Creating a Kitchen Environment in Unreal Engine 5 | Aniket Rawat | Skillshare

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Creating a Kitchen Environment in Unreal Engine 5

teacher avatar Aniket Rawat, 3D Artist

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

28 Lessons (11h)
    • 1. Introduction to Class

      2:25
    • 2. Going over Reference Images

      5:11
    • 3. Modelling the Stove

      21:00
    • 4. Adding more Details to the Stove

      19:46
    • 5. Creating the Stove Coils

      18:19
    • 6. Modelling the Fridge

      28:33
    • 7. Modelling the Cupboard

      21:16
    • 8. Modelling the Cabinets

      16:58
    • 9. Creating the Kitchen Room Layout

      30:56
    • 10. Modelling the Door

      22:26
    • 11. Modelling the Sink and the Window

      15:56
    • 12. Adding some more Details

      21:18
    • 13. Modelling the Kitchen Slabs

      35:05
    • 14. UV Unwrapping the Stove and Fridge

      19:01
    • 15. Texturing the Stove

      32:46
    • 16. Texturing the Fridge

      17:13
    • 17. UV Unwrapping the Remaining Assets

      19:07
    • 18. Texturing the Kitchen Room

      32:43
    • 19. Exporting to Unreal Engine 5

      22:07
    • 20. Setting up Lighting and Post-Processing

      23:15
    • 21. Creating Props

      31:30
    • 22. Creating More Kitchen Tools

      36:45
    • 23. Texturing the Props (Set-1)

      39:42
    • 24. Placing the Props

      19:31
    • 25. Modelling some more Props

      33:25
    • 26. Texturing the Props (Set-2)

      27:58
    • 27. Finalizing the Layout of the Scene

      18:00
    • 28. Some more Details and taking Screenshots

      28:28
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About This Class

Hello Everyone and welcome to this new course. In this course, we will go over the entire process of creating a Kitchen Environment using Unreal Engine 5, Blender, Substance Painter.

We will go over modelling in Blender, texturing using Substance Painter and setting up the scene, lighting and materials in Unreal Engine 5.

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SOFTWARES USED - (BLENDER, Substance Painter, Unreal Engine 5):

All the modelling will be done in Blender, However, the techniques used are universal and can be replicated in any other 3D modelling package. The materials and textures will be created using Substance Painter. Level art, lighting and composition will be done in Unreal Engine 5.

In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. The same techniques can be applied to almost any type of environment.

This course has over 11 hours of content! (All the videos have audio commentary)

We will go over each and every step in this course together and nothing will be skipped. The course does not have any kind of timelapses so that you can follow every step easily.

We will start by gathering some reference images to gain some initial ideas and the mood for our scene. We will arrange these reference images in a free program called PureRef. After this we will move on to Blender and start modelling our main assets. We will go over the entire process of modelling this from start to finish in Blender only. We will start by modelling some of our main assets such as the stove, fridge, and the cabinets.

After we have modeled all our assets, we will export them to Substance Painter to start the texturing process. We will learn to create high quality and realistic materials and the key features of Substance Painter like Smart Masks, generators, smart materials etc.

After this we will import all our models into Unreal Engine and export the textures from Painter to Unreal Engine. The next step would be to setup our lighting and create a mood and atmosphere for our scene. We will make use of the new features of Unreal Engine such as Lumen to get realistic lighting for our scene, next we will set up a post-Processing volume to further enhance the visuals of our scene.

Then we will spend some more time creating a lot of small props for our scene to further detail the scene even more. We will end this course by adding some food items from Quixel Megascans, setting up different camera angles and taking high resolution screenshots for our portfolio.
So, I hope to see you there in the course, thank you.

Who is this course for?

Students that have basic knowledge of modelling, texturing and want to learn how to create environments. Everything in this course would be explained in detailed but some prior knowledge of the software would be helpful.

Meet Your Teacher

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Aniket Rawat

3D Artist

Teacher

Hi everyone, My name is Aniket Rawat and I am a 3D artist who likes to create realistic and high quality 3D props and assets. The main 3D programs that I work in are Blender, Substance Painter, Zbrush and Unreal Engine. I am proficient in 3D modelling and texturing.

Thank you for stopping by my profile, I hope my courses are able to help you learn new stuff.

