for this fabric.
13. Materials - Fabric: How do we create a
believable material? In this case, we're going to
create a fabric material. We can just rename this
with zeros of fabric. If one of these models does not have this fabric
applied to it, just click on this little browse material and use the same
material here, right? So what do we want to do here? We want to create the material. But to create a material, you often also need
good lighting to actually showcases
material ends. I personally like to go inside
the render engine, cycles. It is a bit harder
on a computer and I could take away
you don't want to render what are the gifts? Way more photo-realistic
results. That's put the device at GPU. Now, if you go into the
rendered viewport shading, and this is essentially what you will see when
you start rendering. Then we can see this. What we're going to create
now for our lighting does not necessarily have to
be the lighting that we're going to use
in our final render. Bought some good
lining is always appreciated because then we
can see our textures better. Object go into world. And in this case we just have a plain background
with one light source. If we delete a slide source, you can see that it gets
quite dark over here. The only light being emitted
now is from the background, which is just a strength of one in this kind
of grayish color. If I put this to 0, you can
see that it is totally dark. Let's use an HDRI texture. Click on shift a to create an environment texture and put the color into the
color of the background. And here we can grab an HGRI. You can download this as well. I just put it down like
a zip file, I think. Now choose the studio. What we can see here is
we have a whole image, 360 image around here. And this all a myths
light on our scene. It might be a bit
too strong hair, but yeah, you can just put the strength down
to, let's say 0.7. And we can see everything
now in a better light. Ha, let's go into object. Once we select this model, we have our principled
shader here. Right now we still have this
image texture applied to it. If we delete this,
you can see that we have a normal principal shader. Here we have a base color
which is now white for subsurface and all
of this good stuff. Well, what do we
want to add here? We want to add an image texture. We're going to put this
color into the base color, and we can click on open. These files are also
available for download. The first texture that we
will need is our base color. Here we have our base color. Diffuses kind of the same. Okay, so let's just use
our base color because we also have a base color
here in a principled shader. Now, you can see we have
this nice fabric texture, but it is not the right scale. All right. How do we change the scale? Well, we need a
texture coordinates. With this nodes you
can essentially assign on which coordinates you
want your texture to show. We created UVs. We want it to show on our UVs. Then we need a mapping nodes. So the UVs goes into the
factor of the mapper nodes, and this factor can be put into the factor of
any image file. Nothing changed. That's totally fine. Because now we can
play around with the mapping node here
and scale for instance. And this will change the
scale of the image texture. So let's say we do times
seven around the x, y, and z axis. Here we get a way more
smaller and detailed image. Very, very cool. Now, there are way more of
these images necessary. You can just duplicate this. So Shift C, Shift V, then open our next one, which is going to be metallic. It is not a 100% necessary because we can just
keep the metallic at 0. But not every program
is like Blender. Sometimes we need to show
with a image texture that the metallic is black or essentially not
working in this case. Also, when you use
a gray scale map, which is the metallic
map in this case, we want to have to call
a space at non-color. It has no color Senate, it is just grayscale data. Then we are going to specular. Here. It's also going to
be non-color data. And here we have
specular, specular. We'll be here. Lamb specular will
probably also be 0.5. Just wanted this right now. But that is essentially what
we do with our textures. Let me make this a bit bigger. Then we have our roughness. So here we have our roughness. By the way, sometimes
blend that just pops the color space
back to ours, sRGB. Just put this to non-color data. If your file is non-color data, which in this case, this is, this one goes to
roughness and then this one goes all
the way in here. Yes. And now we have
some roughness. This is not all
that shiny anymore. It's more like the material that we would expect it to be. Rif, the roughness.