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Transcripts

1. Introduction to Class: Hello everyone and welcome to this new course in which we will be creating this complete kitchen environment from start to finish using Blender substance painter, and Unreal Engine five. We will go over monitoring in Blender, texturing using substance painter and setting up the scene lighting and materials in Unreal Engine five. This course contains over 11 hours of content and we will go over each and every step together and nothing will be skipped. The course does not have any kind of time lapses so that you can follow every step easily. You will also be provided with all the source files required to complete the course. This includes all the defense images, the textures, blend files, and also the Unreal Engine project. The course is perfect for students that have a basic knowledge of modelling and wanted to learn how to create environments. Everything on this course will be explained in detail, but some prior knowledge of the software would be really helpful. You will learn everything you need to know to create the final results that you see in the images and trailers. The same techniques can be applied to many other environments. We will start by gathering some reference images to gain some initial ideas and the mood for our scene. We will arrange these reference images in a free program called pure ref. After this, we will move onto blender and start modeling our main assets. We will go over the entire process of modelling in Blender only. It will start by morning. Some of our main assets, such as the stove, fridge, and the cabinets. After we have modeled all our assets, we will exploit them for Substance Painter. To start the texturing process, we will learn to create high-quality and realistic materials and the key features of Substance Painter, like smart masks, generators, smart materials, etc. After this, we will import all our models into Unreal Engine, unexplored the textures from fainter To Unreal Engine. The next step would be to set up lighting and create a mood and atmosphere for our scene. We will make use of the new features of Unreal Engine, such as lumen to get realistic lighting for our scene. Next, we will set up a post-processing volume to further enhance the visuals. Then we will spend some more time creating a lot of small props for our scene to further detail the scene even mode. We will add the scores by adding some food items from fixed Omega scans, setting up different camera angles and taking high-resolution screenshots for our portfolio. We are going to learn a lot of things, so I hope to see you there in the course. Thank you. 2. Going over Reference Images: Hello everyone and welcome to this new course. In this course, we will go over the entire process of creating a kitchen environment from start to finish. In this very first lecture, what we will do is we will go over our reference images and learn how to organize them properly with the help of a free software called your Riff. I'm pretty sure most of you guys already know about it. So for those who don't know, Let's quickly install it. I type in pure ref in the search bar. Click on the first link, head over to download and select your operating system. So I am currently on a Windows ten PC. I'll select this one. Although it is a free software, you can pay for it if you want to support the development. But right now I'll go over to customer amount and set it to 0. You can just download, as I've already downloaded and installed this software before, I won't do it again. So you can just click on this file and install pure RREF if you haven't already done it. So I'll just open it up from here. Before starting, let's go over a few basics of pure ref. Alright, so let's bring in our reference images now. So to do that, just go over to your course files. I'm heading to the reference images folder and just select all of these reference images and now drag and drop them onto the board referendums. Now we'll just wait a bit for them to load. Now, all of them are here. Alright, so these are all the reference images that we have right now. The very first thing is you can hold your right-click and move the pleura window like this by holding your right-click and place it anywhere on the screen. Next is you can resize the size of the pure ref window just by dragging its edges. And you can also select the images and scale them, rotate them, and organize them in whichever way you like. Next thing is if you just hit right-click, you can access all of the commands and the settings. First, let's save our scene. So go over to save it, save. And let's see if this as reference images. I will save it in my tutorial folder only. And let's hit Save. Next is if you just hit right-click, go to mode, enabled always on top from here, this will do is this will keep our revenue always on top of the other windows. If you just open a blender, you can see pure ref stays on top of this and it does not minimize. Now you can just maybe select this image like this. For example, if I'm trying to make this, I can just place my window over here while working in Blender only. So it makes it a lot easier to work and create things while I can view the images simultaneously. The next thing is if you want to minimize your PR referendum while you are in this always on top mode, you can just use your task bar from here and minimize and maximize it like this. Or you can just hit right-click, go to Window and hit minimize. The next thing is if you want to focus on a single image, you can just double-click over it. You can see your reference. Automatic zoom over it. You can select maybe an image and just double-click and it will zoom. Okay, So I think these are all the basic functions that I wanted to show you guys. And now let's bring in our actual reference images that we will be using in this course. Now, I have opened up your reference again, and these are all our reference images. You can find these reference images if you had you into the resources folder that I have provided you, and you will find all these images over there along with the rest of the project files that are needed for this course. Now let's bring in these images into pure ref again. To do that, just select all of them and drag it and drop them onto the pure ref window. You can arrange them however you may like. These are all the reference images that we have right now, but we will keep adding more to these as we keep on moving further in the course. And you can also add some of your own images to these. I have taken all these images from different artists over on art station and also from Pinterest and Google. Looking at these images, you can kind of understand what kind of environment I'm trying to go for and what type of prompts we will be creating in this course. Now, let's save our reference image file. I will just right-click. Save it. Will save it in the reference images folder only. Let's name this to kitchen. Wait for it to save. Alright guys, so I think this much is enough for this video, but we will be doing in the next video. We will start by modelling some of the main props in our scene. Like we will be adding these 2 first and then we will move on to the fridge. So we will start this course by modeling some of the main props in our scene. I'll see you there. Thank you for watching. I'll see you in the next one. 3. Modelling the Stove: Hello everyone, Welcome to the second lecture of this course. In this video, we will start with the modelling of our props. Right here I've opened up a new blender file so you can go ahead and do that. I've also turned on my screencast keys so that any of the shortcuts that I perform, you can easily see them over here so that it is easier to follow me. What I will do first is I will just select everything. You can select it this way or just press a to select everything. Then you can just press Delete to delete all of these existing objects. Next, let's search over here and open up our pure ref. You can right-click go over to load, load recent, and let's load the kitchen file that has all the reference images. We will start by modelling this stove plus overlay thing. I don't know what it is called. So let's model this first. Alright, so to start off, let's add a cube, because the basic shape of this object is a cube. So I'll press Shift a, go to Mesh and let's add a cube. Let's change the dimensions of this to better fit the size. So press N to bring up this menu inverse n. Then in the dimension section, let's set the x value to 2.8 meters into 2.5 to 2.8. We have some sort of a similar structure to this reference image. Alright, so let us move further. What I will do first is I will press Tab to go into the Edit mode. And you can see over here we can select all of these vertices. So if you press one, then one is for the vertices select mode. If you press too, it is for the Edge Select, and three is for Face Select. So make sure you remember that. First one to come into the vertices select mode. And what I will do is I will use a mirror modifier on this object so that we only have to create half side of it. And the rest of the half would, would be done by the middle modifier only, sorry, press Control plus R. While moving it, you can just right-click to keep it exactly at the center. Let's enable X-ray from here and select all of these right side vertices, then plus x and delete them. Now what we can do is go over to the Modifier Tab. Let's add a mirror modifier and you can see it has copied over to the right side. So whatever we do over here, it will automatically be copied over here also. Alright, so the next thing to do is if you just zoom in over here, you can see all these different partitions created in this particular cube. So we have to do that. I'll press Tab, press Control R to add this edge loop. And you can, if you want, manually place it somewhere around here. See the reference image and try to eyeball it with the reference image like this distance and this distance. What you can do is we can also type in the number part to get the exact measurements. I will type in negative of 0.7. And I think this is fine. Next what you can do is press Control R again and add edge loop over here. And let's type in 0.7 once again to move it somewhere around here, what I will do is I will press G to move this, then press X. Let's move it a little bit outwards. Here. Next, let's add a bevel modifier. Makes sure to select it, press Control a, and apply the scale to make the bevel modifier work properly. Let's adjust it. Enabled hardened normals. And also you can see this edit over here. So go over here in Object Data Properties it says to enable auto smooth in object data properties, in object data properties in normals and enabled or the smooth. You can go over here in this shading tab and enable shadow and cavity also, this setting is to view all the edges properly. So if you enable and disable cavity, you can see, we can see the edges more properly and it is a little bit easier to work with shadows, pretty self-explanatory. It will show all the shadows casted in this scene also. It is easier to work with. Now, let's press tab again to go into the edit mode. And now we will create these partitions. So to do that was press three, and let's select these three phases. Now what we need to do is press P and then separate the selection. You can see over here. Now this is a separate object, and this is a separate object. So again, I will press tab, select this face, this face, these top faces. Again, I need to separate this so I'll press P and then separate the selection. You can see now we have three objects. Let's select this one. I will press tab, and let's just select these bottom phases. Press X and delete them completely, so that we have something like this. Alright, I will just press Tab over this object, select both of these edges and move them a little bit forwards on the x direction like this. You can see this Z fighting over here because the phases are overlapping over each other. So to solve that, you need to just select this face press Tab. To select this face. I mean, press 32, go into face select mode and then select this face. But as G then y, and move it a little bit backwards like this. Similarly, you can do it for this one also. Alright, so the next step could do is select this piece. And we will add the solidify modifier to this. Because as you can see, it has some kind of thickness over here. But if you just see this object or here, it has no thickness, it is basically a plane. We will add thickness to this selected. Go into Modify tab and add the solidify modifier like this. Make sure to apply the scale. Let me tell you when it's small. Little trick. If you want to isolate an object to work with it properly, you can just select it. Then press Slash to go into the isolation mode. And you can see, I can work with this object very easily without any of the other objects like blocking my view. And I can press Slash again. To come out of the isolation mode. You can select any of the object, press slash. Now work with it properly, then press Slash again to come out of it. All right, so I will select this press Slash. And you can see this little shading issue here. What I will do is I will move the solidify modifier at the top of the bevel modifier. And you can see the issue is not solved. Let's open up the solidify modifier and increase the thickness. If you just press seven for the top view, you can see some weird kind of thickness. It is a little bit more thicker over here than in the center. Suggest enabled even thickness from here, you can see it is proper. Now. Next I will open up the bevel and reduce the bevel because right now it is too much. I think this will be fine. Slash again to come out of it. Let's select this piece and this piece, select both of them at one time. Press tab, then select this edge. Now to select edges, we need to go into the edge select mode. So press to then select this edge, this edge, this one and this one. Now we will press Control plus b two, bevel them like this. As you can see over here, it has a smooth edge and not a sharp edge like this one. So I'll press Control B. And you can see we are beveling it. And you can use your scroll wheel to add more segments to make it even smoother. I will let side 123 segments, maybe three segments. I think three segments will be fine. Let's Beverly this much. You can see these weirdly shaded over here. Just right-click Shade, Smooth them to solve this issue. Alright. Next thing to do is if you just zoom in over here, this corner you see it is also a little bit beveled. Corner is kind of sharp, so I will select this again plus slash and press Tab one for the vertices select, and then select all of these vertices. Right now we buried an edge, but this time we want to bevel vertices. To bevel the vertices. Instead of pressing Control B, we will press Control Shift and B. And you will see bubbles in a completely different way. So I think this much would be fine. Let's reduce a segment. I think two segments is fine. The staff to come out of the edit mode then press Slash to come out of the isolation. Yeah, I think that looks pretty good. Next, let's clear this front door over here and this box over here also. What I will do is first let's select this piece per step. Three for the Face Select, let's select this face. I will move it a little bit backwards on the y-axis plus g. And then Y, lock it on the y-axis and then you can move it a little bit back over here. Then plus one for the front view. And let's press Shift a to add a new object, go over to mesh and let's say the queue. And let's see, for the size I will press S then x to increase the scale on the x-axis. Something like this. Let's save this to 2.3, rounded off. Then reduce the size of this on the zed axis. So press S and Z. I think 1.65 will be fine. It out over here. Let's just slash to isolate this press tab for the edit mode. 34 fifth select. Let's select this back phase and move it over here. Again. You can see over here that it has rounded edges. So let's do that now. First let's select this piece, press Control a, and then apply the scale. Always make sure that you apply the scale because if you don't, it can cause some issues. So just press Control a and then apply the scale pre-step for the Edit mode. Let's put a slash to go into the isolation. I will select this edge, then this one and this one and this one. Also there is a quick shortcut for this. You can de-select all of them, press Control and Alt, and then click over on this edge and you will see all of them are selected now. So hold Control and Alt and just click over this edge like this. Slash again to come out of the edit mode, I will press Control plus b to bevel this. Let's see, I think this much will be fine. I think I've been really do much. I will just reduce the pivot, so I will undo everything. Move it a little bit up over here. Press Tab again, press Control be this much bevel is fine. Right-click and shade smooth. This enable auto smooth. And also let's add a bevel modifier. Decrease the amount enabled hardened normals. And also to smooth, it is already enabled plus one for the front view. Let's press Shift plus D to duplicate this, place it over here like this. Then what you can do is instead of just pressing S and Z to scale it like this, you can see it can cause a gardener's to be shipped very weirdly. Instead of doing that, I will just press Tab, enable X-ray and select all of these bottom vertices and just move them. So plus g, z. Instead of scaling, we are just moving these vertices over here that there are no issues and I think that looks perfect. All right, next let's add again a queue. Place it over here. Let's get this down. Scale it up. I think something like this. What I'd select this press Control a and apply the scale. Let's add a modifier. Just amount. Enable hardened normals and auto smooth press Tab to go into the Edit mode, press Control art and add edge loop. Let's add one over here. There's three for face select and hold Alt, and click over here to select this complete loop. So this is a shortcut. You can just hold Alt and click over a face to select the whole loop. Let's press Alt plus e, then extrude faces along normal and extrude it like this. Let's reduce the size. So press S this time, press Shift plus z. This is like a shortcut. If you will press S, then press Shift plus z, then it will only scale on the x and y plane. It will leave the xy-plane out. Similarly, if you press S, then Shift plus y, then it will scale on the x z plane. Pretty handy shortcut. So plus x then Shift plus z. Scale it down. I don't think it looks good. I will just undo everything back to this cube. Instead I will first one, let's hold Alt, select this complete loop. I will just delete this loop. So to do that, you need to press X, select edge loops from here, and it will remove this complete edge loop. There's 34 fifth select, and let's select this face. I will move this up. So press G then z. Here I think. Next what I will do is I will press I to insert this like this. Let's inspect this till here. Then you can proceed to extrude it downwards. And let's extrude. I think this looks much better. Now before proceeding further, let us save a blender file to save our progress. So press Control plus S to save it. And I will save it in my tutorial folder only. Let us name it as props. Hit Save. Next thing could do is let's create this thing. Extrusion created over here at the top. Select this piece press Tab to go into the Edit mode. But we can do is press three for face select Analytics, select these top faces, rest you to extrude and extrude them like this. I think would be fine or we can increase it a little bit more. Next, let's first reduce the bevel amount. Cause honor sleeps too much. Let's see. This has 0.0120.013. Let us keep it safe to 0.01. I think this one also 0.01. This one also. Alright. Next press tab for the mode. Press three for Face, Select, hold Alt, and select this complete loop. You will see a problem over here. We are having this space in-between super slash to go into the Edit mode. And first let's enable clipping. Clipping we'll do is first, if I just disabled it, press one for the word select. If you select this vertices, press G to move it. And you can see if I just cross over here, you can see these two vertices are crossing each other. But if I just enabled clipping and try to move it, you can see the joint right at the center and do not cross each other. That is pretty useful. I will just enable flipping. Next plus three for Face Select, select this face, press X and delete the phase. Alright, let's press Slash again to come out of the isolation mode, press Tab, press three for Face. Select hold Alt and select this complete loop. Now plus Alt plus e and extrude faces along normal. Let's extrude it till here. I think this will be fine. Next press Tab again. Let's select these two top faces. This I to insert them. And you will see it is inserting like this. We don't want to display. You can press B to turn off boundary. This is how I wanted to insert it. You can see the difference between the two. I want the boundary off. Let's insert the steel here. Once again, I will press I to insert this still here only. Then press G, Then I move downwards like this. I think something like this. Let's move it a little bit more down here. Okay, so next, let's select this piece plus dot 34 fifth, select, select this face. And let's move it a little bit backwards. Also, you can see this empty space over here. So I will just select this piece and let's add the solidify modifier to this. I will just increase the scale of this anaerobic. All of the vertices over here, G then y, and move it till here I think this piece again alerts, move this phase delay here. All right, yeah, I think this looks fine. Although no one would be able to see it from the back. This looks fine. Guys. I think this much is enough for this video. We have created the basic shape of our store, so we will continue from here in the next one, adding all these remaining details. I'll see you there. Thank you for watching. 4. Adding more Details to the Stove: Hello everyone and welcome to Chapter three. Let's continue from where we left. One thing that I wanted to fix was if you just click on any of these objects and check the height of this or the overall size of the x's 2.82.5 and the z is 2.4 meters. Now, in real life, obviously a stove won't be that large, so I was hoping that we can fix this issue. So to do that, let's just press Shift a and create a new queue. Before that, let me turn on my screencast keys that you can see all the shortcuts. Let's do that again. I will press Shift a and add a new cube. Let's move this over here. And in the dimension section, there's give it a height of average human being. I think around 1.75 meters. The Z and for the x and the y values, Let's set it to 0.5 meters. I think that would be fine. All right, so now we can select all of the pieces of the stool plus one for the front view. And let's just scale them according to this human moderate that we are considering. This cube. Stove is generally around the waist of the human. So I think somewhere around here, I think we'll be fine. Yeah, I think this looks much better. Now what we can do is let's just rename this cube to reference. We will select all of the objects from this stove, press M to move them to a new collection. Let's create a new collection and let's name the stove it. Okay, now we can easily disable and enable this collection. Let's just hide this collection for now because we will not be using it. What up over here. Now let us open up your rough again. Right-click load and load recent kitchen. The next thing to create is this glass-like thing and these cutouts over here. So to do that, I will be using the Boolean. So let me tell you something about Booleans first. The first thing that we need to do is go over to the Francis. In the adult section, search for bool tools. I've already enabled it. Make sure you guys also enable this because we will be using them to create different Booleans. The concept of booleans is pretty simple. Let me just add two cubes to show you. Alright? So the Boolean operations are basically three types. One of them is a union, the other one is different, and the last one is intersection. So let me show you first defense because that is the most basic one. So to perform a Boolean difference operation, first, let's select this cube, then select this cube, then hold Control and hit Minus on your number by like this. And you will see this cube has created a cutout over on this cube. You can just select this cube and now move it. You can see the cut-out is also moving. So using this Boolean difference tool, we can create various differentiates. What we can do is we can duplicate this cube, place it over here. Again, select this first, then this one, then hit Control plus minus. And you see we have created another cutout. This is the Boolean difference tool. One thing that I should mention is that, for example, I want to create a cutout of this Q over on this cube. So make sure you select this cube first. Now I will select this, then this, then Control Minus. And you can see the cut-out over here. But if I select this 1 first and this will later on, and then hit Control plus minus this cube will cut out, create a cutout over on this cube. So make sure you remember that. Next thing is the union. Union is pretty self-explanatory. You can just select this one then this one then hit Control Plus, then hold Control and just hit plus on your number five. And now these two cubes or like a single object, this is the union operation. You can also add a bevel modifier to the skew. And you can see the edge of where the boot joint is also being buried. You can just smooth it out. You see this is the union operation and the last one is intersection. Again, I will just undo everything. Let's first select this one, then this one, then hold Control. Slash on your number. And you can see it has created like a band unlike thing over here. To make it even more visible, you can select this at the bevel modifier. Let's just adjust this. You see, it gives it a great panel effects that we can use in many ways. Boolean intersect tool use a lot in like a hard surface modeling. So you see this is the intersect mode mentioned all the Boolean modes now, so I will just delete everything. And let's move on with a modelling. So I will create this glass-like cutout over here. So to do that first, let's add a cube. So I will press Shift a and add a cube. But more thing that I wanted to tell you, whenever we add a new object, it gets added to discuss a point over here. So if we want to change the location of this course, a 0.1 way to do that would be hold Shift and then use your right-click. And you can drag the cursor like this. And whenever you add a new object, it will get added over here. Now, another way to do this more precisely would be you can maybe if you want to add an object directly at the center of this object, what you can do is first select this object, then press Shift plus S and cause it to select it. Now the cursor is over here right at the center, and you can add a new object. You see it is added exactly at the center. This thing is also pretty helpful. Next thing is, you can again press Shift plus S and then select cursor to world origin to move the cursor back at the origin. Let's just select this press Shift plus S and closer to selected, add a new cube. Let's see. I think we'll be fine. Let's move it over here. Now first let's press Control a and apply the scale. Next thing is we will create an intersect. As mentioned earlier. I will select this piece first, then this one, then press Control plus slash. You see, it has created an intersection. Right now it is not doing very good. So one thing, there is a thumb rule that you must remember that whenever we add a Boolean modifier, we must make sure that the bevel modifier is always at the bottom of the modifier stack. You will just see it now. Right now the bevel modifier is not affecting the Boolean cutout, but as soon as I move the bevel modifier at the bottom, you will see now this cutout is being affected by the bevel modifier. And it already looks much, much better than this. Just make sure no matter how many Boolean modifiers are there, always the bevel modifier should stay at the bottom. And now select this piece also and move the bevel modifier at the bottom, like this. Already, the bevel modifier is affecting both the pieces. The next thing to do is obviously this has rounded corners, so we will create that. Let's select this now press Tab. Suppress staff for the Edit mode. Let's press two for the edge select. Again, you can hold Control and Alt and click over here on this edge to select all four of them. Then press Control plus b, the bevel. Let's see. I think 1234 segments will be fine with this much amount of vivid. Really up to your preference, I think it is huge. I will just scale it down a little bit. Yeah, I think this is much better. Next thing you can do is you can select this piece and push it a little bit inverts. So press G to move it, then press Y, and let's move it somewhere around here. Also, if you want, you can reduce the bevel amount on this. Like this. Next, let's create a similar thing over here like this one. What we can do is let's create a new cube, supra Shift plus a beauty cube. Scale this down. Over here. Scale it on the x-axis. Now press G, then y, and let's move it over here. First thing, let's apply the scale. So press control a applying the scale. Now let's create the intersection. So select this LAN this and hold Control and hit slash and a number pad like this. Then again, we need to move the bevel modifier at the bottom. This one also. Next, let's reduce the bevel amount. For this, we have 0.005. So let's select this, set it to 0.005. Now again, we need to bevel the corners. So press Tab to select hold Control and Alt. And select all these four edges then hit Control plus b to bevel this. Think a small W will be fine for this one. We can reduce the segments to three. I think that looks pretty good. We can hit Control plus S to save our files. Alright guys, so next let's create these handles. For these, I will not be going with the reference image. Let's create something on our own best one for the front view. Let's enable this back, a shift a, and this time let's add a plane. Express G to move this, press Y, lock it on the y-axis, Let's place it over here. Next, let's rotate it. Rotate plus r. Then you can press X to lock it on the x-axis. And then in your number pad you can type 90, rotating by 90 degrees. Next, let's add the middle modifier to this. So press Control plus r to add an edge loop right in the middle, then hit right-click, Separate at the same time. One for the vertices. Let's select both these vertices and press X to delete them. Start a middle modifier. Alright, so the next step is to scale this down. Let's see something around here. I think. The next thing to do is first let's apply the skill. So press control a, apply the scale, reads seven for top view, estab. Select both these vertices. Make sure you enable X-ray to select both of them, like this one and this one. And then plus g. Then why did here like this? What I'm trying to do is I will, next I will apply the middle modifier. So just go ahead and click on this arrow and hit Apply. Next, step, two for H Select and let's select this edge Control V to bevel this and let's double it till around here. And then you can increase the number of segments to smooth it out. We have got ourselves something like let's shoot smooth. This also enabled auto smooth. Next, Let's are the solidify modifier, obviously to give it a thickness. To again, also the press Tab again for the edit mode. Select this edge, then select this edge. Let's press E. Then you can right-click to keep them at this position only. Then press G, then phi, and move them like this. Bevel modifier. Naval harder normals, reduce the available. Also let her just to solidify mode, I will increase the thickness. Here. I think you can enable even thickness so that it is equal from all the sides. Next, if you want, you can press tab, select both of these edges. Control plus V again to bevel them. Reduce the amount of segments. We can create it a little bit smoother. Then let's just press G, the invite and place it over here. I think this looks pretty good. Let's press S and scale it down on the z-axis. Now I think this looks fine. We can just select this redshift plus D. Duplicate this and let's place it over here also. Or if you want, we can create a separate handle for this part. So let's press one for the front view. Let's create another plane, rotated by 90 degrees. Let's just go with the simple high-level for this one, something like this. And press Tab for the edit mode. Select both of these edges, E by two, extrude them like this. Next layer system estab, again, I would say both these edges and let's bevel them a little bit. Mostly supply the scale of control layer, either scale. Now, it's pebble them around here, I think. Right-click and shoots. Solidify modifier. Enable auto smooth. Let's see, this has a thickness of 0.02 liters. Let's say this also to 0.02 molar solubility modifier. This also over here. I will select this piece and let's reduce the size of this a little bit. I think. Yeah, I think that is much better. I will also reduce the size of this a little bit. Next what we can do is let's add another cube. Let's just select this press Shift plus S then closer to select it to bring the cursor over here. Now let's add a cube so that it gets added directly at the center. Scale it up till anode here. Move it back. Now I will again use the intersect Boolean. Select this first, then select this hold Control and hit Slash. Let's select this move, the bevel modifier at the bottom. Over here also. I will select this piece and reduce the development on this. Also, let's select this estab, hold Control and Alt, and select all four of these edges, then hit control plus V alerts. You see now when I hit Control plus v, It is babbling very weirdly. And that's because we did not apply the scale. So let us just press control a lighter scale. Now if I press Tab it Control B. You see now it is beveling properly. Make sure you just apply the scalable. Let's just copy distinct shift plus D and place it over here. Reduce the size of this to match with the bottom handed. Select this piece, then select this, then hit Control slash. Now we just need to change the order of the modifier. Again, I will reduce the amount of level. Alright, so I think this looks pretty good. I will hit save on my blender file. Next, see if we can increase the bail amount the little bit. Increase the scale of this allotropic. Select this and move it a little bit downwards. Alright, so I think this much is enough for this lecture. We'll continue from here in the next one, creating the remaining pieces. Thank you for watching. 5. Creating the Stove Coils: Hello guys, welcome to Chapter four. Now let us start with making these coils. So the first thing that I will do is select this piece. First step. As you can see, we already have the middle modifier on. You can just enable and disable it from here. If I try to add a cylinder. So let's add a cylinder, press Shift a cylinder. Let's place it over here. We need to create for holes here 123444 coils. We can use booleans to do that. If I just select the cylinder first, then select this piece. So hold shift and select this piece. Then hit control and minus like this. And you will create the Boolean defense operation. You can see it is working properly. Next, what we can do with a weekend move this Boolean modifier at the top so that the mirror modifier gets effected by it. But thing is, these are only two, we want four. Next thing we can do is we can just duplicate this. But rather doing all this, I will just delete this quickly. But I will do is let's just remove this modifier. I will select this piece and I will instead use the mirror modifier four times, two times on all four sides so that we just need to create one single hole. And the rest of them would be done by mirror modifier. First, let's symmetrized it on the y-axis over here. Could do that. Just press a to select everything, go over to mesh and hit symmetries. And make sure you select this. You need to just make sure if you just select a plus z minus z, you will see something like this. It will summarize over the z axis. You can see it is over here also and here also, it will symmetries according to this origin point. So actually we don't want this, we want to summarize it over the y-axis so that we get this line in the same. Next, what we can do is we can just select all of the left side vertices, press X and delete them. The reason I did that was now what I can do is I can use the mirror modifier on the y-axis also that we just have to create one single hole. So now if I just select these vertices and try to move them, you can see it is moving on all four sides. Now the next thing to do is let us just select this object, press Shift plus S. It goes there to select it, press Shift a and add a cylinder. Let's scale this cylinder down. Let's say if you do 0.3 meters, listed somewhere around here, let's move it up and select this shape smoothed, this first, enable auto smooth and also apply the scale. So press control a, apply the scale. Then we will select the cylinder first, then select this piece, then hold Control plus minus. Right now, it is not copying on all four sides because the Boolean modifier is at the bottom. First move the bevel modifier at the bottom to fix the shading issue. Next, move the mirror modifier at the bottom, or move the Boolean modifier at the top, like this. Now you see it is being copied on all four sides. And if we just try to move it or even increase the scale, it is being affected on all four sides. So that is pretty handy. Let's just move it like this. I will increase the scale of this attribute to 0.32. Yeah, I think this is better. Right? Let's move further. I will add another Silicon over here. Just select the cylinder or this cube. Then press Shift plus S then closer to selected new cylinder or maybe add a circuit. Scale this down till here I think just the boundary. Then press Stat, then press F to fill in the face like this, 74 top view. And let's just press I to insert this like this. You see? I will press I to insert, let's insert this still here. Then I will delete this inside face. So plus x and delete this face. Now I will select this inner loop, hold Alt, and select this complete loop. Then press G, then z, and move it up like this. Let's right-click and shapes mood this. Next we can just start to solidify modifier to this and also apply the scale. Enable those smooth. And also let's add a bevel modifier. Alright, now I will add a minute modifier to this over here. So as you can see, the middle modifier is not working correctly. You see it is working over here. And the reason of this is because the origin point is over here. The reason this middle modified work perfectly with this object is because the origin point was over here. If I just turn off the mirror modifier, you can see it is over here. And if I just enabled that the mirror modifier and enable the x-axis, you can see it duplicates over this origin point to the x-axis. And then if I enable the why, it duplicates it over the y-axis to this origin point. To leap. To solve this issue with this piece, I need to copy it over all these footholds. So to do that, instead of moving the origin point, we can do that thing, or instead we can just go over to this meter object. Select this drop-down, select this eyedropper, and select this cube as the middle object for this. And you can see it mirrors perfectly now and even I can enable the y-axis. You see, everything works perfectly. Alright, so next let's add a cylinder, press Shift, or the cylinder scaled it down. Press Slash to isolate this. Then let's start to go into the Edit mode. Press three for Face, Select, select this face, press X and delete the word disease. Let's select this top face. And again, I will just insert this like this. I think somewhere around here. And I will just again press X, then delete the face. The next thing that I wanted to do is I want to use the mirror modifier on this piece because as you can see in coils, it is like very symmetrical. And I will create a coil with four of these lake, with four of these things over here that you can see. What I can do is press one for the vertices select, and you find this middle line and just select all the vertices above this, like this. And then plus x and delete them. Next, select all the right side vertices. Press X to delete them so that only a quarter of this circle is left. Then use a mirror modifier and enabled the y-axis to create something like this. That when we extrude this, it gets extruded from four sides. It will make our work easier. Alright, so the next thing that I will do is press a to select everything. Then let's press three. Press E to extrude this. Let's move till here. Risk control a, apply the scale, Right-click and shade smooth. This enabled auto smooth. Let's see. Now what I will do is just select these two phases from here, right at the center, 123123. Now press I to insert this. Again, extrude this deal here. I think. Let's press Control R, R, the edge loop over here. Risk-free for Face Select, select both of these phases. Seven for top view. And again, press E to Extrude. Extrude this still here. Scale this down. Yeah, We have ended up with something looking like a coil. Let's add a bevel modifier. Also enable hardened normals. Estab again and press two for Edge Select, select both of these edges. Then press Control plus b two, bevel them. Alright, let's see. Next what we can do is let's just select this. Again, add a new mirror modifier. This time select the middle object as this. Now we can enable the y-axis to meet four times. Again, I will add a new cylinder. Scale this down. Over here again are the new cylinder. Scale this down. And this will be something like this. Risk Controlling, apply the scale for both of them. Also right-click and choose smooth. Enable auto smooth. Select this. Rest two for H, Select, hold Alt, select this complete loop, then pre-screen volt plus b to bevel it. Next, select the cylinder, the stamp for mode plus three for free, select, select this top face, press I to insert this, let us say insert this still here. Press Control R. And let's add another edge loop over here. Plus three for Face, Select hold Alt, and click over here to select this complete loop. Three. Bring it out like this. Then plus 14 vertices selected. Let's select these vertices or Lloyd and select the complete Lu. Scale them outwards. This a little bit upwards. Let us start the bevel modifier. Next. Extra we can do is let's press Tab on this piece plus 34 fifth select. Let's just for scale this down. I think it is fine like this. Only. Select this Lord, and select this complete loop. The Shift plus D. Duplicate this hit right-click to place it over here only plus b, and then separate the selection to make it a different object. Next weekend, the solidify modifier, dump off the Boolean modifier like this, increase the thickness on the outside. I think something like this is fine. Let's just mirror it on all four sides. Select this piece are the middle modifier. Select the middle object. Has this enabled the y-axis and select this piece. And do the same thing for this one also. Right, so we're almost done. Let's just add these dials at the front. 1234566 times plus one for the front view. Let's just select this piece and press Shift plus S goes into selected press Shift D are the new cylinder. Rotate it on the x-axis, suppress our lock it on the x-axis plus x. Then type in 90. Let's scale this down. Let's see. I think this much size Ruby fine. Staff for a read mode plus three for Face, Select, select this face, scale this down. If you are seeing these edges, you can add a couple of edge loops. Hold Alt to select this complete edge loop. Then you can press do two times, u plus G1. So you've got to move this. If you press G one more time, you can lock it on this edge only and you can move it like this closer to both the edges to solve that children shoot. You see nowadays a little bit less visible. Let's just select this piece, press Shift plus S, and closer to selected, add a new cylinder, scale it down, rotate it by 90 degrees. Again, shirts move this, enable auto smooth. Let's press three for Face Select, bevel this. Before let's apply the scale. So press control, a applied scale. For edit mode, Let's select this top face, press Control plus b, the list. This is kind of too much. I think this is fine. Select this piece plus S to scale it and press Y to scale it on the y-axis. Alright, Next, let's just join both of them. Select them both, press Control plus j. Join them like this. Let's place this one over here. Now could duplicate this instead of just pressing Shift plus D again and again, we can just add simply add a modifier. Let's increase the count to six. The fact to make the place this over here. I'm just trying to place it in the center. I don't think it is fulfilled, but it should be roughly at the center. And yeah, I didn't this is fine. Now, I think we are done with the modeling part of the stove, so let's just hit Save. I will press a to select everything and then press M to move it to the collection and just select tool, move them all in a single collection. Alright, so I think this much is enough for this video we'll continue from here in the next one. Thank you for watching. I'll see you in the next one. 6. Modelling the Fridge: Hello guys, welcome to chapter five. So let's continue from where we left. Now that we have completed the stove model. So let's just hide this collection for now. I will again open up your ref. Right-click load, load recent. The next prompt that I will be creating is a fridge. I think I don't really need a reference image for the fridge. Maybe we can just follow this one. We can follow the general concept of this. Just press Shift S then goes to world origin to bring the causal point over here so that whenever I add a new object, it gets added to the origin. Okay, so I press Shift a and add a cube first. I can do is first press M and create a new collection. And let's name this collection as fridge. Okay? That everything stays organized and we can easily manage your routine. Alright, so if you press N, this menu will open up if it is already not open. And you can see the dimension. So over here, let's put in the dimensions for the fridge. For the z, that is the height I will give you the height of around 1.8 meters. The x. Let's set this to 0.9 to 92 centimeters. 0.9 to lean on the white. All right, so let's move further next. Select this piece press Tab to go into the egg mode. Before let's just first enabled screencast keys because I forgot, sorry about that. Next, let's apply the scale. So let's select this press Control a and apply the scale press Tab to go into the edit mode. Now if you press Control R, you can add edge loops. If you just hover over here, you can add one over here. If you hover over here, you can either this way or even like this also, let's add an edge loop like this. Just click over here. Now I want to place the edge loop just like 14 centimeters from this edge. How can I please start exactly are perfectly I can just go over here. Click on this and enabled edge length. Now if you press Control R and add edge loop, you can see the measurements written over here. One thing that I wanted to do first is let's change the units from meters to centimeters. Let's just go over here. I think it was here somewhere. We can change the units. Yeah, it is here over here. Length two inch from meters to centimeters. If you want, you can also keep working in meters only, but I think centimeters is a little bit more convenient. So I'll press Control plus r. Let's add an edge loop just around here. It should be roughly 1470 meters. I think this is fine if you just press two for H Select, now select this edge. You can see this is approximately around 14 centimeters. Next, let's create these two doors for the Phrygian and the normal fridge. So again, I will press Control plus r one over here around. Let's give it a length of around 60 centimeters. Let's place this one over here. Around a 120. You can see this edge length over here of this edge. When you move this, you can see the edge length of all the edges that are being affected. Let's place it somewhere around here. 120. Hold Alt and select this whole loop. So you can just hold Alt and click over here on this edge to select this completely. Let's move it a little bit upwards. I think this is better. Alright, So the next thing that I will do is I will create these two doors, like these to those as separate objects because currently they are one single object only. So to do that, press Tab to go into the Edit mode. Press three for Face, Select, select this face, this face, this face, and this one. Now to separate this, just press and separate the selection like this. Now if you press Tab to come out of the edit mode, you can see this is a separate object and this one is a different object. Estab again, and let's select this one, this one, this one, and this one again, plus b, and separate the selection. All right, next thing that I will do is let's select them both. Press H to hide them. Let's select this press tab and I will delete these faces. Press three for Face Select, select these three phases and press X and delete faces. Now you can see this is kind of like hello. So let's fill these phases. There's two for H Select. Click on this edge and just press F to fill it like this. If this does not work for you, for some reason, just press one for the vertices selected. Select these four vertices, then press F and you can one-by-one like select all the vertices are either ways. You can just press two for the edge, select, select this edge, and just press F repeatedly. And it will automatically fill the phases. Press alt plus H to bring back both the hidden objects. One-by-one, select them both. You can just slash to go into the isolation mode like this, work properly. Then again, estab, residue for Edge Select, select this edge, press F, and then one more time. Let us do for this one also. Slash again. Press tab. Select this edge, press F one more time to fill all the phases. I kind of feel like this space is too much, so I will just select this press Tab three, free. Select, select this face, move upwards. Select this face over here and move this like this. I think this much gap is enough. Now let's select all of them. Press Control a and apply the scale. Alright, so the next thing to do is let's add Bevel modifier to this, select this piece over here, and modify and RW modifier. Obviously this is way too much, so I will decrease this around 0.4 centimeters. Enable hardened normals, and also enabled auto smooth from here. Next, let's select this piece. Again, I will add a bevel modifier. Keep the same around all three objects. So set this to 0.4 centimeters. Enabled hardened normals and also enabled auto smooth. Let us quickly do this for this piece also. Alright, so the next thing that you can see over here in the reference images, then the fridge has rounded edges. Let's create that now. I will select all three pieces at once. One more time. Press Tab to go into the Edit mode. Press two for H, select this edge, I mean these three edges over here on the corner, and these three edges in this one and this one. And let's label them. I will just give them a tiny amount of bevel. First I want to disable the edge length because I really don't need it now, when we needed, we can again enable this, but for now let's just disable this. Now it is much better. Let's hit Control Plus B and give it four segments. I mean, two segments In-between like this, use your scroll wheel and a Bible amount of mismatch I think would be fine. Press tab. You can see these edges like very weirdly shaded. So just right-click and hit Shade Smooth. Once again. Also, we can go over here and add a beta normal modifier. Improve the shading. I see that kind of looking weird. So let's just hit Undo. I will add the weighted normal modifier to all three of them. The Weka nominal modifier does nothing but it just improves the shedding a little bit if there are any issues. So I just select all three of them. Once again, press Tab. Again, the edges are selected, just hit Control plus b. I think this is much, much better. Alright? So the reason I did not bevel these edges because I wanted to give it a little bit bigger bevel than the other three. Just select these two pieces plus tab. Select this edge, this edge, and hit Control plus b. And let's give this a larger vivid around this amount. Also increase the number of segments to make it a little bit smoother. This would be fine. Yeah, I think the basic shape of a fridge looks very nice. Alright, so the next thing to do is, let's give it a little bit more details. So what I will be doing is I will add, you place this cube over here. We can enable X-ray, and let's just place it around here somewhere. Now what I will do is I will use the intersect tool that I use in that I used while creating the stove. So let us just select this cube, select this piece, then hit Control Plus slash to create something like this. Now I know it does not look very nice, but as soon as we just set up everything, as you remember, we need to move the bevel modifier below the Boolean. So I move the Boolean modifier at the top. Like this. This piece also select this piece. And the reason you are seeing this weird shading is because of the bevel solar system reduced the bevel. This is much better. Alright, I will just duplicate this piece. Place it over here. Let's see, press one for the front view. Around here I think would be fine. Again, select this piece, then select this one and hit Control Plus slash. Move the Boolean modifier desktop, like this. This piece also check the bevel amount. It is 0.1 centimeters. Let's set the 0.1 development for this piece also. Obviously we can just select this cube and move it a little bit down if the cut-out seems too large. Just wanted to say the same size for both of them. I think this is fine. Let us just do the same thing for this dog also. Again, I will duplicate this cube. To duplicate, I'm just pressing Shift plus D. You select this press Shift plus d, then press Z to lock it on the z axis. Sorry, Is it like this? Let's see, plus one for the front view. Move it over here like this. The top. While this is selected, select the bottom door. Risk control plus slash. Again, Let's move the Boolean modifier and the top, and also decrease the bill amount. So quickly let us do this over here also. Alright, so you can just click over here to disable the overlays to see your 3D model properly. And it is like a very small detail, but I think it adds a mode of details to a fridge and it looks like better with these additions. One more thing that I will do is I will add quickly another cube. Let's scale this down on the y-axis like this. I will move the same thing once again. Over here. While this is selected this huge cube, select this piece and press Control plus slash to create something like this. A bit in the front. Alright, let's arrange the modifiers now. Reduced equivalent amount. Alright. I think we are done with the basic shape. Next, let's add another cube. Shift D or the queue. Next, place it over here at the bottom. Press Control plus seven for the bottom view. Scale this up. I will just select all of these cubes and press H to hide them that they don't bother us in the viewport. I think from faraway this looks fine. What we can do is select this piece, press Control a scale. Again at the Boolean modifier. This we will reduce the amount. We can start to go into the Edit mode, control our edge loop at the bottom. 34 fifth select will select this complete loop, express all plus e and extrude faces along normal. Load. Again, select this loop. Let's scale this up. I'm just editing things a little bit to make them look a little bit better. All right, I think this is fine. So the last thing to do is I think we just need to create the handles now for the fridge. Also, I will just decrease the thickness of these two pieces. So press alt plus H to bring them back. Let's see. Plus g then decrease the thickness. And also let's see if I selected the right cue. I think this is much better. First, let's press Control plus S to save our files. Press a to select everything, then press M to move them, and let's move them to the fridge collection. Again, I will select them all and just hide them for now. And let's move on to creating the handle. If you go into the reference images folder, you will find this handled reference image that I just started. So let's just bring this into Blender and I will use this to create a header, suppress one for the front view. Let's press Shift a. Go to image reference. The reference images folder. You can click over here, get the review, and just double-click over here. Let's just minimize pure ref for now. All right. We move the reference image over here and let's scale this down. Shift plus S then closer to selected to bring the cursor over here, press Shift plus a. And this time let's add a single word. A single word is basically just a single word. See, we can just extrude this to create stuff. But if you do not see the single word option in your menu when you press shift D, if you're not seeing the signal word. The reason of that is you need to enable the add-on. So go to Edit Preferences. In the add-ons section, search for extra, extra objects and you're gonna enable both of them, had gov and mesh extra objects. After enabling, you will press Shift T and you will see the single word option. So just add it. Alright, let's place this vertices over here. Now I will press E to extrude this like this and just trace the outline. This handle. I'm distributedly pressing E again and again and extruding the vertices. I'm tracing this complete referencing. Instead of creating this pattern, I'll just go straight like this. Now you can just select this word seed and select this one, then we join them. You can also press Control plus r to add vertices in between like this. Just lays it over here. Alright, so now we have created the outline. So there's just select this reference image, press H to hide this. Select the handle estab selectivity thing. Press a to select everything. Then press F to fill in the face like this. Move it up here. I will rotate it by 90 degrees on the z-axis. Let's scale this down first. You can also move the origin point from over here, which original location you just need to go to Object, set origin, origin to geometric. Right now for example, if I just rotate, you can see it is rotating about this origin point to leak. Let's just go over to Object set origin and origin to directory. Now if we rotate this, you can see it is rotating about its origin point. To scale this down. Tap to edit mode, press E, and let's extrude this. I think, right-click and sheets mood and enabled or the smooth one for the front view. Let's place it over here. Scale this down obviously. Also I will scale it on the x-axis. All right, now let's just duplicate this press Shift plus D and zag to lock it on the z-axis and place it over here. One more thing that we can do is let's just select this piece per shift plus S. Then it goes up to selected to bring the cursor over here. Now I will add a cube. Scale this down. I will place this cube over here like this. Right-click Shade Smooth, this enabled smooth. And I will use the difference Boolean operations. So first select the skew in this piece, then press Control plus minus to create something like this. First you have to select this. I move the Boolean modifier at the top of the bevel modifier. Next, let's select this piece, scale this down according to the angle. Let's see. One more thing that we can do is let's just select this cube press Tab to go into edit mode. 34 fifth select. Then enabled x-ray. And I will select this back face. Firstly, supply the scale. So press control a, apply the scale. Now press Tab again and wireless faces selected press Control plus b. Disabled x-ray press Control plus b. To bevel this Let's see. Earlier one was fine. I will just select this piece per step instead of selecting the back first, let's just select all these edges. Hold Control and Alt. Click over here on this edge. Select all four of them, then press control plus V. Instead of like this. I will add one more segment. I think this is much better. All right, So let's just select this again and duplicate it this time, please. You do here. While this is selected, select this and press Control plus minus. And obviously we need to move. We need to move the Boolean modifier and the top of the bevel. Lastly, let's just select both of them. Again, press Shift plus D, list them over here, and do the same steps again, select this, then this can control the spinous. The Boolean modifiers at the top of this. You can also scale handles like this space S and Y, and scale them a little bit on the y-axis. Alright, so I think this is fine. Let's just check our model once. I think everything looks fine, one last thing that I want to do is make changes to this base. So press Control plus seven for the bottom view. Let's press Tab to go into the Edit mode. I will select all of these edges, the gardeners. So hold Alt, click over here. So I will make them rounded like the upper body. So hold down, Shift and Alt to select all these corner edges like this. Again, press Control plus seven, and let's just press control V naught to bevel this. We can give this two or three segments, maybe something like this. Next I will just press one for the vertices, select, enable X-ray, select all of them, and place them just close to the boundaries of the upper body. Let's just see if this looks better. Let's right-click and choose Move this. Alright, so I think this looks much better than the last one. Let's keep it this way only. Also who wanted to add something we can also add later on stage. But for now I think this is fine. Also, I will delete this reference image or if you want to keep it, you can just press M and move it to a separate collection named disconnection as reference images. There's hydrated for now. Select all of these pieces. Again, press M, I move them to the Frick Collection. Let's save a blend files and I think this is enough for this lecture. We have completed the fridge model also. We can do from here in the next one. Thank you guys for watching. I'll see you the next one. 7. Modelling the Cupboard: Hello guys, welcome to Chapter six. Now that we're done with the modelling of a fridge, let's move on to the next prop. I will just open up your rep first. Right-click and load the kitchen team. Alright, so if you just go over the reference images, you will find discovered reference image. And we will try to create this prop in this video. So first let's hide the collection. I will done on the screencast keys. Let's start by first, basically just blocking it out. I will add a cube per shift left side of the cube. Press N to open up this window so that you can put in the dimensions for the top cabinet. So you have to set the x two hundred thirty five and sixty five. Let's move this up here. I will duplicate this place over here. For this piece, Let's just increase the wide 60 to 87 for the top view. And we need to make sure that both of them are in line. We can also snap them together so you can just go over here. Enabled vertex snapping. Jeden, hold Control. Snap it like this. They are perfectly in line now. Alright, Next I will just duplicate this piece. Here. For this one, I will reduce the x2 a lot around 2.5 centimeters and the y to 35 and zinc 245. Again for seven for the top view, let's place it over here. Let's just scale this down a tiny bit on the y-axis. So plus S Then why? This is much better, I will move this up over here. All right, Now I want to copy this piece over here on the right side. So one thing that we can do is just basically select this press Shift plus D and please you do here. But we can also use the mirror modifier. So that would be quite handy. Let's just select this object. Go over to the Modify section, minute modifier. All right, So currently you will see if you just press Tab and try to move some of the vertices. The modifier is currently not working at all. It is working, but it is not working as we expect it to. And the reason of this is due to the origin point. So the mirror modifier works according to the origin point only. So let me just quickly show this to you. I will add a new cube. Let's just press Tab Control plus r to add an edge loop, hit right-click to just base it on the center. I will delete all of these right side vertices. You can see the origin point is currently over here, right at the same time. Now if I add a mirror modifier, you can see it in meters perfectly. I can just select these vertices, move this. And everything worked great. But if I were to move this origin point to some other place, for example, I just select this face. Maybe this phase press Shift plus S then cursor to select it, to bring the cursor over here. Then go over to Object Set Origin, and set the origin to 3D cursor. You can see how the middle modified instantly updates and creates a completely different object. It is still quite working, but not as perfectly. Let me just show you how we can easily mirror this piece over here to the right side without actually moving origin point. Let us just delete this cube. I will select this object, go over to the mirror objects section, select this eyedropper tool. And I want to merge this piece according to the origin point of this object. I will just select this. Click over here and select this piece. And you see it meters perfectly. Now this mirror modifier that actually taking this mirror, this as the middle object. So as soon as I move this, you can see the middle modified as updating and moving it along with this piece. So the origin point of this piece is actually acting as a reference for this middle modifier. It works perfectly. Alright, so now we have created the basic block out shape. Let's just select everything, control a and apply the scale. Alright, so the next thing that I would do is create these cabinets are doors. I mean, what I can do is let's just press Control plus R. Hit right-click to place it exactly at the same time. 34 Face, Select, select this face, press Shift plus dy. Then again hit right-click to place it over here only. Now I want to separate it from this object, suppress B, and separate the selection. Now this is a separate object and this piece is a separate object. That's just one for the front view, I will scale this down. 8. Modelling the Cabinets: Hello guys, welcome to chapter seven. So again, now that we're done with the cupboard, move on to a next drop and we will be making some cabinets for our kitchen scene. So let's just turn off this collection for now. I will open up your RREF. If we will look over in the reference images, you can see all these cabinets or a year in all the reference images. We try and create them in this video. If you open up the reference images folder, you will find these cabinets or underscore reference image that I've just added. Minimize that for now and I will import this cabinet reference image into Blender. So press Shift plus S then closer to world origin. Let's press one for the front view. Shift a, go to Image and reference. The reference images folder, open up cabinets and the school raffinate. Alright, so now creating this is pretty simple. These are the two types of cabinets that we will be creating and the handles for them will express Shift plus a and add a plane. This plane by 90 degrees like this. Press our than x, then type in 90. Enabled x-ray. Place this over here. Stab wound to the edit mode. Press one for vertices select and let's just place all of them. What we can do is we can again just create half of it and we can mirror it on the right side also. Let's add a mirror modifier. You will see the mirror modifier won't work correctly because the origin point is not in the correct position. So we'll just do for a select, let's select this edge, the Shift plus S Then because