However, sometimes it could be that it is flipped, especially when you export or import it from
another program. What you could do in that case, you could use an invert
node and just invert this. But in this case you can
see that it looks weird. So in this case we do
not do this, right? So we're just going to
click on Control Z. But yeah, that
could be the case. Now we're going to
use a normal map. Just open the normal map. Also, the normal map will
be a non-color data. I noticed purple, but
it is a non-color data. We put this into the normal. The problem is you can see that the color little
dot here is yellow. The normal adult is purple. Often this shows like, hey, something is wrong here. This is not really the
way that it should work. Let's add a normal map and
put it in between here. Now you can see
that the color from this image texture goes
into the normal map. And from yellow it
goes to purple, and purple normal
goes into normal. Awesome. And here we have normal data. You can choose the
amount of strength. If you think one is a
bit too strong, you can, of course put it to maybe
0.3 to make it a bit lower. That is all possible. And if you want, we can even put a
displacement map. I do think maybe the
displacement is a bit overkill. And that's why we're not
going to use it right now. But if you have a bit
of a bigger details, you could always use
a displacement map. I do think we also have it here. Let's see. That would probably be the height map. I think
it's a bit overkill. We don't have to do
this in this case. But that's up to you guys. I think this looks
already quite decent. However, it doesn't
look that soft jet. We have some nice
textures on here, but it doesn't look that soft. How do we do this? Well, there is a nice option in this principled shader
which is called Xin. Xin essentially kind of fix this nice little reflection
around your model. So if we think about a pillow, there is a very soft material which has a lot of
smaller or hairs. Those hairs will still
catch some light and it creates this nice smooth,
soft looking lighting. And that is essentially
what the xin does. I like to put this nice and high and this creates this nice, soft looking material. Awesome. And that is essentially
everything that we need to do to create this
fabric material. There is also a
very handy add-on. It is for free. It's inside brand itself, so you don't need to
download anything external. But if you go to Preferences, go into Add-ons and
use the Node Wrangler, as you can see, minus
already ticked on. Then what you can do is you can essentially select the
principled shader, then click on
Control, Shift and t. Now if you go to your
fabric material, you can select it all. Click on principled
shader texture setup. Now, everything is set at once. The mapping we have
here is from the UVs, we can still change
our scale here, 77. I'm, of course the sheen
will be probably set at 0, so you need to change that. But all of these texture
maps are added instantly. Which shapes a lot of time, especially if you want
to do more models. I first wanted to show
you how this works, but also that there
are ways to make this easier, simpler, and quicker. The displacement map
also has been added right now if you go to
their material property, then go down into the surface. You can see that the displacement
is set at Bump only. You need to put displacement and bump if you want the
displacement to also work. It only creates problems because the displacement is so small. It's just tiny little fibers. It essentially just
creates more problems. Even if we just put
the scale way down. It doesn't make sense in
this particular material. In this case, for
this material I will just do Bump only and we could even delete the displacement and this image texture
applied to it. But this is the fabric. I hope you guys learned from
this and see that this is actually simpler than many
of you might've thought. And in the next part, we can go on and UV
unwrap. But'm parts. I see you guys there.
14. Materials - Wood: Welcome. In this video, we're going to UV unwrap and texture
these wooden parts. In this video, you will
actually also learn a lot of problems which you might
encounter while UV unwrapping. First of all, we need to
UV unwrap these parts. With UV unwrapping. We have to always keep in
mind where to put our UVs. In the case of these pillows, we actually knew
where to put them. These are pieces of cloth. And we put these pieces
of cloth together. So you can see the seams
actually make sense. Also, the seams are
kinda hidden, right? So they are a hidden
inside of here. This is also handy
because then you have no discontinuation in your cloth where it doesn't make any sense. You cannot always do this. For this wouldn't
be, for instance, the seams might show for models like these lags or even
this piece underneath, we want to hide our seams. So let's start with that now we're just going to
start with this. And the first thing that
I want you to notice is that a lot of this model, or a part of this
model, I should say, is inside of this leg. And it's not necessarily bad. But you could imagine if
this happens for two of these and then on both sides, that we do not really have
any more geometry. Bought. This geometry that we have here, we'll take more space
into our UV map. It will essentially
take more pixels away from our texture map. And we don't want that. You are properly wanted
to scale this a bit down around the x-axis, scale x. And then here, in this case, nothing really changed
from whatever we can see. Bots, we on both sides have less space taken
up in our texture maps. Awesome. We've talked about