if you select it, The bring the cursor point over here right at the center. Now I will move the origin point to discuss over to Object set origin and origin to 3D cursor. Now you will see it is mirroring properly. Let's just press a to select everything and move them a little bit apart. They are not exactly laying joined. Something like this. Select this reference image, g then vi, and move it at the back over here. Select this object. Select this object. Huge risk control a, apply the scale. Staff. Press a to select everything, then press E, extrude this backwards, like this. Alright, again, press one for the front view. So press three for Face Select. Let's select this front face. Press I to insert this still here. Again, let's extrude this invert. This time. Let's add a bevel modifier. If you want, you can give it a little bit more detail. You can press I once again and extrude this outwards to create something like this. And maybe some more stuff. You can just create some inserts, some extrudes, maybe add some loops by pressing Control plus r and create a more interesting shapes. But for me I think something like this would be fine. Obviously, we can add the details later on stage. Just move further. For now. I will just select this piece. Or maybe let's just create a new piece, that shift plus C. Let's add a plane move displayed over here. While this is exactly at the center. So I addressed are then x rotated by 90 degrees. Stab wound to the edit mode. Press Control R and excited the edge loop. Right-click. Put it exactly at the center. Select both of these vertices, press X, believe them. We will add the middle modifier. Duplicate this to the right side. Now we can easily create this bottom piece. We just have to create the left side and the right side will be taken care of by the middle modifier. I will select this vertices, press X and delete this. Select this vertex breastfeed to extrude this, press X to lock it on the x-axis. Now, we just trace out the reference image roughly. One thing that I wanted to mention it, if you press E Once again, we extrude this and tried to join them, they will move apart from each other. To solve this simple issue, you need to just enable flipping. And now if you move them, you can see the join right at the center. So you can place them like this. Tab. There's a to select everything and press F. To fill in the face. Alright, Next I will again extrude this backwards. Press E and extrude it like this. Risk and truly apply the scale side, the bevel modifier. Select this face and let's insert this. You can see it is not inserting the way we want. It is inserting this way. So to just solve this issue, be disabled boundary so we can insert it properly like this to just enable X-ray, press I and press B to turn off boundary. Let's insert this tool here. Now extrude it backwards like this. Alright, I will enable hard enormous and also autosomal. You can see some issues over here. Let's just quickly address them. I will just move it a little bit backwards. I'm pretty sure they resolve themselves. Yeah. Alright, next lips move on to this piece. I will just select this object, press Shift plus d. Let's place it over here. Estab to go into edit mode, enable X-ray. All of them will displace them like this. Again, let's just duplicate this less disorder here. Estab again. Enable X-ray, select all the top what season less than over here like this. And yeah, I think we have created with the two cabinets. Let's just move on to the handles now. Press one again. Shift plus a, and this time go to Mesh single word and add a lot. Make sure you are in the vertices select mode. So if you are not just stress one plus G to move it, and let's place it over here. Again, we need to extrude by pressing E multiple times and just trace this complete reference image like this. Now, select both of these vertices interest f, a to select everything. Then again, plus f plus f fill in the face. You can press Shift D to duplicate this, press X to lock it over here. And let's place it like this. Select this vertex, duplicate it by pressing Shift plus d. Place it over here. Let's just increase this part out. This is pretty easy and the predictive task, I'm just pressing E again and again and extruding and tracing out the reference image. Again, I will hold Alt and select this complete loop. Then press F to fill in the face. Stab AT selectivity. Let's extrude this like this. I'll add a Boolean modifier scale. And let's do all the usual task I will right-click and shapes. Notice. Yeah, I think this looks perfect. One for the front view. Anybody, X3, let's scale this down. Right now you can see it is scaling this way because the origin is placed over here. What I will do is I will just move it origin point, correct location. So let's just select this. We'll do object set, origin and origin to geometric. Now I think it'll scale this, scale properly. Scale this down, roll it up over here. 90 degrees. The z-axis also by minus 90, like this. Alright, again, we can add the mirror modifier to this, the eyedropper tool and select this piece as the middle object. And you see it works perfectly. This again under says duplicate this. And you see this is happening because the Of the middle objects. So let's just disable it for now. Naval x-ray, place it over here. A new minute modifier and select the middle object. This piece, this Alice is duplicated. Don't think it is working properly. It is. Finally here. Instead of using the mirror modifier, let's just duplicate this. Not complicate things. Both of them now, let's just press Control J to join them. Enable X-ray press Shift plus d, then z to lock it on the z-axis and place it over here. This one also, let's just remove the mirror modifier. And I will just use shift plus due to duplicate this, press Shift plus d x to lock it on the x-axis. Please do go over here. Back. Looks pretty great. Let's just join them. Select them both press Control plus j. We can basically add it to cue. You place them at the back of it. Alright, so what I can do in series, press Control plus add an edge loop in the middle. It right-click to keep it at the center. For H, select Next, select this. Move it up over here like this. Before we need to add two more edge loops here also like this. Now I can just select this. Move it up over here somewhere. Now select this complete loop. Press Control plus b to Beverly. Costlier supplier scale. So press control a, apply the scale. Estab again, press Control plus V2. Let's see. I think something like this is fine. Obviously it does not have to be exactly accurate. Yeah, I think this works perfectly. Is right-click and shade smooth. This enabled auto. Connect all the back faces and let's move them somewhere around here. Next door with electric pick up. Alright, so yeah, I think this looks fine. Sided mu cube, so redshift plus a cube. Place it over here. Again, let's match it according to the reference image. I will hide the reference image for now. And let's just place it accordingly. Again. Let's just select all the backwards disease and list them. I just snapped it according to this piece. So I will press G then. We'll control and snap it like this. Make sure you have enabled vertex snapping from here. You don't need to enable it. Just select vertex snapping from here. And while everything is selected, just hold Control to snap it like this. Alright, so I think we are good to go. Let's just hit Control plus S to save our files. Select all of them. Press M, new collection. Let's move this cabinet. Also. Let's move this reference image into the reference image folder. We will adjust the size of them later on stage, but for now I think this is fine. We can also add more details to them, like creating the shelves inside them. But for now I think this is fine. So yeah, us watching who'd saved to your files and I'll see you in the next one. 9. Creating the Kitchen Room Layout: Hello guys, welcome to chapter eight. So now that we have created a few main prompts, or what I wanted to do in this lecture is I want to create the basic layout for our kitchen room. So let us just press Shift plus S then causes world origin to bring the cursor over here. And let's add a cube that will act as our kitchen room. So press Shift plus a cube. Let's go over to item I'm putting the dimensions for the x. I will put it 500 centimeters, so that would be five meters. Let's take the y to around 420. And for the z, I will set this to do 851 thing that I will do is I will move this origin point that is currently at the center. Do over here at the bottom face so that we can easily snap it. And whenever we will scale, it will be a little bit easier for us. I will just show you guys. So press Tab, press three for face select. Let's select this face. Then press Shift plus S. Then it goes there to select key, to bring the cursor at the center of this bottom face and go over to Object set origin and origin to 3D cursor. Now what I will do is I will move or hearing snapping. Select the increments. Snapping, enabled absolute grid snap. This will snap any object to this grid. So press G then z, now hold control. And you can see your test snap exactly at this line, I mean at the grid. So the advantage of this is whenever I will scale up things, it will scale in a very convenient manner. So if I change the Z, you can see how it scales. If I just started a new cube, place it over here. You can see if I increase the Z, it scales from both the sides because of the origin point being at the center. But now the origin point is at the bottom face. So if I increase the z value, you can see it just goes on in height. So that is pretty handy in quite a few stuff. So let's just delete this. Now what I will do is I will just select this cube, the Press tab, and select these faces, this one and this one. Then press X and delete the phases. The reason I did this was it is easier and convenient to work this way because if I just undo back everything and you can see I have to place all these objects inside this room. And it will be very difficult for me to work because of these walls. I have to constantly move my camera inside this cube. Instead, what I will do is I will just delete these top faces and the sideways so that I can easily view all the things that I'm working. And then we are done with everything. I will just press Tab, select the feces and just fill them like this. And like this. I will just delete them for now. Okay, so now what I want to do is that all these products that we have created over the last few videos, I want to place all of them in this room to create a basic layout of our scene. But before doing that, I want to apply all the modifiers for all the products that we have created. What I mean by that is right now, if I just disabled, I mean hide this room and enable any of the collection. What I mean by applying the modifiers is currently if you just select this, you can move the Boolean modifier and it will update immediately. You can also change any of the values like the bevel amount or anything. So I can make any kind of changes, modifiers. But as soon as we decided to apply all the modifiers, we won't be able to make any of these changes and everything will be permanent. So what I will do is before applying all the modifiers, I will create a duplicate of each and every prop that has all the modifiers in tax so that if we need to make a change at a later on state, we can easily do that. Let us just quickly start. I will select this dove collection, right-click and select all objects. I will press Shift plus D to duplicate this, Let's press X and move it over here. Now, while all of them are selected, I will just press M to create a new collection. And let's name this collection as stove. Underscored applied means that it has all the modifiers applied. Now I will just hide the older stuff collection. So now let's move on to applying all the modifiers. One way of applying would be just select this piece. And you can one-by-one select each and every modifier, click over this arrow and hit Apply. Then one-by-one, you need to apply all the modifiers. But obviously this is a very long and tedious tasks. So the shortcut for this would be to just press a to select everything, and then press F3 to search for the command, convert and select Convert to mesh. Now if you will see, if I select each and every object, you can see no modifiers and all the modifiers have been applied. Immediately. We're hit with the problem. You can see that as soon as I applied all the modifiers, this middle piece disappeared, leaving us with just this one and this one only. So let us just quickly solve this first, I will press Control Z to undo everything that all my modifiers return. Yeah, now all the modifiers are bad. This issue is being caused because we use the Boolean intersection tool. So what this will do is as soon as you use a Boolean intersection, maybe for example, on this object, this object, this one that has the intersection and this one, all three of them share the same object data properties. And that can be confirmed if you just see over here, this three is written. That means this particular object data properties being used by three different objects. Let's do all of the other objects that we have not used the Boolean intersection modifier, all of them have unique object data's, but these three have the same. There is a very easy fix for this. Just select this object, click on this three. And now this piece has a unique object data property, but these two still have the same as you can see, there are two over here. So just select this piece and click over here. Do the same thing for all the intersection Boolean modifiers that we used. Alright, I think these were the only ones. We are good to go. So make sure you just remember this thing. Now again, I will press a to select everything. Then press F3 and hit Convert to mesh. All right, so now if we just look over your object quickly, I don't think there are any issues and all the modifiers have been applied now, alright, next thing that I will do is I will select this cube because it is of no use anymore. I will just delete this because we have already applied all the Boolean modifiers. I will delete this one, hold Shift and just select all four of them and hit Delete. And now we have applied all the modifiers to this. We cannot make any more changes, but don't worry, we still have the original story to which we can make any change if we want to add later on stage. Alright, so let us do the same thing to all of them. Select the fridge, right-click and select objects. Let's press Shift plus D to duplicate this, press X. And let's place this over here. Again, press M, create a new collection. Let's name this fringe underscore applied. Alright, Next what we need to do is before applying, let's solve that intersection problem. So select this piece. Go ahead in the Object Data Properties. Click over here. Let's quickly do the same thing. Over and over again. I think we are good to go. We have selected all the pieces that have the intersection. Now we can just disabled the older fish collection that it does not get accidentally applied with all the modifiers. Press a to select everything, and then press F3 and just hit Convert to mesh. Now I will select all these extra useless objects and just delete them. One more reason that I'm applying all the modifiers is because it will be easier to work with because we don't have all these extra objects flying around. Alright, there's disabled this. Next enabled the cupboard. Press a to select everything. Press Shift plus D to duplicate. Then press X. Let us just move it over here on the y-axis like this. Press M, and let's move it to a new collection. Disabled the older cover collection. This one, I don't think we use any of the Boolean modifiers. So we can just hit F3 and convert to mesh. Alright, so the last one is the cabinets. Select all of them. Shift plus d, less than over here. Press M, create a new collection. Let's name this collection as cabinet underscore applied. Disabled the older cabinets collection. And again, press F3 and hit Convert to mesh. Alright, so I think we are good to go. Enabled all of the applied collections. Now we just need to place them one by one in our room to create the basic layout of our scene. First, let's hit Control plus S to save a file. Okay, so before we start placing all these drops onto a pigeon seen, there's one more thing that I wanted to do. Because if you see right now, selecting this one object like would be really difficult. I have to select all of these like this, then move it or rotate it. So easily. Tackle this problem, what I will do is, let's first do it for this object. I will disable all of them. Just this one. Select all of them and press Shift plus S then cursor to select it, to bring the cursor somewhere around here. Now what I will do is I will press Shift plus a, then go over to empty and add an empty object. You can add a plane axis like this. Next, just select all of them like this and make sure this empty object is your active object. So what I mean by active objectives, that this object has this particular orange or yellow colored light. Yellow colored outline means that it is the active object. So make sure you select it at last like this. So it has the active object selection. Now just right-click if you were to predict, select the object. Now, what this has done is whenever you will select this empty, you can easily move all of these objects at once, but make sure you select this empty only and not any of the other pieces. Because you can still move them, but make sure you select this empty only so that you can move all of them at once. All right, so there's this move, this MD in cupboard only, and I will hide this. Let's enable the stove. Select all of them. Press Shift plus S then goes into selected. Let's press Shift plus a and add a new empty object. All right, so just press a to select everything, and this is our active object. Now, hit right-click creating an object. It is pretty basic thing. But let's just do this quickly for all of them. Saw the effort to turn on switching cost keys, but I did nothing much, just press Shift plus S then cursor to select it, and Shift a to add a new empty object. Just select all of them and make sure you select the empty object are the last. To make it the active object. Right-click Parent and object. Alright. Just move this into fridge. That's enabled the cabinets. Now let's do the same for these. Select this first cabinet press Shift plus S then goes into the selected. At the empty. Select all of them. Right-click and select this right side, one. Plus S goes into selected a and the empty. Select all of them. Make sure this is selected at last. Right-click and bedding. Alright, so now we're basically done with everything and we can move on. Placing all these prompts into our room. Enabled this back again. I will just move them over here. Enable all of the prompts. Just select them. Let's move them over here. To start with, I will just select discovered rotated by 90 degrees minus 90 degrees seven for top view. And let's place it over here like this. Make sure you select this empty only. Alright, so next, let's select the fridge and place it somewhere around here. The next thing that I will add, if you will see indeed all these reference images they are, there are these kitchens labs. So for now let's just add a cube. A shift plus a are the cube. Let's place this cube around here. I will scale this up. Let's say three meters, 3300 centimeters. I mean, the x, we can set this to 93 meters. And for the z, let's say this to 98. Let's increase it on the XL little evict. I think 315 centimeters. I will move this over to the right like this. Select the fridge and also move it over here. Next I will select the stove and let's place it. First. Let's rotate it. So press R to rotate it 90 degrees, and let's place it over here. I will increase the height of this a little bit to match with the stove like this. Let us just decrease the size of the store where little bit. Select this, scale this down. Let's create another slab. So press Shift plus D, rotated by 90 degrees. And let's place it over here. I will select this cupboard and move it forward like this. Both the top faces and decrease the height. Also, I will select this piece press tab and make sure it is in line with the store like this. All right, next is the turn of the cabinets. So let's select them. Rotating by 90 degrees minus 90. I will place it over here. But first, obviously we need to scale this down. I think something around here. We decrease the scale to around 0.544. For this one also, let's set the scale to around the same. I will select all three of them. Said this period of 0.5443 or Control plus three for this view, rotate this by minus 90 degrees. Let's place them both like this. 74 top view. Let's move it over here. Let's see now we can just select this, duplicate this. We need to select all of them. Control, hold Control and deselect this. Make sure this is selected then Shift plus d. Like this over here. Again, I will duplicate this, press Y, lock it on the y-axis, and let's place it over here. Select all of them. Let's move them over to the right side. What I want to do is I want to duplicate it over, over here also. So let us just select all of this full control deselect this shift plus D, express G, then x, move it like this, rotated by 90 degrees. I will place it somewhere over here like this. But obviously now we need to select all of these and move them till here. What we can do is let's just delete this one. I will select all of them and delete them. I will just select this side. Just select this V slash slash to go into the Edit mode. I will select all of them. All right, so now let's select all of them. Press Tab. To go into the Edit mode. You can select any object by hovering over it and pressing L like this. So just select these four. This one also hold, press L while hovering over the objects like this. And make sure you select the right side completely. Then just press Shift plus D to duplicate. Then press P to separate the selection. Let's just select all of them. I will just hide this for now and then select it. Select all of these. Let's move it on the y-axis like this. Obviously we don't want this to be a parent with this empty object. Just right-click and go to gradient. And where is it? Clear and keep transformation like this so that it gets disconnected. And now I can place it over here like this. Let's see, I think it looks good and it also fits perfectly. So next I will just create a cube. Again. Let's select all of them and move to the isolation mode. Suppress slash. Move this cube over here, press Tab. Enable X-ray, select all of these vertices, press G. Then why hold control? We first need to select vertex snapping. Now plus g Then why hold control and snap it over here. Select all of them. Snap it over here. Snap all of them into positions. This next what we can do is first place alt plus H. To bring everything back. We forgot to move this one over here. So plus g then Y, or Control again, snap it like this. If you want, if you want to view everything without all these lines, you can just click over here. I think our basic layout of our scene, or I mean, the kitchen scene looks pretty good. Next, what we can do is let's just create a gradient for this one also because I'll select all of them. Shift plus S then cursor to select it. Shifted left, empty. Now just select all of them one-by-one, and make sure you select the empty object or the last. Then right-click Parent an object. Alright, let's see what we can do next. Next weekend, refine the shapes of our slabs a little bit more. Let's do that now first I will just hit Save. I will also minimize your risk for now. Let's see what we can do. Alright, so now for this lab, I will just select one of them. And then Chris slash to go into the isolation mode. Press Tab. Now I will just press Control plus r to add an edge loop. Let's add an edge loop somewhere around here. Now what I will do is I will separate this piece from the rest of the slab. To do that, Just press three for free. Select, select all of these phases. Then just press B and separate the selection like this. Now let's just hide this one for now. Select this one plus tab, hold Alt and select this complete loop. Then press F to fill in the face. Let's add a bevel modifier next also, you can see the bevel is David overhead. It is pretty large and it is very small over here. Just press control a apply the scale. You can see it is perfect now. Decreased to somewhere around one centimeter maybe or maybe even less than 0.5. Enabled hardened normals and auto smooth plus H to bring the hidden object back. And let's hide this one. Now. Select this one. Hold Alt, select this complete loop, then press F. Again, apply the scale enabled order smooth and left side the bevel modifier. Set them out to 0.5 centimeters. Alright, next what I will do is pretty simple. I will just, all right, What is this? I forgot to copy this piece. Let's just quickly select this. What we can do is let's just select these two. Press Shift plus d, G then why? Make sure to copy them perfectly. I'm sorry, forgot about them. Somehow. I think this is fine. This one also, again select this press Shift plus D. Select both of them right-click and go over to paid-in and clear and keep transformation because clearly they have a different gradient. Now just select this one. This press R then z, rotate it by 90 degrees. I think this is fine. Is move them back. Slash to come out of the edit mode. Let's see, There's moved back to this labs now I will select this tab. Select this edge, then press Control plus b and just beveled, look like this and give it a number of segments. Right-click, Shade Smooth. Yeah, I think this looks pretty good. I will just select this lab. Select this one slash 74, top view. Let's select this. If there's D to duplicate this by 90 degrees. Let's see. I will just snap it like this. Seven or top view press Tab enable X-ray. Select all of these vertices as G. Then why smack them like this? Again, select all of them then G and why snap it over here. Also lets move them back. Make sure you select all of them. Leaves bottom to also just move them back, snap them over here. Okay, what did I forget now? Let us just enabled x-ray and select them like this. Then press G, then x, snap them over here. This is perfect. Select this inner tube. Then press Delete slash to come out of the edit mode. And let's see. I think everything looks pretty great. Kitchen scene is finally starting to come along with vibrate. Also, these two handles that we just started, Let's just select them. Select this piece, right-click and creating this one also for this, we are good to go now. Logistic control plus S and we will continue from here in the next one, guys, thank you for watching. 10. Modelling the Door: Hello guys, welcome to Chapter nine. In this video, I just want to make a few changes into our already created scene. The first thing that I want to do is if you see this covered over here, I will go ahead and just remove discovered for now because I'm not quite liking how it looks with our scene. I wanted to create a more uniform look of our scene. And the cupboard is not really fitting, in my opinion. But again, this is a very populous base thing. If you want to, you can just keep it over here in your scene only. But for me I will just remove it for now. So let us just selected, I will say this parent, then press Shift plus G, plus G and then select children's. What this will do is this will select all the immediate children. And now we can easily just select the parent again. M. We just don't need to do anything, we just need to disable it. Sorry. I'm not going to delete it. I will just disabled it from here so that if needed later on we can then use it. But also this piece that we created earlier, I will just remove this one quickly. Because instead of this piece, I will just select this one. Then press Shift plus d 30. Select the grading, then press Shift plus g. Select the children. Again, select this painting. Then press Shift plus D to duplicate this. Press x, the g. Then why lock it on the y-axis like this? Let's place it over here. Alright, let's see. The next thing that I want to do is I will just select the tab. There's three for free, select let me select the sidewall, and let's move it on the y-axis to here. Seven for top view, It's really just about here for now. Alright, so now before moving further, I also want to reduce the thickness of these cabinets. So let us just quickly select all of them like this slash to go into the Edit mode. Let's select all of them first, press Tab, enable X-ray. And let's just select all of these back faces. And I will move them around six centimeters plus g Then x. Now you can just type six. But I want to move it backwards. Suppose G then x, then type in minus six. Let's see. Yeah, I've been minus six like this to reduce the thickness slash to come out of the edit mode. Now let's select all of these buildings. The seventh of u, du plus g and x and move it over here. This one also I will reduce the thickness by six centimeters, g. Then I'm typing six minus six. Just select this and move it over here, somewhere around here. And then again, we need to select all of them. Move them like this. This seems fine. Next I will just select this role again and a little bit like this on the x-axis. Now let's select the slab. Both of them just tap to go into the Edit mode. Press 34 fifth select, and let's select these two faces. Then just press E extrude. Let's extrude this still here, near the volume like this. Now in my opinion, this thing looks much more like a uniform as compared to the earlier one. I will be going with this one only. These were the couple of changes that I want to make all so let's select these objects. Let's move them to a new collection, press M, and let's name this room, kitchen. All right, so moving further, what I will do is I will also create a window over here. Over here. So let's start by creating the dope. All right, so now for the door, if you again head over to the reference images folder, you will find a reference image name with the name of dough. So let's just import it now and blender prints one for the front view. Just hold Shift and right-click over here to place our cursor somewhere around here. The Shift plus C at the image. Alex added a new reference image, go into the folder and look for this image. Again, the shape of her daughter is pretty basic. But let's just take the help of this reference image. I will add a plane. Let's rotate it by 90 degrees. Enable X-ray plus dab. Let's just select these vertices and place them according to the reference image. Next, I will just press Control plus our loop. Let's sag when you look over here. Another one over here. One more over here. 34 Face Select, let's select this face and then press X and delete the phases. The leg, this object, press Control plus a apply the scale staff to go into the Edit mode. Let's extrude this. Also, we need to add a bevel modifier. Obviously, we need to reduce the amount, you call it something. This will be fine, I think. Next let's add another cube. I will scale this up. Magic with the reference image. Next year, I think something like this would be fine. Scale this down. Again. Let's select this press Control a and apply the scale modified to this. Again. Now let's select this enable X-ray. Let's press Control plus r. If you add an edge loop here somewhere, this face and this face, make sure you select the front-facing only. Now let's insert this. You can see it is in setting this way, but we do not want it to display so best high one more time to insert the individual phases like this. Let's insert this around here. And now we need to just select the vertices and place them according to the reference image. Now let us apply the scale first. Select both of these phases. Let see, I will just extrude this backwards like this. There's extrude this outwards. I will first extrude this here. Then again instead this extrude this one more time. Something like this. But let's just reduce the development on this 0.1. Select this complete loop. And similarly for this one, I will just move it a little bit forward. I think this is much better. Enable X-ray. Let's clear these simple shapes. Cubes skins down. Listen to over here. Next, let's add a mirror modifier to this. Select the door, go to object and set our region and auditing antigenic drift. And now select this piece and cylindrical object as this door. I think wizard access, disable the x-axis. Next what I will do is I will just select this piece and duplicate this. And right-click to place your door here only. Now while this object is selected, select this, then press Control plus minus. Just hide this one for now. You see the Boolean properly. I will say if this object again and then again, press Control plus minus. Obviously they need to change the order of the modifiers. If you are seeing some shading issues, you need to just move them a little bit and let me just mostly solve themselves. Yeah, this is fine. Now we can just press Alt plus H to bring the hidden objects back. I will just scale this down a little bit like this. I think this works perfectly. Next, if you will see there is also a handle. There is another reference image in the folder. Select this image, press M. I move this to the difference in this section. I will now add a new reference image, one for the front view Shift plus a reduce the size of this algebraic. This is beta one for the front view press Shift plus a over to the image defense. This reference image of the handle. Let's bring it in. Select this image and let's slash to go into the isolation mode to work properly. Aleksey, suppose press one for the front view and I will add a cylinder. Rotate the cylinder over 90 degrees on the x-axis. Scale this down, Let's place it somewhere over here. Next what I will do is I will duplicate the reference image. I'm also rotate the defense made by 90 degrees. Press R then x type in 90, taken by 180 degrees. Let's just flip this sort of flip it press S Then why? I've been minus one. Perfect. Now we need to just match it with this. Select the cylinder scaling down in here. Match the reference image properly like this. Now you see if you've missed one for the front view, you have aligned this front view and there's 37, then you have aligned it to the top view. So it will be easier for us to work with. Let's select this piece right-click, Shade Smooth, enabled or to smoke. And also let's add a modifier. Apply the scale and you all when necessary steps. Next I will select this face. There's seven for the top few insect this study press I to insert this lip, see this a little more. Seven and now plus e to extrude any item. This is perfect, please. Next what you can do is press seven for top view, shift plus a. Then go to Mesh single word and add a single word, one for the vertices selected now plus G to move this and place it over here. Now again, we need to extrude again and again by pressing E and just trace out the reference image. You can also select the image. Over here, I enabled opacity and decrease the opacity of it so that you can see your vertices properly. Is keep on pressing E and grease out the difference it makes. I'm just pressing Control R to add a bunch of vertices. Perfect the ship. And I think this is fine. Now, I'll press F to fill in the face and then just extrude it like this one for the front view. And let's just extrude this thing here. I know if you just rest one, it is not matching ready perfectly with the reference image. But that really does not matter because either ways it looks fine. So I will just right-click and Shade Smooth. Smooth. I also scale this down and review week. I move it inwards like this. Excited a dividend modified to this maybe hard, enormous one again, enable X-Ray outside a new cube. Scale this down, place it over here on the x-axis. Now just press S and scale it up large enough to cover the whole object. Tab to go to the Edit mode. Before dark, just apply the scale. So press Control, apply the scale tab. And let's select all four of these edges. Hold Control and Alt. And click over here like this. One for the front view, we enable X-ray and let's now devil them. Basically over here. Now press Control plus v to w. Give it a bunch of segments like this. And yeah. Now I'll right-click Shade Smooth. Select this piece then this one, then hit Control plus minus. You are seeing this video, we're changing. This wouldn't be easily solved by moving the webinar or modifier at the bottom, like this. Next, let's add another small cube. This over here. What I will do is I will just select this piece, shift plus S then because there are two selected to bring the cursor over here. So there is an academic that was, if I now press Shift plus C at the cube, the boat will be perfectly in line. So now I can press gene and x, move it over here. I don't have to adjust take, I will just now scale it up. Now scaling on the y-axis to completely covered the object like this. I mean to Z and X and move it a little bit on the left. Now just press control a, apply the scale, estab, hold Control and Alt select all of these edges. And just roughly around the same amount. Right-click Shade Smooth. Now I'll just select this and this piece then control plus-minus. Move the bevel modifier at the bottom. Now we have created a door handle, made it again select both of these reference images and move them into the reference image. Election result plus h. I mean this for slash to come out of the isolation mode. One for the front view. Vector fence images. Let's see, I do not need this one. This one or this one. I just need your door reference image. Select all the parts of this hydrogen. One for the front view enable X-ray. Scale this down and just place it over here, matching with something like this. Alright, so our door looks pretty good in my opinion. I will disable the difference image collection and I will select all of them. Again. I will press Shift a to add a new object and looks at Mt. First redshift plus S, then it goes at selected to bring the cursor over here. Now press Shift plus a and the empty everything. I mean, select all the parts of the door. Then make sure you study this empty at the last one, right-click creating an object. Now just press M and let's move it to a new collection by the name of door. I'll select the MPL explicit. This by linearity degrees 74, top view. Next place or somewhere over here. Obviously the door is huge right now, so I will scale this down. I think a scale of somewhere around here wouldn't be fine. Let's move it somewhere around here. Which you can learn. I think this looks pretty good. Hit Control plus S to save your files. I think this is much was enough for this video. We will keep on adding more details to our room, like maybe adding a sink and a window in the next video. Thank you guys for watching us Union Excellent. 