hiding our seams. If we just put a seam just
straight in the middle here, we might be able to see it. Like if we rendered
here, you can just see a cut-through doesn't
make any sense. So this point here in the back, it's probably the
best hiding spot. Now, we can also see that
they have a bevel modifier. Do not always have to
apply the buffer modifier. But in this case, I do think it is
handy because it creates such a big shape
inside of our scene. If we just click on
hide and unhide, you can see that it really
creates a huge shape. In this case, I would
like to apply it. Then just select this edge here, Control E mark scheme
you and unwrap. You can see that the unwrap
object has non-uniform scale, is a little bit of a problem. We can also go into the UV
edit to see this problem. In most cases you will be like, I don't really see any problem, but let's go into object mode. If top contour, apply the scale, go back into edit mode. You unwrap. And here you can see that
it's slightly moved. Because we only scale
it a little bit down. It didn't make huge differences, but it could make
big differences with auto models or if you
scaled it in any position. So that error, non-uniform scale just means that you have
to apply the skill. We're gonna do exactly the
same, afford this piece. And also here I do think up here might be a good
tiny spot for our seams. So apply the bevel. Then select this edge going
through a mark scheme. You unwrap also for this one, object has non-uniform scale. Apply the skill and
unwrap it again. Awesome. So let's go back here and I want to talk
about these legs. The legs, I only have
a mirror modifier and the mirror modifier
essentially mirrors it over. What do we want to do here? Well, normally I would
like to first UV unwrap it and then apply the
mirror if needed. And if needed. I'll explain later
what that means. So let's first select an edge. And in this case also we
want to hide this seam. And what we want to
think about here is, I'm always going to look at
the front of this model. Then you might want to
put the seam in the back. But if you want to have a
360 view, in this case, I think the best spot to put
this seam would be here. And if you ask why,
let me explain. This seam goes all the way
from the top to bottom, but there is a huge
part which is hidden. So there's actually less
visible from the seam, right? So you could do it here, but you will see the
seam all the way. Here. There's a hill
whole bought that it's just hidden by
these other models. So UV Editing, Let's
create a seam here. Going through a mark scheme, a U, and unwrap. And here we can see that, hey, this looks okay, but what is happening here? Sometimes we don't
even know where the spot might exist
in our 3D view. You might be like, is this a here and a bottom
somewhere else on the top. You could go and look
around your model. Or you can put on the
UV sinks selection. Then select the part where
you're not sure about. And because of the
UV sinks selection, oh, by the way, make sure you
do Vertex selection here. Otherwise it just
selects everything. Vertex selection,
then select it. You can see that because
of the UV sinks selection, now we only select
this part here. The problem must be here. It's syncs the selection. As you can see, it makes
total sense, right? So in this case, I'll put an extra
seam here to seem off this little bottom
cap a, you unwrap. And now everything
is nice and blue. And we have a little bit
of stretching maybe here. I told you guys
about this already. This little setting UP
stretching S handy. But I personally like
to go to Shading, create a new texture. Make sure we do this for
this Buddha material. Renamed is two volts. Create a new image texture. We drop this color into
the base color and create a new generated type UV grids. Okay, go to the
material preview, and here we can see these
nice little squares, right? Awesome. So there's not really
a lot of stretching. This is because
the seam is here. That's what we talked
about the whole time. Maybe in a bottom there is
a little bit of stretching, but I think it's totally
fine for right now. It's not really that feasible. The same we can do
for these models. We can just select them all, then select this one as less as the material
applied to it. Click on Control L and
link the materials. So we can see that
these look decent. But the ones that
we have not created any uv maps for
still look horrible. For this one, I will
do exactly the same. I will probably
select this edge. Selection, country mark
scheme a, you unwrap. We do know however, that we probably have the
similar problem here. So I'll also select
this edge loop. Then unwrap this and
let's go back to the material preview
and this looks decent. We also have this little button, actually, I totally forgot. So let's go here. Grades material. But this button doesn't
have anything special. So a you unwrap and I
will probably do it. It does, however, has
a non-uniform scale, so control a applied to scale
and then unwrap it again. Now, we have this piece as last. And I wanted to talk to
you guys about this piece because we're just
going to follow the kind of basics
of UV unwrapping. And I will show you what these
modifiers could do to it. Because right now, if we just follow these nice
sharp edges around here, all the way around
here on the bottom. Click OK. control,
a mark scheme, then a U and unwrap, we do not have any error. We can go into UV editing
to see our textures, anything like this, loose goods. Nothing is wrong, there
is no stretching. Everything is nice and blue. This properly must be goods. However, if we go and look
at our material preview, you can see that there is
definitely something wrong. This is all because we have
the sub deficient surface. If I turn this on or off, you can see a huge difference. Soft efficient surface when
it's set to cut more Clark, it smooths our geometry out. If I put this too simple, you can see that also
it jumps instantly into a nice normal uniform
square texture. But we actually want this nice and smooth form because it makes your model look better and it also generates more geometry which makes your model will look
better essentially. So how can we avoid this? The are multiple
ways to fix this. The first one is just looking for a sufficient level or
making this model final. So applying the bevel modifier, applying yourself deficient
level and then UV unwrap it again and then
create new UV seams. So let's say I'm going to apply this one, applied this one. And then you can see
at this UV seams are a bit messed up so you need to clear them
and create new ones. That could totally be an option. But what if you want to keep the soft efficient
surface intact? Then it is a little
bit difference. If we wanted to keep this up deficient surface as an option that people still gonna go lower or higher and
subdivision levels. Then I will just highly advise you to just
add more geometry. You can see what happens
when I add more geometry. The shapes, or essentially
this sub deficient surface is not trying to pull all
of the shapes together. While this essentially
smoothing out. Adding more geometry
really helps here, you can just look
at the geometry, see where it is moving. Here I might add one extra one. Here we're at one or two. Here. It's still fine. Here on the back. Here. It could seem weird, but you can see that
the totally works. And a nice thing about this, if I use a level of
Viewport one or 0, it works just as good as if
I put it higher so we can keep the SAP deficient
Surface Modifier intact. That is all I wanted
because if I wanted to put my chair may
be very far away. I can put all of the self deficient surfaces off or even at a very low level. But if I want to
zoom in a bit more, I can always put this higher. If you sell this model or if you want to reuse it later on, you can still do that. Those are my little tips and now we can start to
create the materials. In the last video, you actually saw how we
created this fabric material. You just go to Shading, select or delete
first this image, then select a principal shader, use control shift T, and then select all
of these textures. Principle texture setup. In this case, there
is going to be something different with
using our uv maps though. So if we go to UV Editing, you can see that this
texture is not square, but the program that
I use to create this texture does make it
in this kind of shape. And it is still see MBL. It has no seams. If I just copy it over
and over and over, I don't really want
to mess around with the shape at this point. We can go here into the material preview and see
what the world looks like. To be honest, this
looks very bad. So we can always on rapid again, also doesn't change anything. And that is because our UVs are now set up in a way
that all of these, I guess growth
rings here are kind of pointing in a way that doesn't really look
that interesting. If we rotate this 90 degrees, you can see that this
looks way, way better. I can also scale this up here. Just put it nice in place. The nice thing about having these seamless textures is
that if I scaled even higher, it will still work because
it seems over and over. But scaling it up and up, you will see that it starts
to create kind of a pattern. And you want to avoid
patterns because then of course it doesn't
really look like a nice receivable texture. So we're just going to keep
it at something like this. And we're gonna do this for
every single model here. Rapid again, rotates. Then the good even
overlap by the way, they don't have to
be non-overlapping. All the models that we
have can overlap wrote it, this one as well. Let's talk about the
mirror modifiers. That is the last thing and
then we're essentially done. The mirror modifiers, as you can see, mirror
everything perfectly. Also the seams and uv
since we have created. If you want to detect
you to look a little bit different on the
left and on the right, you need to apply
the mirror modifier. Now, if you just
select one of these, so I'm going to select off this. I can move it around. And now it will have a
different texture map, or essentially the
textures look a little bit different than
the other one. So this is very handy to
create more randomness and more randomness just mixed
off, look more realistic. Do it for all of them. Let's look back here. All of them have a different
texture applied to them. If you want, you can still play a bit with
the scale, right? So if I wanted to maybe make everything a little bit smaller, you can do that here. 1.5 might be better than two, so 1.5, and here we
have this nice texture. Let's look in the rendered
viewport shading. And it actually starts to
look quite good, bad guys. So we can still play around with this dexterous inside
the next video. If you think something
is totally wrong, like we don't really
need this displacement. The displacement we can, for
instance, delete already. We can play around
with the roughness. Maybe we want a
very shiny finish, or maybe we want an
even more rough finish. We can still change that. But in this case we have graded, our textures are
UVs, are materials. And in the next part
we can finish this off and also render. I see you guys there.