11. Modelling the Sink and the Window: Hello guys, welcome to chapter ten. So in this video, we will start by creating our sink static ligated onto it. I will select this piece, this one, then slash to go into the isolation mode. Seven for top view, I will press Shift plus S. Then it goes up to selected to bring the cursor somewhere around here. I will press Shift a and add a new queue. Again, you can just press M to bring up this toolbar. If you go into the items section and in your dimensions, Let's put in the dimensions for the sink. For the x, I will save this 210 centimeters. For the y around 70, and for the sentencing to around 25. This wouldn't be a good size. Next, I will just press Control plus a lender. Let's apply the scale. Estab, press T for Face Select, let's select this top face and delete it, because obviously things are hollow. Now, the thing is, this is currently a flat plane, this has no thickness. So I will add a solidify modifier from O'Hare to give it a thickness. You can see clearly. You can press Control plus a and apply the scale, the bevel modifier to this. Right-click Shade Smooth, and do all the usual stuff. Next thing please. Thickness a little bit. And also we need to decrease the debit. The thickness to somewhere around 1.8 for now. Next, let's stop. Now I will just select this face press control plus V to bevel this to create a smooth surface and you scroll wheel to increase the number of segments. I think this much will be fine. I think I want to try adding a greatly nominal modifier. Just a second. Once again, to bevel it, let's increase the number of segments. Yeah, I think this is fine. Next what I will do is I will be establishing and this time select all of the side edges. So press two to go into the edge select mode. Select this complete age. Now hold Shift and Alt. Then keep on selecting all of these edges like this. Now again, I will press control plus V, bevel them. Make sure to not give them too much segments. I think something like this looks pretty good. We'll add a vacant normal modifier. This solid color shading issues. If you just remove the weighted normal modify, you will see this a little bit of weird shading going on that this is what I was worried about. Just enable this modifier and it solves perfectly. Yeah, I will just select this press seven for top view. Let us see split here somewhere around here. Move this down. Next. Let's just select the sink. I wanted to set the origin to geometry. It is already there. Press Shift plus S then cursor selected, add a new cube. Let's set the initial dimensions 210, network of simply send the deck to around 50 something. I think. I will just select this cube is controlling. Apply the scale first. Shared smoothness obviously. Now I won't use the Boolean defense operation to select the cube, this one that we just started. Select this piece, then press Control plus minus. Then again select this. Now select this huge cube. Then press Control plus minus to create something like this. Obviously, we can see the shading issue, so I will just select the Boolean and move it. I will just select the Boolean modifier and move it above the devil. And similarly for this one also, next thing to do is you can clearly see that this thing has rounded edges, but this cube does not. Select the queue. Again. Hold Control and Alt, and click over here to select all four edges. Then press Control plus v two bivalent justice accordingly and make sure everything matches up perfectly. I think this looks pretty good. I will just decrease the 75 to 1.5, maybe 1.2, because right now it is looking very thick. Next, also decrease the devil. Something like this. Select the Boolean, then select the sink, and let's move them over in the front. Now you can press Slash to come out of the isolation mode. Yeah, I think it looks pretty good. Next, let's just hit Control plus S to save of identifiers. And let's start working on the window to just select this room slash. You go into the isolation mode. One more thing, I will just print slash one more time. I will select the sink along with this and then press Slash. Because the window that I will be creating will be according to this single leak. I will try and align the window with the sink. This room press Tab to go into the Edit mode. We can go over here and also enabled edge length. Just see the edge lengths. I will now press Control plus add one edge loop over here. One over here. First, let's apply the scale for this because I don't think the measurements are accurate. Now you can just hold Alt, select this complete loop, and then plus g two times. So make sure you press G not once but twice, because if you just press it one time, you can move it anywhere. But if you basic two times, it will be locked on this particular edge, only. One enable X-ray. Let's keep it something like this. Next I will add another edge loop. Now I will select this whole loop. So hold Alt and select this complete loop. Then hold Shift and Alt. Again, select this complete loop and let's move it upwards over here. We can press Slash to come out of the edit mode analysis, match it with the cabinets. For now. I will just press Control plus R again and add one edge loop somewhere around here. Just above my kitchen slab like this. Hold Alt again and select this complete loop and this one also. I will move it somewhere around here. Yeah, I think this is much better. I will just select this complete phase. Then press first I will disperse to extrude this backwards. Then press X and delete the phases. Alright, so this is the basic structure just establishing I will press Control plus to add edge loops here. The reason I did this was so I can just press Shift plus D to duplicate this. Right-click to keep it over here only then press P and separate the selection so that this is now a separate object. This small little face. I will press tab and press F to fill in the face. Make sure you select everything by pressing a and plus F to fill in the face. Alright, Next, again, I will best tab. Before that, let's apply the scale. The estab plus three for Face Select, select this complete phase. Instead, this would be fine. Press X and delete the phases again to select everything. Then let us just extrude this graded. Think I will insert it a little bit more so I will just undo everything instead. Select little bit more till here. Now press EX Delete to face. Select everything, extrude this. Listed over here. You can go to Object Set Origin oriented to geometry. Alright, something like this. Let's add a modifier to this. Just decrease the scale of this a little bit. Alright, Next I will press Tab again. Let's add a new edge loop over here. Right-click to keep it exactly at the center. Again, press Shift plus D to duplicate. Be to separate the selection. Estab, press a to select everything that address F. This time I will add another edge loop over here. So press control. Those are hit right-click to keep it exactly at the center. Enable X-ray, and let's just delete both of these vertices. I will just add a mirror modifier, stab dress, and extrude this. Before extruding, again, we need to insert this so press Control plus a apply the scale establishing. And now let us instead this, I will insert this still here I think. Press X, delete the face. No, I think a little bit more. Sorry. I'm just trying stuff out. Again. These all stuff that I'm doing, it is very preference based and you can do it. How will you may think? Something like this will be fine. So just press X, delete the phases, stab with a, select everything and let's just extrude this. Alright, Next I will just select this outer tube estab for excellent hold Alt, select this outer loop, this one. So hold Alt and just click over here like this. Then I will press control plus V to bevel. I will create something like this. Just right-click and shade smooth this first. I think this gives it a much, much better loop dander. Very straight, sharp corners that we had earlier. I will just receivable edge length for now because it gets really annoying to see all those numbers. One more thing that I wanted to do is let us select this cube slash for the isolation press tab. And select all of these coordinate register that you can see. Hold Shift and Alt, and just keep in selecting them. But I don't want to bevel it or all the world, the backside like this. I will just hold Control and deselect all of these edges. Over here also make sure you select every single edge and not miss any one. Also. I will just enable X-ray. You can clearly see which all edges that I've selected. So make sure you say the same. Just press Control plus b. Now, I think I, by mistake de-selected this one. We need to select this one also. Just press Control plus b. Decrease the number of segments. Something like this. Yeah, I think this looks pretty great for slash. I think we gave it a little bit too much parallel. So I will just undo this again, bevel it out. Something like this will be fine. Hold Alt and select this loop. And all these things that I'm doing completely based on my personal preference, only 30 is totally up to you if you want to follow me or not. Alright, so I think our window looks pretty good. We just disable all the overlays. The scene comes along pretty nicely with it. Let's just hit Save first and save obligor files. And I think I will stop this video right here. And we'll continue from here in the next one. Add some more stuff to our window, or maybe we'll add a tab. I'll see you in the next one, guys, thank you for watching. 12. Adding some more Details: Highlights. Welcome to Chapter 11. So let's continue from where we left. The first thing that I want to do is if you just come up over here, you'll see this empty space. I will just select these pieces. And along with the rule, the slash for the isolation mode for seven for top view. Let's clear the cube to just fill up this space. I will create a cube. Please sit over here and scale this down. Now just place it over here like this. Make sure you can also Control to snap it with the vertex overhead. Also press tab, select this face and just snap it over here. So I think this is fine. Next one more thing that we forgot to create this range trainer for the sink. So I will just select this thing again, press Slash is seven for top view. We can press Shift plus S then cursor to select it and bring the cursor over here. Now press Shift plus a cylinder. Scale this down. What I will do is first right-click and shapes with this. Let's disable edge length for now. Best I to insert the face. Let's extrude this. Inverts began to scale this down. Right now I'm just coming up with random stuff. Next, what we can do is best 34, Face, Select, hold Alt, and select all of these phases. Press I to insect. Before. Let's apply the scale and also add a modifier. Stab insect. Press Ivan more time to insert the individual phases. Make sure you hold Shift to just insert them a little bit like this. Then just press E, extrude them inwards like this. The address x and delete these faces. You can also press Tab and delete this bottom face. That it is hollow and just place it over here. Like this. Again, I will select this press Shift plus S, then cause it to select it and add a new cylinder. Scale this down. Now I will use the Boolean modifier. So select the cylinder then this zinc plus minus. Move the Boolean modifier and below the solidify and Andrew top of the beverage, like this. I will just scale it properly. All right, so I think this looks pretty good. I have a slash to come out of the edit mode. Next thing that I want to add is there select our window. We did not add any kind of bold dot latch to our window, open or close it. Let us just quickly add it. I will select the window press Shift plus S goes to select it. First, let's add a cube scale this down. Just place it over here to make it look like as a hinge for that window. I'll place it over here, scale it up a little effect like this. Now just select this piece. And let's add a mirror modifier to this. And I will mirror it over all four sides. So just use the middle object as this window because we wanted to mirror it over all the four sides of this window. Next time we should take the y or the z axis slash to go into the isolation mode, press one for front view. I will add a cube. Scale this down. This dispute somewhere over here. I'm just scaling it up accordingly. Controlling, apply the scale. Stabbed. Again, I will select hold Control and Alt, and select all four of these edges, then press Control plus b. And we had something like this. Extra shifts plus S Then because if you selected, let's add another cube. Scaled it up on the z axis like this. Again apply the scale priesthood controlled an art. And the next revenue. Would this integral out of smooth, mortified to this model of gene calculated is harder to control. The bevel. Self-care day is 0.05. Selected. There's slash and press Tab to move to the mode. And now if you'll try and press Control plus r, we can see we cannot add edge loops to the lake complete object. We can just add it to these areas only. So the reason for this is we can only add edge loops when there are like portable core topologies when each face has only four vertices. If you try to add an edge loop over here you can see again, add a complete edge loop like this, but not in the other way. And the reason for this is if you will see this phase, this phase has more than four vertices. You can see this is the N1, both of these pieces. That's why we cannot add an edge loop to this. So the easy fix for this would be to just select these vertices, this one plus J to join them. And just quickly join all of the vertices like this. Over here also, let's quickly join them. Make sure you are pressing G to join the vertices and not F. F is for filling the face. But when we have to join the vertices that are already existing interface, we need to plus j. When you have selected and join all the vertices. Now if you'll try to press Control plus r, you can see we can add an edge loop like this or even like this. Just select this loop. So hold Alt. But as you do times and move it a little bit dumb that it does not cause the initiating issue. Overhead also, we then see it is looking quite sharp over here, but just do two times and move it like this. Alright, I'll press Tab, press Control R and add another edge loop. Let's place one over here. It will select all of these phases. I inserted them, make sure you're not inserting individual phases. So press Ivan more time to inject the complete face like this. And then let us see its extrude, it, extrude this like this slash to come out of the isolation mode. And let's see. We'll just rotate it on the y-axis. I think something like this looks fine for our boiled or latch. Next what I will do is right now to try to rotate this on the Y-axis, you will see you cannot locate this properly because the origin point is obviously over here. What I will do is I will stand. While this phase is selected, I will press Shift plus S, then it goes up to select it. Then go over to objects at origin and origin to 3D equals. Now if you press R, Then why? You can see we are rotating it about the origin point only. It will be easier to handle. Also, reduce the developer little bit. Maybe. Now I will just join both of them. Make sure you select this first in this first, then this one. That's this way. If you just join them, both of them will get the bevel modifier. If you change the order, if you select this 1 first and this one, then actually the bevel modifier that we have on this one, it will actually acquire all of these modifiers, this objects. But this object does not have any modifier. The bevel modifier will go away. Make sure you select this 1 first simplest one, you can press Control plus g. Then left side, and we didn't modify it to this. Select the middle object, I'll just read it on the z-axis. Yeah, I think this looks fine. I will hit Control plus tes to film this. Next thing what we can do is let's add a tab over here. Alright, so just select, I will select the sink press Shift plus S goes up selected. Let's add a cylinder. Scale this cylinder down. I will just reduce the radius. Let's send the request to somewhere around five. Now scale this down. Located on the X axis by 90 degrees. Over here. Right-click Shade Smooth. This enabled order smoothly, and also add a bevel modifier. Before proceeding. If you will just go over to the reference images, this folder, you will find this tab reference image. I will just quickly open up pure ref and bring this in so that we can just have a reference image should look at and we will create something looking like this. Only. A zoom it out and drag and drop it over here. Double-click and focus on it. Now we can easily create a tab like by looking at it. Stab, let's select this face. I will also enable edge length. Alright, so let's start first, supply the scale estab, recycle insect this face, as you can see to create this over here. I think something like this will be fine then distress E extrude this outwards. I will extrude the steel here. I think. I will insert this a little bit more. Then extrude this. Next part I will do is I will just press Shift plus D to duplicate this and right-click to keep it over here. Then again, extrude this just to create a little bit of separation over here. Next, what we can do is we can press Shift plus S then because it was selected to bring the cursor over here. Excited new cylinder. Scale this down. My opinion, this portion kind of still looks very huge. Wanted to reduce the size of it. So hold Alt and select the complete loop. Just press S and then Shift plus Shift plus white so you can scale it like this. Something like this will be much better. I will right-click Shade, Smooth this piece. Sad order, smooth. I will scale this down. Place it over here. This looks much, much better. Now, I will add another cylinder against scale this down, or let's just and it once again and I will reduce the radius. Try radius of 1.5. For now, scale this down. Total here. I will just select all of the objects for slash to go into the isolation mode. This piece right-click sheets, mood, enable a lot of small. Let's see. Best controlling. Apply the scale first pre-step for the heat mode. Select the top face. Instead this in words. Now extrude. Let's insert this one more time and then extrude it upwards like this. This much size would be enough. Let's add a bevel modifier to this. Apply the scale enabled hardened normal. All right. Now I think we can turn off edge length. Let's see. Next. As you can see, we have this rounded curvature like create it, it is pretty simple. For the right side view. Next, what you can do originated right view, I will just use the left view, so hold Control and then plus three because it feels like a little bit more comfortable. Press tab and make sure you have selected this phase. Now to create this kind of structure, we will use this pin tool. If you go over here in this toolbar, if this is not appearing for you, you can just press T to bring this up and select this pin tool over here. Alright, so the way we use the sprint to list, we can spin the selected face about the cursor point. So we need to move the cursor point somewhere around here. It is. Trial and error thing. So hold Shift and right-click to move your cursor points like this. And let's place it over here. Now you can try to spin this again, press Control plus three again. And if you just go over here in the tools section, you can change the axis. So I think we have selected the wrong axis, so I will select the X. The X is the correct one. We were earlier in z, so it will spin like this. You need to change the axis, press Control plus three again and select the x-axis. And you can see we can create something like this. It is not looking as what we can do again is change the cursor point in. Let's see somewhere around here. And keep on trying. Until we have something. You'll see, we've already got something like that. What we were looking for. Let's create something like this. I will just move the cursor point over here a little bit further. Insulate the x. Make sure you select the face. Try once again. This is much better. Next, what I will do is it till here. If you go over here, you can increase the steps. What this will do is this will make it a little bit more smoother. I think this is fine. There's three slash to come out of the isolation mode. And see. I think they're tab is quite high. I will just for slash, there's three. Naval x-ray select all of them. Move it down like this. Let's move it a little bit in the front and select the tap and see if it is like matching up properly. This is fine. Obviously it does not look like exactly like that, but I think the tab looks fine. Maybe I will scale it down a bit more. Now you can see, you know, how to use Spring tool. What I will suggest you is that I came up with this innovative short amount of time, but you can spend some more time with the spring tool and keep on experimenting with it. Make sure to do in the tool section. Change your axis so that you can easily use the tool. And after you are done, make sure to just select the selection tool because it can cause you some problems by working with it if you are not intending to. Next, what I will do is I will best 34 facilities. Select this face, hold Shift and Alt, select this face and this one also. Then press V and separate the selection to create something like this. Over here. I will select this object slash. One more time to isolate this truss tab. Select this complete loop by holding Alt and then press F to fill in the face. You can see something like this. It is because of the magnitude obviously. You can also add a vacant normal if we're feeling like the shading is not quite right, but I think it is fine. Next I will press Tab again. Press three for Face. Select, select this face. Press I to insert this and extrude this in words. I will reduce the bevel even further. Let's say 0.01. Biting this is much better. I will select this one. Now. Hold Alt, this 1 first, then hold Alt and select this loop Pinterest F to fill in the face. Let's see. I think that looks pretty good. That comes along well with our scene. I will select this piece again, estab, hold 34, Face, Select, hold Alt and select this complete loop. Then press S, then shift plus y to scale it down on the x and z plane. All right, so I think we are good to go. I will hit save on my identify. Watching. I continue from here in the next one. 13. Modelling the Kitchen Slabs: Hi guys, Welcome to Chapter 12. So in this video, I will start by creating a molding over here on our cabinets that goes from here to here like this. I'll just show you in the Google Images something like this. We will be creating something like this over here. So it looks kind of difficult, but it is very easy to create in vendor. I'm back to Blender. What I will do is I will select all of them, control and de-select the root slash to go into the isolation B7 for top view. Shift plus a, go to Mesh single word and add a single word. One thing that I should mention one more time is if you're not seeing the single word option when you are adding, when you're pressing Shift plus. And if you do not see these options, you need to go over to Edit Preferences. In the Adams section, search for extra objects. Extra objects and enabled both of them, the curve and the mesh. And then you will get all these extra objects in your shift plus a menu. Alright, so to move this mixture you under vertices select mode. Press Tab, press one for vertices select, press G to move it, and I will place it somewhere around here. Then plus e to extrude this, then press X to make sure to lock it on the x-axis so that it stays straight. Somewhere around here. Then again, e, y, lock it on the y-axis. Move it till here. Again, press even x and let us move this still here. This one also I will select this move it a little bit over here, and then press skied and Y. Move this over here. All right, next thing to do is let's play G, then move it up over here. These are the origin. So go over to Object set origin and origin to which electric. One more thing that I wanted to mention it, if you go over to these commands that you use very frequently, you can just right-click over them and add them to your favorites like this. I have already added them. Let's try this command. You can add them to pick favorites, and you can just press Q. You can quickly access all the commands that you use a lot. So maybe I can add the lake extrude normal command or something like that. You can just go over and right-click on the tomorrows that you use occasionally and then add them. I will just remove this from micro favorite slash to come out of the edit mode. Move all these objects that are out here in their respective sections. Let's see. I will select these, this one, this one, this one. Let's move them into a new collection or you can move this to pigeon. Let's move the Sink. Tab. All these stuff also in the kitchens collection only. Move all of them in the continuous present and then move them to get you. Now to create a morning from all of these vertices. But we need to do is first we need to create these set of vertices into a curve. So to do that, just raise F3 and typing convert and search for Convert to go and select this. As soon as you do that, you will see a set of completely different options over here that are of a curve. What we can do is open up the geometric section, the debit. You can go over to profile. If you just increase that, you will see we are creating something like this. You can also increase the resolution to their symptoms. Before the increasing revolutionary contribute something. I will set the depth to somewhere around eight centimeters. Let's move it a little bit over here. Like this. Next, what I will do is I will show you something. What you can do is go over here in the profile section. Click over here in the B6. And if you say Nice model, More link will see something like this over here. But right now, it does not have much resolution to if you increase, the resolution, gets much bigger. I will set this to max 32. You can see we have creating the More link. I will select this volume. Maybe I'll just select all of them over here. Enable X-ray. Let's move it over here like this. Next I will select all of the tabindex. This. And let's move it up over here. Let's select the room press tab and I will quickly fill up the face just to see how everything fits. I actually don't want to show the complete molding. I will just show up here. Half of it is actually like half of it and the other half is completely safe. We just needed the half of it. Something like this. The word receded also do them. Please. I think everything seems fine overhead. Alright, so the next thing that I wanted to show you, this thing that we currently use is the preset overhead that is already created for us by Blender will lead. Iodide is added over here to the research. You can select something else like crown molding. But I think this one was better. I will tell you how we can create something of a very own also. So you can just go over to Reset Default and you will get this very default basic loop. But what you can do is you can just add vertices. And if you just start moving, then you can see how everything is updating over here. You can see you can create something of a rainy, cold vein customize however you may like. So as soon as you are adding Woodward, see, it is getting updated. And all these ridges and empathy and cleared on your own by adding simply just vertices. We can fear something on our very own. I'm just trying to really going over and adding vertices. Distract from the fault, strike creating something really thickness. I'm not trying to spring too much time over here because this is completely preference based. You can spend like a learning time-honored and create something very defined. Just want something to gain by. Next, if you just right-click and choose Move this, you will see all this weird shady. But don't worry if you just select this press F3, and again, search for Convert to mesh. You can just move it here and enabled auto smooth and everything will be fine. But make sure after you convert this to mesh and enabled auto smooth, you won't be able to edit its property, property, so make sure you are happy with everything. So I will just undo this and we're back over here. Make sure when you are happy with everything, all the depth and everything then only you convert this to match so that you are happy with your results. What are you going to do is after you are satisfied, you can just duplicate this. Move this piece to a different collection. And then the one over here, you can apply the modifiers and converted to mesh them. Cheats move this and everything. And if later on stage you feel like you need to make some changes, you already have it in some different collection. So you can do that. I think for me I will just select the preset and smarter, more reading only. I think it looks pretty good. So I will just share smooth this I will convert to mesh enabled auto smooth. I think this looks pretty good. Let's check Control S to save a file. And the next thing to do is I will create some cabinets. But yet in our slots, I think that is the last thing to do for our main crops, will select both of these pieces per slash to go into the isolation mode. This last tab, respond for the front fill enable X-ray and Lexi respond rule R and I will add an h over here. I want to create a cabinet right under the sink. Something like this. Next part I will use. I will also enable the link from here. Let's try adding some more edge loops. Let's give this distance that is over here. You can see u is 2.58. That entity, I will say these 2.5, maybe. Not sure if you can see it, but I'm talking about this age over here. These 2.52, as you can see, the same mayhem and starting over here. So 2.5 and I will keep it consistent. Oliver, naive model. Let's add one over here also. From year one. Like this. Here we really don't need to add. The goal won't be visible. Let's add one like this. Over here. Next, I will just quickly go over and miscibility with all of it is ready to work with. I will select these two phases, extrude them backwards like this. Something like this. Where stab, let's look deeper. Shift plus D to duplicate them. Right-click, keep them at dislocation only then press P and separate the selection. Make sure to remove the Boolean modifier so that it does not cause any issues and move it. There's bring them out over here. Next tab. Select everything, invest e to extrude them backwards like this. Alright, next part I will do is press Tab again. And let us see. I will select everything then again press P and separate them by loose parts. So what this will do is it will further separate them into two different objects. Select this piece, go to objects at origin. And actually I've added this in my favorites only. From now on I will use that. I will select this rescue directory because I really use it a lot. Next thing I will start with this one, press Control R at edge loop and hit right-click to keep it exactly at the center. Now let's select these three phases. We can do is we can select this and this one also press tab, go into the Edit mode of both of them are the same thing. Silica, all three of the feces press one for front view and press I to insert them. You can see these two phases are kind of inserting together when these two are single-phase only. So you can just press i2 times in certain them individually. Let's insert this still here. Next what I will do is press control, not control plus V. So Control plus b is only used for like Devlin edges and feces. But right now I want to label these vertices for that. But what we need to do is we need to hold Control Shift and then press V. And you will see it will be completely differently. Let's add a bunch of vertices like this. This looks pretty good. I will select these three phases again, press I to insert one more line. Will also select them. Press Control, lay apply the scale. Now hold Alt, select these three loops. Now hold Shift and select all three of them. Then just extrude them. Before that I will just delete the right side of this. Just quickly use them modifier, this object modifier. Perfectly. I'll say both of them hold Alt and select these complete loops. Now please eat to extrude them. Something like this. Yeah, I think cabinets look pretty good. Select them both, right-click and choose food. You can also reduce the bevel if it looks like too much. One more thing that I wanted to tell you guys. Maybe you want to, again, properties of multiple objects at the same time. So like I want to reduce the bevel of both of them at the same time. So I will just select both of them first pulled. Or if you see now if I turned down the Bible, I am doing it for both of them. It is pretty handy. Mark hold Alt and let's just reduce them. If you hold Shift, it will go on slowly to 0.3 maybe. Yes. Fine, looks good. Next, let's see. First lexicon volt plus S to save our files. And I'm thinking about using these handles over here also. There's this redshift plus D to duplicate it. Right-click and go to paint it and cleared, cleared and keep transformation. So that it is not for the connected with the painting. Again, I will select both of them. Slash, select this press Q origin, the geometry. One mode add-on that I wanted to show you guys is if you go over fences and search for copy, you will see a copy attributes menu add-on just enable this. So now what this will do is if you just select the handle, then select this object, then press Control plus C. You will see this completely new menu. And you can copy like different things for B location rotation and even the different modifiers. I will select location. And you will see immediately it gets pasted exactly at the center. Make sure you select this 1 first, then select this one so that this objects get, gets copied to the location of this object. So press Control plus C and copy location. Move them out over here. Next what I will do this, select this press Tab, and it will x-ray, select all of these vertices. 