15. Rendering Final Image: And this is the last
video of this class. I want to thank you all for actually going through this all. And what I would really
like if you guys could send this last render to
me and I can give some feedback to show you maybe what you could
improve in next renders. Or just give a nice like and give a nice comments to
your amazing render. So what we're gonna do
now is we're gonna give a less material to the 0
Roberts parts on the Neith. So just create a new
material, rubber. It doesn't have to be
too specific just to make it dark, gray. Roughness goes a bit up
to like point a to 0.7. And that is essentially it. Same material for these
backlit are robbers. And that's it. Quite easy. Now, we need to start
rendering, and we've rendering. There are a few things
that are quite important. First, I would like
to create a studio. So let's go to modelling. Click on Shift C to make sure our 3D cursor
is in the middle. Then let's create a plane. Scale this up maybe
times five or four. Then move this down
around the z-axis. We don't really know
where to place it. So let's click on three
to go to the side view. We can move this
down around here. Now, if you go to edit mode, you can select this
last edge here, extrude it and click on z
to move around the z axis. We want to apply the skills
or Control a and scale. And we're going to
add a bevel modifier. If we just ran this
without a bevel modifier. So let's say I'm
going to go here. You can see a very
distinctive edge which kind of separates the floor plane
from the backplane. This could be a choice of yours, but in this case I want
it nice and smooth. So I'm going to use a few more segments
inside my bevel modifier. Let me show you here
and put the amount up. I make a very nice and
smooth transition here. If you're happy with
your transition, right-click Shade Smooth,
and let's look back. And now you can see we don't
have this edge anymore, but it is nice and smooth. We do however,
have a huge shadow and that is of course
because of our HDRI. I'm not hating on the HGRI, but I would like to add
another edge there. I in the end EGN keep this
one off for right now. So go to shading into world
and put a strength at 0. I do this often just so I can focus on the lights and I'm
going to add right now. So let's first put a camera
implication. Click on 0. Click here, go to
few, camera, too few. I like a view like this. Let's zoom in a bit in something like this looks
interesting to me. Take this off and we can start
to put on lights in here. Rendered viewport shading. We have it all black right
now because I literally just turn the background
off all the wave. And we can start with
Shift a to add a light. Let's add a point light. This is a point light. Often in beginners I just
see that this happens. Shift the shift D. We all know about the three-point light
setting bandwidth, just duplicate them
over and over, and this will probably be it. But the lights that you add
just don't make any sense. Why do you add them? Should be the first question. What do you want to achieve? First of all, we
started with one light. This is our first slides, and we're gonna rename
the slides instead of 0.2 key lights. This is the key light
in our light setup. And often the key
light is the brightest because the light that we want the most focus on
is the key light. So what do we want
the scale I to do? We want to line up our scene, as we can see here, to
light up our model. And we want to look at how much lighter this creating
if we under or overexposing. But also look at the shadows. We want soft shadows
or do you want more sharp and harsh shadows? That is all what we can
do with our main light. How do we do all of this? Well, first of all, I want to show you how
we can change calf the shadow sharpness if you
go inside the light options. So the object data properties
of the light itself, then we see a radius. The bigger the light is, the smoother and software
the shadows will be. This could be handy if you want to make something look smooth. A lot of times you render
a phase, for instance, a female phase with
nice smooth big lights. So all the lights at
the US have a soft box. But if you want
very small details, or maybe you want to see an apse of a
bodybuilder or a bit better than they often use
a bit of a harsher lights. And also the position
of course matters. Because if you put a harsh
light from the front, you will still not see any apps. The light needs to go from top. In this case, we want
the same look or choose a position in which you think you want to
light up your model. In this case, I
think a light here, we'll do a lot good
for our scene. We have some nice
highlights here, here on the legs and of
course on our model itself. Perfect. Let's say this is what I want. But how bright do
I put my lights? Go into object. Use notes for the slides. And here we have
this emission node. Instead of playing around
with the power here, we can now put the
strength up and down. A lot of times it's like, yeah, you cannot just guessing this is probably good. You
know what I mean? Or maybe this is good. But you don't really
know if you're under overexposing your model. Well, if you go into
the random properties, scroll down and go
to color management, we have a nice few
transform filmic. Let's put this to false color. And we can see that, hey, these are all weird colors. What is happening here? This essentially shows
you if you are over or under exposing your
vendor or your model. Now, in this case, let me put my strength
all the way up. You can see that we reach
dark rat or even white. This will be overexposure. Let's go back to filmic and you can see that it is so bright, it looks white and we will
lose a lot of color data. That is the problem
that we have here. That is why you don't want
to overexpose anything, you will just lose
all the color data. We also don't see any depth anymore or normals
are almost gone. You can literally just
not see anything anymore. If we put the strength
down, however, you can see that now
it's underexposed. Also here, you will
lose color data. It is to black to get any
color data from here. And if you put it too low, it's just all the way black. You know that those things are wrong and it makes sense, right? But what is good? Let's go back to false color
and put the strength up. What essentially as good
as the middle points. And in this case it is gray. You can see here that
did this grayish. Also. This is a little bit hard because if you now go to filmic, you can see that
it looks decent. But it's a debt appealing, especially with some of
these product renders. You might want to put
them later on into Photoshop again and start to edit a dare or even
inside Blender itself. But personally, I
also like to do that. I will also bring my
renders, of course, inside another program and
edit them a little bit. But you can also go
a little bit higher. In this case, we are reaching
the green, almost yellow. But if you put a
little bit higher, you can see we are regarding more towards the yellow and also this gray parts are essentially
getting a bit more sharp. So I like to go around here. Let's go to film OK again. And here you can see that
this is some nice lighting. That is essentially how you know how bright your
lights can actually go. That is our key light. Next to the key lights
on the opposite side, we often put a fill light. Let's put the strength
all the way to 0. And I want you guys to notice what happens with
the fill light. Why is it even
called a fill light? Well, let me put strength up slowly and you'll
slowly see that this fill light fills up the
shadows from the key light. The shadows are here. We are slowly filling up. Also. Often the key lights, as
I said, is the brightest. If we put the fill
light just as bright, you can see that now we don't even have any shadows anymore. Yeah, we created a
new shadow here. But all of these nice shadows that we had before are gone. And you have to keep in mind, shadows are just as
important as light. Let's put this way lower. Here. We can see that we still
have a nice shadow here, but it is just not too dark. It makes sense. And that is what you want to
create with the fill light. In this case, I would
also like to add a rim light here
and we can frame this renamed to rim light. Rim light. If we hide
these other ones, essentially creates this nice
rim light as it is called. It can also be named background light,
something like that. But it creates this
nice rim on here. And especially I feel like
in this fabric parts, it also really creates this nice sheen effect that
we talked about before. Plus we get these
very cool reflections or lighter areas on these
arm rests right now. That is what we want to
achieve if the rim light. You could see that I actually turned off these other lights. I often do that just to see what a certain
light is doing. In this case, I do think maybe the key lights
a bit too bright, so let's put it a
bit down to like nine at the fill lights
and the rim lights. And here we have a decent
starts for our render. You can still play around
with these slides. But you also want to
look at your background. Because if we want to add
the background all at once, we also need to look at that. Let's move this
background a bit forward. And you can see that now starts to make all a
little bit more sense. And his background has whalers shadows because
we moved it closer. Now, this actually is starting
to look quite decent. If we start to
random is with f12, we create a render. In this class, I'm not
going to talk about the rendering separate layers, even though this is quite handy, I first want you to understand kind of the basics of rendering. Let's say this is what we want. I would highly suggest
you first save this. And then we can
talk a little bit about the render options
that we have here. In blended 3, the render
options changed a little bit. We have now sampling, which is separated in
viewport and render. Right now we're going
to render, of course, in this random we have
a noise threshold, we have a max samples, we have a denoise option. These are a lot of options and it is a little
bit up through your computer and how
much time you want to spend into rendering
a certain piece. I cannot just say like, Oh, you should do this