70 drew over here. Delete this one. I will denote real issues. It's fine. Now, select all of the right side would seize, disabling just these two. Control and deselect them. Come out of the x-ray and just rigid an x and move it like this. You just give the space to the handles. I think this looks fine. I can fold plus S, save my files. Also, we cannot see the partition over here. So just disable clipping for now. Also disable the middle modifier. Select this rigid and x and move it a little bit further. Select all of these words. Then plus g and x. Move them a little bit to the left, enabled back the modifier. Let's see. I think the real reason if you let a minutes because we do not have select this press F to fill in the face and enable the middle back again. Risk tab. Select the face. You can enable this option to show up the mirror modifier in the edit mode. And let's move it like this, really close to each other. It looks perfectly. Hit Control S to save our files. And let's see if we will create something different over here. And also the fibula here. Also I will select this, both of these to VCs or selectivity showing you select motor deficits. Formula. Move them to the end of the loop. Let's see something to create over here and let us say both of these press Slash again. First, let's again enable the edge length. I will add another edge loop over here. If it had 2.5 distance. This face. Then just extrude this backwards. For this piece, I will create a sliding type cabinet. Let's just select this face. Press Shift plus S then because there to select it, I will bring the origin point over here. We can just add a new object. Shift. They are the cube, one for the front view and scale this down. Scale it down on the y-axis. Next, I will just duplicate this, move it back on the y-axis and literally move it over here. Something like this. Select this piece and if this phase, then plus g, Then why? I moved the face still here. Next I will just join both of these. Select them both press Control G, you're joining them. Next let's add a modifier. Apply the scale first. Next I will add another cube, one for front view. Let's scale this down. We create something sort of a handle. I will select the cube again, result plus H to bring this back. Let's scale it like this. Something of this sort. Then just apply the scale first. Tab. Control and select all of these edges. Press control plus V to bevel. G2m. This enabled Lotus Notes. Move it out first. Three for Face, Select, select this face. Let's just turn off a glint for now. Use Control plus b to create something like this. Now I will use the difference operation to select this piece first and this control plus minus c, I will move the Boolean modifier at the top. For some reason, nothing is happening. Let me see what went wrong. Quickly show you what went wrong. I've figured it out. First, I will enable this Aztec ship. You don't have to do this. I'm just doing this to show you. Now, if you just enabled finish orientation from here, you can see this object has the that collect fees or condition. That means the normals are flipped. So what we need to do is we just need to press start with a to select everything. Then press Shift plus n, flip the normals. Now if we've done our face orientation, you can just hide this. You can see the Boolean is working properly. But the reason you are seeing this is because we are secular deistic shared. So we'll say feedback the bounds. Now you know what happened. We just need to press Shift plus n to recalculate the normals. Next, I will select this, move it back over here, like this. Select this piece 30, both of them, a slash estab to go into mode, select this face backwards. Just to give it a little bit more thickness. I think something like this looks pretty good. We can also select this cube. You can just press L to select it as a whole, then G, Then x, and mood a little bit forward the vertices and let's paste them over here. Alright, so I think we are done with this site. You can see a kitchen is starting to look really good. Now, the last thing for this video, we will create some cabinets and drawers for this slab, I will slash to go into the isolation mode. Really don't need this part. I will just select this then press Slash, alright, dress tab. First hold Alt and select this complete loop. Then press X and delete the edge loop. Just to remove this. Let's see. First I will shift plus S. Then because of the selected, let's add a new cube dimensions, typing x, z, and d. Be the dimension for our drawer. Place it over here like this. Scaling down on the x-axis. Next what I will group is first, let's apply the scale. So pre-screening, truly applying the scale at any modifier. I will use the add a modifier on the z axis. First, duplicate it four times. Try to adjust the factor. I think this is pretty good. Now what I will do is I will just quickly duplicate this. Right-click to place it over here only. Select the values are selected, select this, then this control, this minus. Alright, let's hide this peaceful. Now. Select this first move, the Boolean modifier at the top. You can see a devil is not quite working properly. So I will just open up devil first and in the directory section I will disable clamp overlap, and this will solve it. Let's press Alt plus H to bring that the drawers. Next Risk Control plus K, apply the scale upside a bevel modifier to them. Rescue and dirty to genetically scale this down. I mean, I'm setting though among count. Next, I will just quickly be one of the handles. Press Shift plus D. Duplicate this. I click Anglo would repeat it. And keep transformation. Slash again. Select this, press tab X-ray to need all of them. X and delete the vertices. Control plus three. For this view, I will rotate it by 90 degrees. And next I will again use the copy menu. Select this, then this, then press Control plus C copy location. It is, if you just double-click over here, you will select it and just move it out over here. Excuse the add a modifier on this. Excellent, this restless leg press I said this. Then extrude this outwards. I can just pull this out a little bit. Just check if everything is in the middle. So I think it seems fine. Let's select this again. This tab to go into the Edit mode. What we can do is we can select this option. You even view the Booleans in the egg mode. Control plus our add an edge loop. Let's add one over here. You can also enable edge length and Wi-Fi. I will add this again around 2.5 centimeters. One also. I think this is fine. Next I that edge loop by it in the same right-click over here. Alright. Now I will just disabled wireframe. For free. Select, select both of these phases to inject dye molecule and then extrude them backwards. I think this looks quite thick, so I will select them both, press S, then Y, scale them down. Next I will select both of these spaces. Press Shift D to duplicate them. Presby and separate the selection. Just bring them over here. Again, let's do a similar thing. First, let's extrude them backwards. Select them both. Press Control, apply the scale. Select them both, press I insect. Then press Control Shift and B to bevel the vertices first, let's disable edge length. All right. This is fine. Select them both again, press I to insert, hold Alt and Shift and Alt select them both received to extrude them outwards. Click shoots smooth, reduced. Alright. I will again educate this modifier. Select this and select this slash. Staff press a to select everything recipe and then separate by loose parts. Select them both, and rescue and other eugenic tree. Now select this, select this, then press Control C, Copy location. Now we can easily place it in saying this one also, I will just duplicate this, place it anywhere. Select this first and select this Control-C Copy location. I did something wrong. Yeah. I accidentally selected in the wrong order. Also makes sure they are Slash. And I think almost done with the modelling section of our main props. We forgot couldn't move in this piece. It uploads. Select this and move it over here. Snapping by holding Control, forgot how to snap, just select vertex from here. And while you are moving, you need to just hold Control and hover over the word fee Into snap it like this. Save and I think we're almost done with the main modeling part of it. You can also move a little bit back. Alright, so let's hit Save. We continue from here in the next one. Thank you guys for watching. 14. UV Unwrapping the Stove and Fridge: Hello everyone. Welcome to Chapter 13. We are done with the modeling part for now, and we'll start with the texturing process. First, we need to apply all the modifiers and then UV unwrapped. And then we will start with the texturing process. What I will be doing is I will texture the prof one-by-one. So first we will start with the texturing of the stove and the fridge, and then we will move on to the rest of the prompts. But before that, let's just arrange them first so I will select all of them, move them to the teaching. Next, what I will do is I will select the kitchen drew the slash. Done on Screencast Keith first. Yes, I will. This phase that we earlier left out, I will do is select this edge brush tool and select this edge press F to fill in the face and fill everything one by one like this. One more thing that I wanted to do this, if you just press Tab, select the room, press Tab Control plus r to add an edge loop like this slash to come out of the edit mode. And I will place this edge loop somewhere around here. Like this. Then just quickly select all of the faces. Don't want to select these faces while holding shift, just deselect them. All right, Next what I will do is I will press Alt plus a0 and then extrude the phases. Just to leave it like this. The reason I added this was we will add a different texture tiles over here. And the rest of it would be like concrete. And it will add a nice bit of the radiation. Let's also add a bevel modifier to this. Apply the scale. Set them on 02517 divided will be fine. Alright, let's see. The next thing that I wanted to do is, as I told you earlier, when we apply all the modifiers of a particular object, we won't be able to make any changes. For example, if I apply the modifiers of this particular object, right now, I can move the position of the Boolean, however, I may like. But as soon as they apply on the modifiers, I won't be able to make some changes. So make sure you are satisfied with anything, but also do not take any chances. What I will do is I will create a separate file. So just hit Control Shift and S handover to your folder. And I will save this as, let's save it as final scene. I will write in bracket has applied. That means we have applied all the modifiers and hit Save. Now we are in the financing applied file is right-click. I will open up a new blender. These are two separate files, so one of them has all the modifiers applied and in one of them we will keep everything without the modifier supplied. So for example, if you wanted to change something later on, we can come back to it and do that. This file that is with the name of Prof. we will keep everything as it is. We will not apply any of the modifiers and just close it. For this file. That is this final scene one, I will select everything, press F3 and then convert to mesh like this. Now if you just, for example, select this object, try to move it. You can see nothing happens. Modifiers are all now applied. Also, what I want to do is I will just turn this off. I will enable all these collections one-by-one and delete them because we really don't need knew this stove is laying earlier, one that has all the modifiers intact, but we actually have a copy of this. So I will just delete this delete this collection just to remove some of the clutter. I will also remove all the reference images from this particular file. Move the cupboard. All right, so the only things that are remaining are all the applied ones. That is our main scene. I will also delete this cupboard collection because we already have it in the other file. This quickly delete this and also the collection. Alright, so now we only have the objects that we need. Now I will start to quickly delete all the stuff that we do not need. Right? Let's see. We need to dilute all the Boolean objects that are left-leaning like these ones. Alright, so next, I will disable everything. This one is Jeff. We are done. I think I will conclude dissemble everything. Only enabled the stool and the fridge. Next step will do is I will select this object over to materials and add a new material. Do this. Let's name this material as stove. Now, I want to copy this material or undo all of the objects of the stove. I will, while this is selected, I will hold Shift and select all of the remaining. And make sure the active make sure the active object is the one with the material. This one, make sure this has the yellow colored outline. Now while everything is selected, just hold Control plus L press control plus L link materials. You can see 18 is written over here that meets this material is being shared by 18 different objects. And if you go over here and enable statistics, you can see we have selected 19 objects, but this is because one of them is this MP. Now at this point we can also remove the empty objects. So while everything is selected, right-click over to paint it and clear and keep transformation. And just delete this empty. Because everything is placed right now, we do not need to move or rotate anything. Next time we'll select the fridge, add a new material, let us name it as ridge shift selectivity. While this is the active object press control plus L. Link the materials. Right-click, go to painting and clear and keep transformation. The MD. Alright. Now let's move on to the UV Editing tab. The first step that I will do is I will proceed, select everything, then press Control plus C and make sure the scale is applied because it can mess up our UVs. Now we will UV unwrap them according to their material sets because they will be separated according to their material sets in substance painter also, first, let's UV unwrap the store. I will select this only went on. Then I will press Shift plus L and select linked, then select materials. This will select all the materials that have the stove material. This will select all the objects that have the stolen material. Then you can press Tab to go into the Edit mode, press a to select everything. Also enable display stretch. Alright, now I'll just press U to UV, unwrap and hit smart UV project it. Okay. You can open this up and give it the island margin of 0 or 0123. Yeah, I think this is fine. To come out of the edit mode. Now select all of the fridge or just select one of them, redshift plus G, Shift plus L. Then select material, estab press a to select everything. You then Smart TV project. I think just one is fine and at 0.0025 does not matter much. I think this is fine. Next, let's just quickly evolved into substance painter, but before importing you must check one thing you need to go over here, enable fees are due. In addition, all these red colored objects that you see, you need to flip them over so that they also have the blue color because color just flip normals. Just before solving this problem, I will show you what will happen if we just import these particular objects with the Flip Normals? You don't need to follow me right now because I'm just quickly showing you. I will also open up substitute sprinter. Select them both. Go over to File, export and export them as FBX. Select these two options, selected objects and active collection, and also select poorly mesh. That way that I do not accidentally import anything else. I will create a new folder. Name it as exports. And I will name the FBX as stove and fridge and hit Export. Now open up substance painter availability. Later on. Create a new project. A new project section in the file, select and select the export you just made. So select this FBX file and everything rest. Everything remains same and just hit Okay. Now if you just come back here enabled face or do you envision? And you can see this particular object has the Flip Normals. And if we zoom in over here, you can see how weird this looks. It looks flamed out. And that is because of the enormous that are opposite. They are flipped. As you can see, these handles also look very weird. This will happen if you somehow important did wrong normal. So let me select this object, proceed to select everything by stabbed him. Proceed the Shift plus n. Just flip the normals. Next, let's select this mode of the handles press tab and press Shift plus n can split. Coming out of the face orientation mode. If you just select this focus over them, you can see this has caused some issues because the shading around the edges now look very weird. It easy fix for this move or to modify an advocate normal modifier. And you will see everything is fixed. Csu and apply. I'm also noticing another issue that if you just look over all these gas over all the edges that we use the mirror modifier on. There is quite a weird shading going on. I will also address this first before importing. Let's solve this first. I will select this object press Slash to go into the isolation. And to solve this issue, I will just restart, press a to select everything This p, and then separate them by loose parts. So that I can call each one of them differently. Select all four of them, go to Object Set Origin, origin to geometry. I will select this 1 first stab enabled x-ray and just quickly delete all of them. The other three sides as x and delete the vertices. Not this mixture. You deleted only 3 fourth of it so that we can again beta rate. Now if we just select this face. Now if you select this face and delete it, because I think this is the one that was causing it. Both of these phases. Now let's add a grating normal modifier to it again. And again, add a mirror modifier. I think seems to have worked pretty fine. I will just apply both on the modifiers. Now, I will just duplicate this, keep it over here. Select this, select this and Control plus C copy location. And make sure you delete the other one. This one plus H to bring this back. Now again, I will duplicate this, select this 1 first and this one Control C, Copy location. Tied this one and delete the older one, then hit alt plus H. Again, duplicate, select them both Control C for relocation. Alright, so I think we have fixed the issue. Let's just quickly turn on face orientation once again to see if everything is fine. Yeah. If everything looks fine and I will just now I will just select all of these two objects. Hit Control per se, apply the scale. Uv, unwrap them once again. Because obviously we created a new object. So that's why we need to unwrap it one more time. Alright, so now that we have tackled all the problems, I will press a to select everything again. Save Google to File export and export this as FBX. Click over this file only because I want to replace this one. Selling these two options and enable mesh. Then select click over here and then hit export. Alright, come back to Substance Painter and let's create a new project. Over to File, select against, select this one, hit. Okay? Now if you just see everything looks fine. You can hold Alt and use your left mouse button to look through your entire scene. If everything looks fine, it looks pretty good to me. You can also hold Shift and then use right-click to move the lighting. I will also go over here and also enable entirely thing that all these jagged edges. Alright, so the first thing to do is as soon as we create a new substance project is, is that we need to bake the mesh maps because because we need to use a substance, painter features like smart masks and smart materials generators, etc. And for them to work properly, we need to have the mesh maps baked correctly. If you go over to the texture save settings and hit vague mesh maps. You can also see we have two texture sets. One of them is the fridge and other one is two. So we can work on them separately. I will hit big mesh maps, select the output size as 2048. If you have a decent a PC, you can go for 2048 or even for k. But for k would be pretty overkill. And if you do not have a decent PC, you can go over it with one key or 52. But I suggest going with at least two kids disabled ID maps and enabled both of these options. Since the anti-aliasing to read by eight. Yeah, I think there's two of the options are default pretty much fine. Now just hit big selected textures and it might take a little ride. I will just cut the video and resume when everything is done. Alright, so now the baking of the HashMaps is done. Hit Okay? Just look through your entire model if everything looks fine and there are no issues. Yeah, I think they bake came out pretty well. And everything looks great. One more thing that I wanted to mention is that all these problems that we face right now, there is a chance that you might face, might not face any of them. And everything goes smoothly with your project. Or there is a chance that you can face difficulties with different set of objects in your prop. So if your problem was not one of them just mentioned in the comments, what was your problem? And I will try to solve it, but most probably it will be one of them only. And if it is a shading issue, most of the shading issues are solved by adding a break in normal modifier. Alright, so now I will just hit save it over to my tutorial directory. Create a new folder with the name of a share files, Substance Painter files. Let's name this as stolen and fridge saved. In this lecture, we learned how to light UV unwrapped, apply all the modifiers and import them into Substance Painter. We also tagged a few issues that we might face while mitigating through Substance Painter and Brenda. Thanks for watching. In the next video, we'll continue on with the texturing. And both of these objects say, thank you for watching. 15. Texturing the Stove: Hello guys, welcome to Chapter 14. Now in this video, let's start with the texturing process. I will start first by texturing this door. To begin with, let's select the stove extra set from here. You can just clip over here and select it if you want. You can also disable the fridge texture set to work properly with the stove and only you can press or hold Alt and then use your left mouse button to move the scene like this. Then hold the scroll wheel to pan and right-click for zooming in or out. These are some of the basic stuff of the inter. Next, you will see a layer over here. I will just delete this layer and what we will do is we will add a new fill layer. Fill layer is basically it will fill the complete object with a single color. You can see with a signal layer, we can change the color. We can increase the metallic sickness or set the roughness values. So these are the different parameters and also the height and the normal. There's just reset everything. Before starting. Let's open up your ref. Let's see the storm model. So I wanted to create something like this only along the lines. Now that we have added the fill layer, this will be our base color, our very first year and we can build upon we can add different layers upon this to give it more details. Like if you see over here there are some edge damage and things like roughness, variation and everything. So yeah, we will add all that first, let's select this layer, double-click over here and rename this to base. Thanks, David, set a color for this. I've already decided on a color. You can go ahead and experiment with it. I want to go with something light yellowish. We developed for the new values are equal to 0.174. Saturation later 0.035. Obviously, we can change all of these values or delete rows if you feel like it. And the value to 0.9, something like this. Next for the metallic value, I want to make it a little bit metallic because the thing is this material kind of looks like paint. Underneath it is steel and it is painted over it. I want it to look a little bit metallic, but not, not much. So I will turn this to 0.6, maybe, something like this. Next, let's select the roughness for the reference value I will say point to make it reflected. You can hold Shift and then use your right-click to move the lighting. The next step is, as you can see, this material is only over these areas and not on all these other parts. To separate it out from the other parts, what we can use is we can use a black mask or we can use geometric mosque. First, I will show you how to use the geometric mask, but because it is fairly easy, just click over here. Like this. Right now everything is added in this geometric masks. As you can see over here, you can select one by one like this and remove all of the objects that you don't need. This material on. The other way would be to just click over here, right-click and hit Exclude all. Now this 0 over here it is written that means this layer is being used by 0 objects. None of the objects are using this layer. Click over here again, and I will just select the objects that I want to use this later on. Let's select this one, this one. This one. This also for this piece, I will use a separate this module is fine. This back face I want you to select. Yeah, we're good. Next what we can do is let's start by adding this edge damage rule here. We can add that I will create a new layer. Let's rename this to edge damage. I will give this one metallic value because as you can see, this kind of mega logo here for the color. Do something like this. I think. Again, it is completely based on your preference. Center of minutes to 0.23. Now what do we do is we want to add the edge damage over here on our edges. So we will use something called the generator. Do user-generated just go over here and add a black mask first. Next click over here, and then add generated here. And I will use a metal. This one metal edge view. The select it. And instantly you will see this layer is spread upon all of our edges mode right now, obviously it does not look very good. But right now it obviously does not look very good. So let's make it a little bit better. First, I will select this base. One thing that I want to do is, as you can see, is this edge damage is being spread upon over all our objects. So we actually don't want that. Instead of going over in this geometric mass for every single layer, what I will do is I will just create a folder. I will put distinct in this folder and this one over here. Let's move it below this. And next thing I wanted to do, leak over here, right-click and just include all that. Now this layer is over all our objects and now what I can do is just click over here, right-click exclude all. And now select the objects that I want to apply all these materials on. I mean, all these layers on. Now actually what this has done is this folder has made a lot easier because now if I add another layer, for example, I add a new layer. You can see this layer is being added, is being added to these portfolio. And if I move this out of this folder, now it is over, over all of the objects. We can create folders for different parts of the model and fill it accordingly. Let's delete this layer for now. Next, rename this layer to metal paint. To exit the properties of this generator, you can just click over here. You can adjust the real level. You can see how it is updating. You can also increase or decrease the contrast. If you increase the contrast, your dirt would be very sharp as you can see over here. If I just increase it and if I decrease it, it is kind of smooth. Also, you can increase or decrease the grungy mountain ranges like the dirt, increase it. You can see all the dirt appears. And there are various settings also like the grand scale. Change the scale of it to make it smaller or bigger. Like this. This variable also works out pretty good, but I don't think I want to use this one. If you want, you can use it. But what I will do is instead I will just remove this generator. Instead of a generator, I will use a smart mask. So this group out here to access the smart masks. And now you can find various smart mass over here, like concrete edges or dirt. You can just drag and drop like this, any one of them just to see how all of them work. And you can see this particular smart marks looks good, but obviously it does not up to our needs. I will just remove it and you can just try different various ones and see which one of you like. But I will be going with this one, paint old to just drag and drop it over here. Next, I will again click over here and let's edit some settings. Check the global balance 2.3 and I will increase the contrast. Something like 0.8. Focus on next, as you can see over here, these corners. This is looking like baby it. First I will move ahead in the section, decrease the curvature. And as you can see, as soon as we decrease it, it is updating. I will set it to 0.8, I think. All right, next thing that I will do is we will add some custom details. So this guy over here and add a paint layer. And now what we can do is right now if you just start painting, you can see we are painting the steel paint over here because we are currently painting with white. So we are painting on a mask. That is why we can see the steel. But if I just press X and you can see we flip the color. So it is now black. And now if I try to print it, you will see now I'm painting this paint layer, the base. This is pretty handy, but obviously, right now, it looks weird to paint this way with this brush. I will go over here and I will select a dark brush. You can hold Control and right-click to increase or decrease the size of this. And now I can just remove some of the details like this. Then press X to flip, flip the color and make it white. And I can also add some of the details like this. This is pretty handy. So what I will do is first I will select this and make this brush hard enough. Let's select something else. Let's go with node three. So first I will press X and remove some of these parts. Make it look a little bit better. Extra this brush. Alright, yeah, I think this looks much better. Not too many details worked. I think we have enough of them over a hill, so I will remove some of this stuff. And you can just press X and add some of it on your own. Make it organic and natural. Like this. Again, press X and let's move some of this. Alright, yeah, I think this looks pretty good. Something like this. Only. Next what we can do is now I think this is enough for our edge damage. I will add another layer. Another layer I will rename this to roughness radiation. Little bit of roughness variation. And what I will do is I will disable all of the channels except the roughness channel. As you can see, if I increase or decrease, if I'm increasing and decreasing the roughness, I will set the roughness to 0.25. Check the base fellow roughness. It is 0.20.25 or we can change it later on to 0.3 something. I will add another black mask. This time I will go over here and use a fill layer. And for the fill layer I will select, click over here and just type grunge that these are different grunge map or dirt maps. These are pretty well as their masks for deafness, radiation and color variations. So we just hovered over here, you will find this grunge maps 001. I will add this right away. You won't see any difference. But if I try to make it a mode of this, I will increase the contrast. Now you can see some of it over here like this roughness variation. Increase the balance. Let's try increasing the scale. I can certainly supply planar projection scale. Now, as you can see over here, we have some roughness variation in our model. If you go over here in the main layer, you can increase or decrease the roughness. This is very drastic, but yeah, I just wanted to make a point clear. I will set this to somewhere around 0.235. Let's increase this to one so that everything just blends in properly. If you just click over here again, in the grungy map, you can increase or decrease the balance even further. The contrast decreases. The contrast will take the value is 2.4. And I will say across 2.5, you have something like this. It is very faint, but it is still there. So yeah. Also one more thing that I wanted to do is if you just do it here in the display settings, you can click over here and change the environment that and I will select this bus get adjuvant because I have found this one to be like it has any defective. So it helps with these types of models. I think this one looks good. Maybe I'll just call back to normal. It is totally up to you. Alright, Next, Let's just collapses. I will rename this macro paint yellow so that we know it is the yellow Bella layer. Alright. One more thing that I wanted to show you guys is we have added like edge damage and we have some roughness variation. Next, we can also add some color variation ahead and add a new fill layer. This time I will disable all the channels except the color channel. For now. I will give this a color of saying the hue to 0.0879. Saturation and value I will share these 2.71, something like this. I will add a black mask again, and this time I will add another failure. Grunge. Number seven. This time. Again, see how we have added like collaboration, but obviously this is too much we can do is first let's select type in a prediction. From here. I will increase the scale. Make it a little bit smaller. 