because if you have a very crappy computer but still wanted to just finish this, then I cannot say like, yeah, go wait four days for spenders. It doesn't make any sense. You could put a time limit, for instance, if
you say like, Hey, I want a decent results I noticed is gonna be
my final render, but I don't want to wait
a day, maybe 15 minutes. So you need to do 15 times 60 then because it's
counted in seconds, that could be your total render. Or if you have a very good
computer, you could be like, maybe I will just do 60 seconds, which is one minute. And I, I do think you should use the denoise option is quite
handy, works quite well. That is essentially it. We can of course, go into
the light paths and bounces. But I don't think that is
necessary for right now. So if we just ran
at this with F 12, then when it's done, we end up with an
image like this. You can always go into image and use save S to save your image. I personally do
like file format, tiff, and then use
a 16 color depth. Rgba is fine. And then Save As image. What to do with this image. Now, in this case, I do think it looks
already very pretty. But if you want to edit this, you could do it in
multiple programs. I proceed like Photoshop a lot, but I understand that not
everyone has Photoshop. You can also do it
inside Blender itself. So let's do that. For debt, I would
highly suggest you open a new blender file. So make sure you just close this and save your other blend file. Then we can open a new
one, just new general. What do we want to do is we
want to jump to compositing. Here we're going to
use notes. Right now. We're not going to use random layers because we're
going to import an image. So just input image ear, we can open, open
your last image. Right now, we have
this image here so you can just drag
it into composite, but we still cannot see it. If you hold Control
and Shift and then left-click on your image, you get this viewer nodes. You can also add a few notes, and this only works if you
have the Add-on installed. So we've talked about it before. Preferences add on is the
Node Wrangler add-on. In this backdrop here, we can see our chair. Right now if I want
to zoom out or move it around, you might try, but you can see that we are
only using these nodes, were only zooming in and
out with these notes. Go to View. And here
you can actually see that the notes are kind
of the main purpose. This is older scroll wheel in. Scroll wheel out is just
using all these nodes. But the backdrop move the backdrop soup in
the backdrop zoom out, have different short
keys applied to it. If you want to zoom
out, we click on V, and that zooms out our backdrop. So keep that in mind. You can always see
them under view. So you will never really
have to get confused. Here we have it. And how do we edit this? Well, what we can do is we
can just start to add notes. And most notes that
you want to use. Just very simple nodes. In this case, we just want to maybe change the hue and
saturation a little bit. Then you have hue
saturation and value. Here we can move a
little bit around. You can see that instantly
African changes. Maybe you want a little
bit more saturation or even less saturation. That's totally possible. Maybe you want this image to have a little bit more contrast. So Shift a and you
can go into color. Here's also brightness
or contrast, color balance and
all that good stuff. So let's do brightness
and contrast. And you can put this
contrast a little bit up. You can always see
if you put it very high, what's really happening. So don't overload, of course, but you can kind of
see what's happening. Often you want to
do small values in here because we of course, are trying to get as close
as possible with our render. And then just tweak it a little bit just to make it
more pleasing to us. And that is essentially it. By the way, I
personally like to use. Instead of the brightness
or contrast or with the brightness and
contrast some RGB Curves. If these curves, you
can literally just drag this a little bit around
and create like that. But that is how you really can finalize your
image as you can see and make it even more beautiful and pretty
than it already was. If you are happy with
your result here, the only thing you
have to do is connect your nth node to the
composite nodes. Then let me just
overdo it a little bit so you guys can
see what's happening. We do this, then
just click on F2. And here you have your composited image and you just have to save
image just as normal, save S and then you can save it. That's literally it. I want to thank you all for
participating in this class. I also really hope
that you will send your rendered or your
final image to me. So maybe I can give
some feedback. If you want more furniture
creating lessons, then please let me know. Also if you have maybe something
else in mind like, Oh, I want to learn that or another model or a
totally different topic. Then please let me know
because if enough people want to learn a
specific topic than I actually know what you guys want to learn and I can create a whole class or
course around it. All right, So please let me know and thank you all and I will
see your renders coming up. Bye-bye.