70s to five, extra five. Maybe for was finite thing. I will decrease the balance like this. Next, what we can do is we can go over here the opacity section and just decrease the opacity of this. Do something like 30. Even 30s, like very obvious, I will decrease it even less. Let's say execute to 15. Now if we just try seeing it, it is like very faint. But again, it is still there and that's what matters. Let me just disable it. Both of these roughness radiation and the radiation, you will see the model looks kind of plain and unrealistic, but adding these things, it gives a lot more detail to the model. And if we look even better than rename this to color variation, I will select this layer right-click, and let's duplicate this, and I will create another color variation. Now let's set the color of this layer. I will just select this something random. I think this color we'll refine. It really does not matter much, but the color is, I will remove this branch map, or I can just replace it from here. Let's try number 15. As you can see, we have something over here. We'll save this to try pinna and full-scale. Let's decrease the balance. So again, it is very thin. Something like this. Decrease the opacity for it even further. For this one also content. This is vector. Next, let's select this layer. I will collapse this folder and just duplicate this. Press Control C and V. Rename this to blue because we will be creating this blue color. I will click over here, right-click and exclude everything and just select this piece, the color base, and let's change the color to 0.52. New one. The value of employing 67 for the color looks fine. Uh, Doc, I will just decrease the value, or I mean nucleus, it is 2.775. This looks better. Next I will again select this, duplicate, this total here at the top. This time right-click exclude everything, and select this piece. This one I will just move with a darker version of this color. Select this and reduce the value like this. I think this looks perfect. Alright, so we are done with the MATLAB rate. Next, let's move on to the glass, something like this to create over here. I will again add a new folder this time in the starting only. Let's rename this to glass. I will select here, right-click exclude everything, and just select this piece. Now I will add a fill layer to this. Again, rename this to base this piece. I will be saved this to a very dark color. I will set that to 0 and the metallic to 0 and rest everything is fine. Currently, as you can see, looks fine. What we will add a bit more detail to it. Add some roughness variation. Let's start another failure. Rename this to deafness variation. Disabled all the channels except roughness. Black mask. This time I will use a smart mask. For the smart mass, I will use this just surface one. Drag and drop it over here. You can see it appears over here. You can click over here. Increase or decrease the level. I will just select this layer. I will duplicate this sufficient rule C and Control V. Select this and remove the dust surface, and I will add another black mask. To add some more details. Let's use, let's try this one. Does plastic. Nothing happens. English says increase the balance and see. No, this one does not work out. I will remove this. Let's try the soft. Increase the global values again. This one looks good. It adds does to all of the edges and I think it looks pretty good. I will go ahead with this one only. Let's increase it. No, I think this one was fine. 0.8. I didn't assign. Next. Let's move on to adding these materials to the coils. So for these ones, I will directly use a smart material. Just go over here, search for steel. Let's see which one we again use. I will use. Try this one. Steven painted. Drop it over here. Again, right-click exclude everything. Let's select these four pieces first. Now as you can see these edges over here, I think I'm going to remove them. Just click over here on this folder and let's see the scratches. I will just decrease the opacity for them. So we'll set this to something around 30 so that they are still there, but not so much visible. All right. Or the bottom piece, Let's drag and drop and use this one. Right-click, exclude everything and just select this piece. Yeah, I think it looks pretty good. Also, one more thing that I'm noticing is these edge damage over here. If you just open this up, select our geometry. I want to remove some part of it. So press X to flip, flip to black color to remove it. Because it is kind of looking too much over here. Again, it is very process-based. If you wanted, you can keep it this way, only. Just removing some part of it so that it does not look like much. Alright, Yeah, I think this is fine. One more thing, we forgot to add this blue material over here. So select this if you want. Let's try giving it this one. I don't know. I think it looks good. I think the blue one, then you're fine. Next, I will select the steel material, drag and drop it over here. I will use this one for all these Hagel's. Click over here, exclude everything. Select the handle. And this part also. But again, if you just zoom in over here, you could do read all these Hide Details. We just opened this up, disable the surface details and disabled that ethnicity is not the roughness the edges. Now it looks much, much better. If you go into the base receivable, this finished brush linear and also the failure so that it looks smooth. This is much, much better. I will also add the steam layer here also. Alright guys, so now I want to mention one thing we are faced with the problem. For example, I want to add the steel material arm to these diets, but not to this, this part. If you understand what I'm trying to say, I want to add the steel material over here on these diets. But not on this backward part. But I cannot do that because all of it is the same object only. So because all of it is the same object when I'm, when I'm trying to select it in geometric masks, this complete object will be selected. That is a problem for us. There is a solution for it. Very, very easy solution. But first what we can do is we can go back to Blender and we can just make them separate objects. But obviously that would be very, very tedious. What I will do is I will just right-click over here. Hit include all, include everything. And now we want to use geometry mass at all. Instead, we will use a black mask that we were using all these for this variation and everything, we will use a black mask. Click over here, add a black mask. Let's remove that for now. And yeah, now what I will do is if you just click on this tool, this polygon tool, this is pretty handy tool. If you remember, I told you that in Mosque, in terms of mask, white means visible and black meets invisibility. It is a pretty easy concept to understand. You can see OVN currently white color mode. If you select this tool, you can either select white or either select black. So currently we are invite. If you select any one of the face, you can see we're adding this particular steel layer to this single phase only like this. If I express x and again switch back to black. Now if I click on this face, you can see we are removing the steel colored layer. Again, this lake proves my point that white means visible and black means invisible. I want to select white, but I don't want to select each and every single phase. Currently we are in the polygon filling mode. Supported. Polygon Fillmore just fills or one phase at a time. But if I select this Nashville, I can select complete objects like this. Now I will select these objects also. This one with this one and this. And now if you just go over here and click on these dials, you can see we can easily select just these ones in the front and not the ones at the back. So let's do this pretty handy, make sure you make use of it. Also. Just wanted to remove the layer from any one of the objects. You can just select the black color from here and now select this. You can see we are removing the layer. You can also use X to flip the black and white color. The other two modes. So this one is actually like faithful only, but it only fills half a face. It fills in triangles. Let me just show you. If I just select this and remove it from here and select this one. Just a sec came. First, I need to select the white color. And now you can see I'm filling in triangles like this. This one feels like this. This one is for complete phases. This one is for complete objects. And this one is a different one. It feels based on the UV chunk. If you just press F1, you can see all these UV islands. This tool, this mode fields according to all these UVA islands. Again press F2 and let's come back. I hope you understand these masking things. Again, I will select this and you forgot to select these two. Also. Select them both. And next, just, let's just open it up. Select the base for the base color. I will make it a little bit more bright. I think this is better. Lastly, I will select this meglio paint. Let's press Control C and Control V. To duplicate this, what I will do is right-click and exclude all and then select 30, just right-click and include all. Because I wanted to add this material over here. Instead I will use a black mask again. Select this tool, then select polygon fill, I mean Nashville. Then select these back faces to go. Set the color to white for this piece. First, let's hit Save. And we are done with the basic texturing of our store. I think this much is enough for this video. In the next lecture, we will begin with the texturing of file storage, and we will grab the texturing of both of these objects are. Thank you guys for watching. I'll see you in the next one. 16. Texturing the Fridge: Otherwise, welcome to Chapter 15. Let's continue with the texturing process. In this video, we will start with the texturing of a fridge. But before that I want to add on a few more things to our stove texture sec. So first I will also add a dust layer to this. So just go over here and add a new fill layer. You can see it will fill the complete object because it is at the top. Let's rename this to dust. And I will send the color to black, something like this, and rest everything remains the same. Next I will click over here and add a black mask. Now, if you go over here in the smart math section, I will use this just occlusion smart mask. Just drag it and drop it over here. You can see it adds some bit of detail. If you just disable this, you can see in all these corners and crevices, it has added some dust, which makes it look a little bit more realistic. Like this. You can see you can just click over here and increase the dirt level. You see as I'm increasing in the dirt is increasing. But obviously, we don't want to go this much overboard. Let us try 0.4. I think 3.4 is fine. Retards a nice bit of detail. Next, I will add one more thing that is scratches. Let's add another fill layer. Let's just duplicate this one. So I will select this press Control C and V to duplicate this. Let's rename this to scratches leak over here. And I will remove this smart mask because obviously we really use something different for scratches. If you come over here in the texture section. Then search for scratches. You will find this grunge scratches rough. We cannot drag and drop this directly because we first need to add a fill layer, because this is the texture and not as smart mask. After you have added the fill layer to our mask, then we can drag and drop it over here. You can see it has added some scratches. But obviously you can see these are two huge to make them a little bit smaller. First I will select dribbling the projection. Then we can increase the scale from here. See how size we want. Let's see. Let's try five. You can also increase their tiling from here. It will decrease the size. Let's save the tiling to do I think this works best for us. Just wait for the perceive. Next, what we can do is as the amount of scratches is too much, you can either just decrease the balance like this. Better way would be to just scratch masking to one. You can see this will automatically reduce some of these scratches. Like this. The last thing to do would be just reduce the opacity of these 2.5 to 50. That they are very faint, but still they're always adds a nice bit of detail. Next, I will also add one more thing. Can see these dials over here. So let's add some more detail to these dials. Growing the defense images folder of your course files, you will find this dialogue. Just drag and drop this into Substance Painter. Click over here and make sure you import this as alpha. These things. If you import this to the current session, that means you will only be able to use this image file in this current session only, which means if you close Substance Painter, you won't be able to use this in your shelf. Again. If you select project, then you will only be able to use this file in this particular project only and not any other project. The last one is library or your assets. That is basically you can use it anytime in any project. So let's just select the third one only and hit Import. You can see this dialogue for over here with all these other alphas. What this can do is let's create a new fill layer. The color to black. Black, and just started a black mask. Now what I can do is you have right now are selected this brush, select this brush, and then double-click over here on this alpha. And you will see automatically we have a cubed, this alpha as a brush. And now if I try to paint it like this, you can see we're painting the Alpha. We can easily stamp these dials around our actual diets to make it a little bit easier. First, you go over here from perspective change to orthographic view. This will do is if you hold. It and shift, and then move your mouse. You can snap it in perfect 90 degree angles like this. Let me just show you once again. First we are in perspective changes to orthographic. Then hold Alt and shift. Use a leftmost button to snap it like this. That it is absolutely straight and we can easily, Stanford alpha's, just place it like this. And you can see if this kind of small. So I will hold Control and use right-click to increase the size of it. Let's try this much. We just need to place it exactly at the center. I will decrease the scale of it a little bit. I think this is fine. Let's quickly do this for each and every one of them. I think this works nicely. If you just move back to the perspective view. I think it looks pretty good. It adds a nice level of detail. Also, the nice thing about adding it to a fill layer was now that we have added a fill layer and we have painted all these dials using this mask. First, let's remove this alpha from here. And now we are in our normal brush. Next, what we can do is now you can easily get the properties of these dials like even change the color red or anything. And we can also change stuff like roughness values. So I will increase the roughness of them. So let's say the metallic, maybe not metallic morning five. Alright, I think this looks perfect. Let's hit Control S to save our files. And I will rename this to Alpha. Let's name this diet. Alright. I will disable the stove and enable the fridge. And let's work on a fridge. Now, I will click on the first texture set. They're stealing this layer. For the main body of the fridge. If you go into this Smart Mask section over here. So a smart material section and search for steel. You will find a particular material. This one, steel paint clear code. Let's drag and drop it over here and we will be using this one. The first step is to let us use the geometric mask. Right-click exclude all. Select this piece, this piece, and this piece. Just these three. Next, open up the folder and let's see, we need to remove some of the things. Obviously. Let's turn off metallic contrast. Nick over here and remove this metal edge view like this. And also right-click and remove the mask. Make it like this. I've done two things disabled metallic contrast and you will see a mosque right next to the coating folder. So just right-click on it and remove the mask. Now I will click on this underpaid section and let's change the color for it. Saying that you do 0.120196 value 0.9. Alright, so the next thing that I will do is I will select this metallic contrast slip and just delete this. Also one more thing as this particular environment lighting is not so good for this morning. I will just go over here in the display section. Click over here on Panorama and change this to bus garage. You see this one is much more reflective and it looks better. Already. Basically looks fine. Let's see. I will just duplicate this steel painted clear coat. Make a color variation of it. So just hit Control C and Control V. Rename this to color variation. And let's rename this to basically open this up in the underpainting section. Let's change this to you. I will say 2.091. For the saturation, I will set it to 0.5 feet nine fraud the value I will save this to the reporting line, something like this. Now I will collapse this color vision folder, select the whole folder and add a black mask to this. Next I will add a fill layer. Click over here and let's search for. Another branch back. This time we will use the goblet for the name of this particular branch map is grunge color. I will select this and you will see something like this. First I will say five, then a projection. Alright? Next I will just increase the scale. Something like this. Now the only thing that we need to do is just reduce the opacity of this. Strife 2525 looks good. Next, for all these handles and everything, I will use steel material. So let's open backup our stove. Click on it. Just copy this steel fight or I mean steel layer. Just hit Control C and then go back to fridge. And let's just place it over here. So weed control plus V, we need to right-click and remove the mask. Instead, we will just use the geometry mask. It exclude all select this this piece. This one, this one, this one. This one. All right, So now I will just disable the stove back again. And for this bottom part I will use search for plastic dysplastic thermostat material. Drag and drop this over here. Right-click exclude all and just select this piece. I think it looks fine. I will take the plastic layer, the base layer, and I will just make the color a little bit lighter, right? The next thing that I want to add is again, a dust layer. So this opened it up. So just start a new fill layer. Set the color to a dark color. Again, add a black mask. In the smart mass section, I will use just occlusion. Increase the third level. Something like this. I will reduce the opacity of this tube 70. That it is a little bit fainter. This will also, our fridge looks pretty good. One more thing that I want to add this edge layer, again, create a new layer. Let's rename this two edges. Select the color white. I will add a black mask. And again in the smart Mask section, for this one, there are a lot of different edges. Smart mass like this one, edge damage, edge dirty and edge first, I will use this one. Does soft edges, just drag and drop it over here. And it will create something like this. Obviously right now it looks pretty weird. What I will do this, please to balance, Let's see. One thing that I want to do is I don't want to use this edge is layered on all these pieces. I just wanted to use it on my base color, so I will drag and drop it over here. So it is only on these pieces. Only. Next, I will again reduce the opacity of it to very low, maybe something like 35. And I will also save the color of it to absolute white. You'll see it adds a nice bit of detail, but it is still to multiply. We'll set it to 2020. Looks fine. Let's rename this tube dust first. Pick them told plus S and also this one also let's also add a scratches will create another failure. Let's rename this scratches. Give it a dark color. Again, add a black mask, then next add a fill layer. Let's search for scratches. Come over here. Let's use this only. With Christ plaintiff flexibility, the scale. The masking to one. Also decrease the balance to make them a little bit lighter. Last thing I will reduce the opacity. Obviously they are too much. Right now. This looks fine. If you just zoom in over here, you can see all these details. I think our fridge model looks pretty good. If you enabled that the stove, I think both of them, you will find that control plus S. Maybe I will select this D layer, the base color. I will make it a little bit more brighter. Like this. For now, I think this much is enough for both of these tenuous watching. In the next video, we will share the rest of our assets. I'll see you then. Thank you. 17. UV Unwrapping the Remaining Assets: Hello guys, welcome to Chapter 16. Now we're back in Blender UV, unwrap our remaining assets and to prepare them to export the Substance Painter. Now that we are done with detection of both of these objects, I will just turn them off. And let's turn these three on one-by-one. Now I want to create collections based on the material sets that I will be creating. Substance Painter. These all handles, Let's move them to a different collection. So I will select all of them. This m. Let's move them to teach in collection. Maybe for now. I will just enable the kitchen collection. And instead of having this kitchen collection, what I will do is I will select all of these slabs and I will move them towards separate collection m. Let's create a new collection for them and name it slabs. Let's just name if Slavs, these two objects, I will also press M and move them to the cabinets. Now for the door, I will select all of it, press a mistress a, then press M and move this to the kitchen collection. And I will just delete the dual collection. Just right-click and delete it. Alright, so now these two collections, according to our material six. So it will be easier for us to add materials. I will just disable everything. First. Select this piece, Excited a material to this unnamed cabinets. Remembering that I will create new material. And let's name this cabinet. Now just press a to select everything. And while this is the active object that we are good, the material to just press control plus L liquid turn on switching costs. Now press control plus L, link the materials. As you can see it 26 is written over here. Now the material is being used by 3600 objects. Disable this and enabled back to kitchen. I will say this big room, new material, let's name this has kitchen a to select everything then control plus L and link the materials already done on the last collection. Name these two slabs. A to select everything then control plus L link materials. I will do is I think I will select this piece, this one. This one. Let's move this to the slabs collection only. Press M and move these two slabs. Now select this piece, this one that I didn't copy the slabs material to these pieces. Now press Control L and link the materials. Now look, these have the slabs material. Alright. Next lets you will rub them one-by-one. So I will enable the cabinets procedure to select everything, control a, apply the scale. Now let's head over to the UV editing tasks. Now press a to select everything, then pursue and smart UV project. Now angle limit is 66. I will just reduce the angle limit. Let's take it around drainage. The eyelid margin to 01. Yeah, I think this is fine. So by estab, come back to the layout section, height, the cabinets enable the kitchen. Again, press a to select everything and controlling apply the scale. Go back to the UV Editing, let's say to select everything. And then you and smart TV project. For this lecture. Suppose 66 only. Let's see, increasing. I think 66 is fine. I'm just trying to find the right eyelid margin. I think something like this, you'll be fine. Let's hide this and enabled slabs just a to select everything. But truly apply the scale. Alright, Next, let us just keep this one. Go ahead and enable face orientation. Make sure to flip the objects that have long face orientation. I forgot to tell you, just press a to select everything. First, select the object, go into the edit mode by pressing Tab to select everything. Then you can press Shift plus n. Do the same thing for all of these. One thing that I can go wrong is when we flip the normals, the shading can look all weird to just go over here to add a weekend nominal modifier. I think it is fine now, let's just keep it this way. Select this one are degraded normally. You can also add weight to novelty piece, fixed the shading over here. Now just to select everything, then press F3 and search for Convert to match so that we can apply all the wicked normal modifiers at once. Let's enable the kitchen. Go inside like this. Enabled face orientation. And quickly, just selecting each and every object and flip it. The complete room press Tab, redshift plus n. If nothing happens, just enabled insight that the red faces are facing on the outside and the new faces I didn't cite because we will be reviewing our scene from the inside only. The red feces on the outside really don't matter. This one also per shift in. Excited waiting normal to this. Next, just select everything. Then plus F3. Just hit Enter convert to mesh. Lastly, enable cabinets, face orientation. Let's just select all of them at once. Like this. We don't need to add a vacant normal for these objects. To shading is fine. Normally lead society. One thing that I will tell you, we can also copy modifiers at once while this object is selected just quickly, all of them, select all of them like this. Let's select this one at the last, the one that had the weighting normal modifier, press Control plus C. This menu will appear. If by any chance this menu does not appear. Just go over here in Edit Preferences. And in the add-on section search for copy and enabled a copy of attributes menu. This now just hit Control plus C. Go over here, copy selected modifiers, select rigid normal, and you can see each, each one of them have the recognizably at once. This is for candy. Press a to select everything again, press F3, you convert to mesh. All right guys, so I think we are done now. I will just enable all three of them. There's a to select everything over to File Export and hit FBX, export them now, go over into my export section. Let's keep it. This only final scene applied, enabled selected objects, active collection, and also make sure you select just mesh because we have all these empty objects and we don't really want to import them. So make sure you just select mesh and hit Export. All right, now let's open up Substance Painter. Alright, next I will create a new project. In the file section, select your file, you just export it and hit Okay. Now you can see through your room easily. The reason you can see through your room easily is because if we go back here and enable face orientation, you can see we have red faces on the outside. We forgot to flip the normals for all these. Quickly do that for sodium. I will select all of them at once. Let's just slash to go into the isolation press Tab to select everything. Then hit Shift plus n. Also we need to add the waking normal. You select this one, anyone of them adequately normal? To select everything. Then press Control C, Copy Selected modifier, and hit Okay. Slash to come out of the mode. Again, a select everything. If you just see over here. If I remove this vaguely normal, you can see some kind of weird shading over here. We can quickly solve this to start a weighted normal and enabled keep sharp. I think I just missed it. I will quickly add the waking nominal modifier again. When it's enabled, keep sharp through all of them. Just hit Control C again and copy selected modifiers. And yeah, I think people know stress a selectivity thing. F3 worked to mesh. Now let's again export them. Select this again, because we will just replace this file and hit Export. Generally these back-and-forth, we need to do two to three times to get the perfect export from blender to substance painter. Let's just create again a new project. And select discipline who I was talking about actually how we can see through a room, because the room is actually just a single 3D plane only on six sites. Because it does not have any thickness. As you can see, the red faces are on the outside. If we selected this and Agadez solidify modifier to maybe, then you will see a blooper literacies on both sides. Then we won't be able to see to her room. But actually, I don't want that because then it would make really difficult for me to picture all these objects because we won't be able to see through. Just removed the solidifying. And I just wanted to mention why you are seeing through the room. Because these vaults are just basically 3D planes with no thickness at all. We don't have to worry about this in Unreal Engine because in Unreal Engine it will act as solid volume. Because if you go inside the room, you can see, we can see all of the walls perfectly. But if you're outside the room, then we can see through the room. But in unreal it would work perfectly as solid walls only. So it helps us in substance painter because we can easily texture and see everything at once. Over here and first enabled in portal indeed leasing. And also next thing, obviously we need to bake the mesh maps. So go over here, takes your settings enabled vague mesh maps. Set this to two k in a disabled ID, and rest everything remains same. You can just use anti-aliasing. I will go with four-by-four. Obviously the baking retake a little bit of time because there are three different texture sets. So I will just hit week and cut the video and resume when everything is done. Alright, so now the bake is complete guys. And as I hit, Okay, we'll see that there are some huge issues with that. And there is a chance that you might not face this issue at all, that you're bake is completely clean with no shoot whatsoever. But if you are facing an issue like this one are similar to this one. Let's try and fix this first. I will go back to Blender. And I will disable these two collections because the problem, because the problem is only with this collection, I mean detection, this kitchen texture sake. Let's try and solve for this one. What I will do is we can try selecting this piece estab to go into the Edit mode. Let's add a bunch of edge loops like this. Next, I will just press, Select and select all of these bottoms thesis. Separate the selection so that they are a separate object. A to select everything, press Tab to go into the eight mode. Let's UV unwrap them once again. Smartly we projected okay. I'm just trying to find the correct settings. Good maximum coverage. I think something like this is fine. It does not piped on much. Just estab to go out of the edit mode enabled the capability to select everything. And let's export this out and see if this fixed studies you just hit Export. Come back to substance. Let's create a new project altogether. I think I missed something. Let's explore this once again. I think something went wrong and only export it. Let me see. Yeah, I will miss select everything. Make sure one of the objectives, the selected object. And again, export this. Alright, so this is fine. Let's take vague and try to bake the mesh maps. For now I will just keep the default settings only and psyche to 52 and just quickly hit big to see if everything is fine, then we can make a final week. In this week, we'll be done pretty quickly because it is a very small size. Next exert issue. It was pretty easy to fix if you had this similar issue. I hope you've fixed it and if not, if you have a different kind of issue, you can leave in the comments or leave me a message and I will try to help you to fix it. And now that the VQ is fine, I will again hit vague, increase the size to get a proper week. Also enabled mTLS and hit peak. Alright guys, so now the bake is done. Let's hit okay. And check for any potential issues in a week. I think everything came out pretty good. Most of the big issues, if there are any shading issues, they can be solved by adding a vertex normal and stuff like that. If you have like the baking issue we had earlier, you can try dividing up your objects and maybe it will solve it. I would also activate temporarily and TEC. And now let's hit Control plus S to save a substance file. In the substance big file folder, I will create a new file. Let's name this room. Save. Also, save a blended fight. Alright guys, so I think this much is enough for this video. In the next video, we will share all these objects. So thank you for watching. I'll see you in the next one. 18. Texturing the Kitchen Room: Hello guys, welcome to Chapter 17. In this video, let's start with the texturing of all these assets. I will start by texturing the cabinets. So let's just disable both the slabs and the kitchen so that we can maneuver easily. You can press F to focus on this object. All right, for these particular cabinets, I will be using a smart material, but I won't be using any one of these. I will be downloading a free smart material. If you go into the resources section or the resources folder of your post files, you will find this texture links Notepad file. You can just open this up and copy this link. For the painted wood. We will be using this one. It control C. Open up your Google Chrome. I've already opened it, but you can just quickly open it up. It is a free texture set of four very nice wood materials and it is also free. The download this. If you have never used gumbo root, you just need to type in. You can also pay for it if you want to, but you can obviously set it to 0 and just select I want this. Now you can put in your e-mail address and just hit get and then you will be easily able to download it. As I've already downloaded it, I will not download it again. After downloading the file, you will get this zip file. You will get the zip file hood smart materials. Right-click on it and hit extract two root smart materials. Open up this folder and you will find these for smart material files. Just select them all and drag and drop them onto substance painter. So it has automatically selected smart material. We don't need to do anything. Just select all four of them like this by dragging your mouse click. Or you can just hit Control a. After this, you can select where you want to import. I've already told all three different modes. So I will just select project and I've already imported them, so I won't employ them again. So you can maybe import them to a library only so that you can use them in any other project of yours because they are pretty good materials. You can then hit Import. I have already imported them, so I will just hit Cancel. Now in the search bar, search for printed word this material, and just drag and drop it over here. Alright. Now I know it is looking pretty bad, but we can solve this up very easily. First, let's remove this layer. To solve this, we can, it is basically a simple material only with different layers. We can just see disabling. We can see for ourselves by disabling different layers, we can change the new coffee. And first I will disable the dirt layer and also the most layer. Next, you can see these masking. All this is happening because of this particular mask. As you can see. So now what I will do is I will just right-click on this mask and hit remove mask. From here. Let us see next what we can do is let's select this dirt road green. This is the large meaning problem. For this, what we can do is we can reduce the opacity like this. Let's set the opacity beauty something like four. Maybe. Also as you can see, it has lots of height information. So I don't really want that is if you just select this layer from here, you can see the height information. If you increase in degrees that you can see, it can look very bad. If you've learnt, we can even set it to 0 or maybe give it a very small value like negative of 0.01. Something like this. Alright, I think the wooden materials this way looks pretty good. Next, let's use a steel material for all the handles. I will use this one. Again first, let's disable this Patroclus details and surface details. Now right-click and exclude all. It. Simply select all of the handles one-by-one. Using the geometry mask. I will also use the geometric mask over here, even though we don't need it. I will hit Exclude all and quickly just select each one of the basis. Make sure you don't select the handles. I think this is good. Next, let's add a little bit of dust over them to make them feel a little bit old. So I will just add a fill layer. Let's give this a dark color named this to dust of delusion. We will be using the desktop pollution mask, add a black mask to this. Now in the smart mass section, we will use this particular smart mass. Again, this is a very prestigious based thing. You can go for anyone, whichever one you like, but I will go with this one. Obviously, we need to decrease the dirt Levitt. You can see I think something around 0.15 loop look good. You should also reduce the opacity, something like 50. Next, let us just duplicate this layer to add a big mode of dirt on other places. Next, we can use the dust surface. Not really visible this way. See, try increasing the level. I think this part is fine. You can again duplicate this. Move, this particular mask. This time use something like let's see, Let's use dirt soft edges. This one looks good. If you want, we can reduce the global violence. Reducing the global balance. We can just decrease the opacity. Let's try 50. I think this is fine. Next I will rename these. You just want to just surface. Isn't too soft edges. For now. I think this much is enough for. One thing that we can do is we can also add some worn-out edges of wood to this. Let's see. Let's search for words in our materials. And if you go in your base material section, we can just use any one of these. Let's try this one. Would walnut. I will send this to Dr. Dana. Now it is pretty simple. I will add a black mask, go into the Smart mass section is something related to edges, just to show a bit of edge damage. So let's see what we can use. Let's try this one. I don't think this one works well. Next move this. Let's try edges strong. I think we need something like this, but obviously this is too much. I will reduce the global balance. Even at its lowest, it is too much for us. I'll introduce, remove this one for now. Let's try something else. Next, try this one. Edge damage. Also, we just need to use this painted boot section, so I will just drag and drop it over here so that it does not appear over on handles. I don't want to use this one instead of the smart materials. Let's try to go over here at the generator. Extra metal HVO. Reduce the real leverage. I think this one looks nice. Their central level to 0.55. Now, let's reduce the opacity of this fluid volume at layer 265. Yeah, this looks good. I will turn off this. For now. I Let's enable the kitchen or maybe the slabs first. Yeah, then next we will do the kitchen. Alright, so I'm just noticing this issue over here. I think this is pretty easy to solve and I know what is causing this. This open up your blender quickly. Open up the file. With this particular scene. The reason we're seeing that over there is because we forgot to delete this cube over here. So that is why it is appearing over here. It is not a cube actually, it is the cylinder that we used for Booleans fairly quickly deleted. Obviously we need to import once again, go over to File Export. And it is a good thing that this happened because I will show you one thing that might help you a lot in a later on stage and hit Export again. All right, Now, back in Substance Painter. And now you guys might think that we have already done the fracturing of the cabinets and we don't really want to create a new project to import it. Once again, don't worry, there is an easy fix for this. Without losing any of our details or anything, we can just go to Edit, Project configuration, select the file we just imported and hit. Okay. And we just see everything gets loaded back. If I come over here, you will see this is a plating bath again, but the reason it is black and all everything, because we just need to bake our mesh snaps once again, then this will also be solved and the rest of the texturing and everything remains the same. So I will quickly make the HashMaps and all the settings are fine. Just hit bake. All right, So the biggest done now guys, let's hit okay. And check if everything is fine. Kind of hard to maneuver. Alright. Yeah. I think it looks good when we'll add the materials it won't looked at by. And obviously we add in the low size right now. Let's disable the cabinets and the kitchen. Let's first add the steel material. I will quickly just copy it from here. So click over here, hit Control C, come back to slabs, your solute this layer and paste it. Click over here and just select all the objects taking wanted to add the steel material on to select the handles. Alright. Let's enable that off Mr. Dale's for this. I will remove this finished brush linear and the fill layer that don't have all these linings. Yeah, this looks much, much better. One thing that I wanted to tell you is if you if you just select this roughness detail layers, and you want to reduce the opacity of this roughness. And you try to decrease the opacity, you will notice that nothing happens. And the reason for this is because this particular layer only has the roughness channel. And we are trying to reduce the opacity of it in the color channel. You can switch over from color to reflect over here. And then if you try to reduce the opacity, you will see that we are reducing the opacity of the roughness. Let's move it a little bit lower value like 50. I think that works much, much better because the roughness is just too much. Like next. For all these cabinets, I will use the same painted wooden material that we used in the cabinets. Have some kind of uniformity. Let's copy it. Bring back in slaves, and just hit Paste. Again, select this and quickly select all of these pieces. I think it looks pretty good, but I will remove this food wallet layer because it makes it look kind of weird. Alright, Next for the slabs, if you go back in the links Notepad file, you will find this mobile actual link. Copy it up, and I hit Control C back in Google and just paste it. Should enter. And I have found this pretty nice mobile material. This site, ambient CGI.com is a website we just show you. If you just open up the materials in a new tab, you will see all these nice materials and they're free to use in any kind of project. Search for model over here, you will find lots of different kinds of models. And if you want, you can go for any one of these. I've gone for personally this one. But as I said, it is totally up to you which one? Whichever one you want to select, you can select. But I will select this one only and just quickly hit Download. All right, so now the download is done. You will find this file in your Download section. Just right-click and extracted. Now let's open it up. You will find all these different texture maps over here. The only ones that we need to copy are the colormap. There's also used the displacement map and there are two different normal maps. One is direct texts and OpenGL. We will be using OpenGL as our substitutes paint of projectors in overall yield format only. And the last one is the roughness map. Now after selecting all, just drag and drop them into Substance Painter. Now, we need to give them a type to explore them, select one of them, and just drag it like this to select all four of them. Or you can just press Control plus a select them all. Click over here and select Import drastic shift. Again, we need to import our resources to, as I've told you, these two different mode. So I will just select project and hit Import. All right, so now they're over here. Do add them at these texture maps onto our slab. First, we need to create a new failure. And you will see all these different channels over here. This color, Roughness, normal and height, one by one, drag and drop them into each one of these respective channels. If you just hover over here, you will see this is the colormap that is named written over here. This is the colormap. I will drag and drop it into base color. The next one is the displacement. Displacement goes into the height channel. Then the next one is the normal map. And the last one is the roughness. So the displacement makes it look very bad. Let's just go into the high channel and try it. You're using it. I think on second thoughts, I will just go back to base pair and just completely remove the height map because I don't think we need it. I think it is fine this week. Next, rename this to mobile. Next click over here, right-click and exclude all. And just select this piece and this one. All right, next time we'll set this to five, Lena. I don't know, maybe we can increase the scale. Now this does not look that good. Try setting it to 1.5. I think this looks fine. Next, let's copy all the dust layers that we did for our cabinets into the slab section. So I will select all these three layers, hit Control plus C, move back to slabs, and let's just paste them over here. You can see this, this is the surface layer. So I think this is too much. I will reduce the opacity for it to 15th. It is totally up to your preference. You can also keep it the way you like. I will also set the opacity for this one to 50 in the cabinet fund. I don't want that to be like two apparent. Just wanted it to be subtle. I think this looks good. Next, let's move on to the final, the kitchen room. I return both of these off for now. First, let's download the textures that we need to use to texture this texture set. Open up the file first is the white tiles. Copy this up. It control C. Open up Google. Next is this ground tile. To just copy this up. Open this link also. Again, if I just search over here, four tiles, dual, find various different types of files. So I suggest you go through all of them. There is one more site, free texture sites that is with the name of polyhedron.com. There are various HDRI is textures and even models. You can look for some textures over here also, if you want to. I just wanted to give you guys a bit of auctions so that you can go for different type of looks. I will be using these two materials. This one for our tile and this one for our ground. There's disclose this and download both of them in foci. And wait for it to finish. Alright, so the download is done. Now again, open up your downloads folder. We need to extract both of these again and import them into Substance Painter, right-click and extra appear. Also. Don't have this extracting software. The software that I'm using is Windsor. It is a pretty common one and you can use that to actually have soften it up. And this time I will select the color map, the normal, sorry, denormalize jail when the roughness. Let's also use the displacement, but I doubt I will be using it and drag and drop it into Substance. Painter. Again, select them all important domestic shares into a project. Before importing the next one, let's just go into the kitchen texture SEC, and add a new fill layer and drag and drop them into the respective channels. Let's try the displacement. And also, I don't think I'm going to use it. It looks pretty bad. If you want to actually use it, you can just go to the height. I'm Shannon and decrease the opacity for him to a very low number so that it is like very subtle. Something like five. Let's try five. Yeah, Maybe next right-click, exclude everything and just select the bottom piece. Alright. Let's rename this to fluid flow tight. Make sure you're naming your layers because it tends to get very messy. So just stay organized. I will check district right? Interjection. Increase the scale of 55 degrees. Honestly, I think even at five, it looks pretty weird to me. I will just remove the height lab. I just wanted to be played to 1.5. Yeah, I think this is better. Next, let's bring in these tiles. So open it up. You don't need the advantage illusion, math, just the color, misplaced, normal and roughness. Drag-and-drop them, domestic shares and putting them to your project. Let's create another failure. Come back to the base, basically the channel, and rename this two times. Drag and drop this one into the color. You do normally. Try using the height. If it looks good, really use it. Now what do we need to do is we cannot use the geometric mask anymore because I only want the tiles only on this area. This extrusion that we created over here like this. Now we will add a black mask. Alright, let's select this tool again. And as I told you, this, this mode was for each and every phase. This one was for Nashville. Just select the Maxwell. We cannot really use it because this is a complete single mesh. So let's select the phase one, one-by-one, select each and every phase like this. Make sure you don't select any extra faces. Also makes sure your color is set to white. Alright, so I think yeah, we didn't check everyday. Working properly and you haven't accidentally applied it to any other phase. I think we're good. Next, let's say the supply painter increase the scale. I will just remove the height map because it looks pretty weird. Scale of five. I think five is pretty good. These things are totally up to your preference. Also, if you are setting a scale of maybe let's say four, and the tiles are not coming out to be perfect. You can just open this up 3D prediction settings and you can give the texture and offset it like this. You see, but not on his legs but on the y like this. Yeah, just to have a perfect alignment of tiles. Secularity for only, let's say for, I think it looks good. I will enable that both of the things. Let's see. I think this way our scene looks pretty good. Next for these windows, I will use the same. You wouldn't material again. Copy the sub, select the kitchen scene, paste it over here. Select this. Select all the parts of the windows. Next, for these small pieces on the window, I will use steel material to come back to slabs. Just copy the steel material. Kitchen pasted over here. And just quickly select all of it. Alright. Now for the upper side walls, I will use a concrete material that is already presented in your substance painter base material section, not in the smart material. Search for concrete. You will find this concrete, clean their substrate and drop it over here. Again. First we need to add a black mask. Just start selecting all these faces. I know right now it looks very, very weird, but don't worry, we will fix all of the self, both of the remaining texture sets, and just select all of the phases. Make sure you select on the top face it also. I think I've selected everything. We can enable bag both of these textures. So let's just see how everything looks right now. This concrete materials, which looks very, very bad. And I think the reason for it is because of its scale. The scale is too large right now. So I will say district traveling again and just try increasing the escape. Next. Save this to five for now. Maybe even six. Yeah, I think this would find if you go over here, you can also increase or decrease the amount of scratches. Scratches to read only. Also one more thing. The tiles are looking like really white and I wanted to give them like all fight color so that it matches with the wood material and everything. To select the tiles and to give it a little bit off white color, or to just change its color. There is a very simple way. You go over here, and this time we will add freedom. And the name of this filter is HSS perceptive, this one. Just bring this in and you will see I change the hue. Like nothing happened. If I change the lightness, you can see I can increase or decrease the darkness. The knees and the hue and saturation are not working is because the color is white. The color was something else. You can see it is changing a little bit, but not on the white part. You see does not really work well, that white colored stuff. But we just wanted to decrease the lightness by a little break. Distributor 0.48. Yeah, something like this. Alright, so the last thing that is remaining is our door. First for these pieces, Let's just use the steel only to select this, select this piece. Select this piece. These two. Now for the main door, I will just use the printed word again. Just for select this and this piece. Now what I will do is instead of having this off-white color, I will give it a little bit more of a white color to this. Open up this painted wood layer, the paint layer section, and in the base paint, select the color. And let's set it to something like this. Maybe. I think that suits much, much better. Also, I will select the tiles. In the HSL perceptive filter. I will set this to 0.4, maybe. Also the concrete. You can also change the color of the concrete from here, and I will set it to completely white. You can also access a little bit of more settings from over here. Increase the scale to eight. Largest scale of 15, maybe something like that. Look good. It gets quite replicative over here. So let's try it again maybe. Alright, so I think we're almost done. The last thing is to add the dusk layers. It will go overhead in the slab section. So now I will just copy all three of them. So select them all and hit Control C. Move back to the kitchen, space them over here. I think I will remove this just surface level project. Looks kind of weird over here in this particular texture sec. I will just remove this one. The rest two are finite. Think. Now first let's hit Control plus S to save a file. Let's see if anything is remaining. I think everything is done for now. In the next video, what we will be doing is we will create a new Unreal Project, an export everything into unreal and just dry out our scene and see how everything is looking. Alright, so we will continue from here in the next one. Thank you for watching. 19. Exporting to Unreal Engine 5: Hello guys, welcome to Chapter 18. So now that we're done with the texturing of our complete seen, in this video, we will create a new Unreal Project and export all our models into Unreal Engine. And also create materials for our textures. And then we will just look how our scene is looking right now in Unreal. So right now I'm using the latest Unreal Engine five that just got released. We were in early access for a lot of time, but finally, the latest version of Unreal Engine five is here. So I suggest you guys do download that if you haven't already. Maybe some of you are still using the early access or the early access to. So as highly suggest you go and download the newest underlined five version. You just need to go into the epic Games launch. You can just open it up more to the Unreal Engine tab. And from here, head over to library. As you can see, I have the Unreal Engine five early access to, and this one is older one like 4.27. And this is the newest one, Unreal Engine five. You can download. Download the latest version of Unreal Engine from here. Just click over this, and then you can select the version from here. And then you can just start downloading. I will cancel this one and just launch Unreal Engine five. Wait for it to open up. Alright, so now under engine five has opened up and you need to select games from over here. And we will create a new blank project. Just select blank. And let's name this project as pigeon scene. Now over here, make sure you have the same default settings. If you have a stronger car like an RTX card, Thirty 6370 or any one of the cards of the artists lineup. You can go ahead and enable ray tracing. But to just keep it general that people with all kinds of graphic cards have the same result. I will not enabled redressing and we will use the newest features of Unreal Engine five like lumen to get the global illumination and nice bounds and genetic lighting. So we won't be using retracing at all. But if you have a card that supports RTX, you can just go ahead and enable it. But yeah, I will just keep it this way only and hit Create. When creating a new project, you would have something like this. First, let's hit update over here. Next, what we can do is just right-click and create new level name. This has leveled one dental. Double-click to open this up. Just hit save. One more thing. If you're not seeing this content browser over here, maybe the screen is like this, just hit control and space, and this will come up. But as soon as you click away, it will go. Just hit Control plus phase. And you can select dock in layout. I think that looks much better. And yet, as soon as you open your new world or new scene, you will just see everything is pitch black because there are no lights currently added to this. Will just show you two quick ways to add lights. One is plugged long way so you don't really have to follow me for this one, the first one I will show you a very quick and short way of adding lights. So first let's go over to Window and enabled please actors that this menu appears over here and we can search for actors. First, I will search for directional light and just drag and drop it over here. Next is the sky atmosphere. Make sure you select this slide and then go over here in the properties and search for atmosphere, atmosphere, sunlight, and just make sure it is enabled. Because then, now if you press control plus L, You can see you can move your son. This directional light will act as your son. Yeah, make sure you have this enabled in the properties of directional light. Next thing that we need to add is this skylight. For the skylight makes sure you enable real-time capture so that it, so that it updates in real-time. And we don't really have to capture the scene again and again. So make sure you select real-time. The next thing is exponential height fault. The last thing to add is volumetric. Loud. You add some clouds. This is the basic setup to add some atmospheric lighting in your scene with the proper sun and everything. If you press control plus L, you can move your son and it will react according to the atmosphere. This was the very long way of adding lights to your. And now I will just quickly show you the short way. Just select them all and let's delete them. I will also close this place actors window. And I will go over to Window and open up a new window, that is environment light mixer. This is a new window and it is pretty easy to create lights in this like you've been just hit. Create skylight, created mosfet light, sky, atmosphere, volumetric, loud, and create height folk. See how basic and easy it was. You just need to click and everything is done. One thing that you should check is that in the directional light atmosphere, sunlight is enabled. I'm pretty sure it is enabled. Yeah. The skylight makes sure real-time capture isn't able to sell only these things. You need to make sure you can just press Control L and check if everything is working, like your son and the clouds are reacting to the environment. Alright, so we have set up a basic lighting in our scene. And the next thing is to import our models that we exported from the window. Alright, so I will create a new folder over here. Let's name this as models. Open this up, go over to Add import. Let's head over to oxygen environment, google to export. Let's select them both at once and hit Open. I don't think we need to do anything from here. Just hit import all. Wait for it to import. All right, So now the important is done. You can just close this and you can see all the materials have appeared over here. We can just select them, select all of it. Make sure you don't select these materials. I will just go ahead and deselect them. Hold Control and de-select both of them. Now what you can do is just drag and drop them into your scene. Just like that. You will see your entire scene has appeared in Unreal. I know we can see to our walls right now, but don't worry, we will just quickly fix that right about now. Only there it is a very easy fix for this. Let's see. I will do this for one-by-one for each and every material. So first let's open up the cabinet material. Then let's just flow Substance Painter. No, maybe just keep it open because we need to export our textures into Unreal Engine. They are first, let's open up this cabinet material. And the only thing that we need to do is just enabled two-sided from here and hit Save so that the material acts as a two-sided material. You'll see nothing happened because the cabinet material is for these cabinets. You can just select the kitchen material that will be somewhere around here only. Here. Let's open this up first. Enabled two-sided from here and hit save. Now if we will close this, you will see everything is opaque and we can go through it. You can see that light is pulling through all the corners and services. So don't worry, we will fix that also. But let's first one-by-one enabled two-sided for every single material. I think we had total six materials and I think I've done it for five, maybe 12341 over here, the cabinet fund and one more I think Let me see. I think we can just sort them according to their type. Maybe me just check. Okay. Sorry. I think there are only five more years, only three over here. The cabinet, kitchen cabinets and slaves and one for the fridge and one for the stoke. So yeah, sorry. I think we only have five more details. So here we have done it for each and every one of them. Before fixing all of these lighting issues and everything, I will first import all the textures. Let's go back to content. Is create a new folder over here. And rename this to textures. Come back to content, right-click over textures and showing Explorer. The reason I'm doing this is because I want to copy this part. Just double-click over here and right-click and copy this. Let's come back to Substance Painter now to export textures from here into Unreal. Just hit Control Shift and E. Next thing to do is click over here. And first let's set the path. Hit paste. And now we are in the pictures folder. Just select the folder. Next thing to do is select the output Template and I will select it as Unreal Engine four bagged. The file type I will set as target. And this option and the size I want to go max size that is a fork to get the best quality possible. But you can maybe go for to kill. So if you want and you have lower spec machine. But I think I will go for foci and just hit Export. Wait for it to export. It might take a little while. Alright guys, so the export is done now. So if you head back to Unreal, you will see this pop-up over here. Just select Import. And wait for the textures to import over here. The reason I selected this Textures folder as the direct export directory from substance is that whenever we export any materials, they will directly get imported into unreal and they will show the changes, like the changes will show up in the scene. I don't have to import and export again and again. Next what we will do is let's open up the other substance painter file, that is the stool and the fridge. I will explore those textures also into this Textures folder. Only. Wait for it to open up. Alright, so now again, let's hit Control Shift and E. Click over here. First, let's paste the bot, it enter and select folder. Select this as Unreal Engine foot back. All the same settings and just quickly hit Export. All right, so back to unreal and just hit Import over here again. Alright, so before starting, I will just close the substance painter files because I don't want my computer is slow down. Close this one also. Alright, so now guys, if you open up the textures folder, you will find all these textures that we have exported. Now we will add all these textures into the materials. Let's open up the models folder. And one by one, we will start applying all the materials. Open up the cabinets material, select this and just hit Delete. Press Control plus space to bring this up. Select textures. And let's see, we want the cabinet structures. So just select the first three or Shift to select all three of them and just drag and drop them over here. Alright, so connecting all these textures is pretty simple. The first one is the base color that just goes into the base color channel. Second one is the normal, and that goes in normal channel. And this one, it is just a little bit complex that it is a PAC material. That means it has three different channels and it's three different color channels. So the R1 goes into the animated occlusion, and the green goes into the roughness, and the blue goes into the metallic. Now we are done. Just hit Save. And if you come back and check, you will notice something that material is looking very, very weird. If I just select this piece and press H to hide it. You can see it looks like a very shiny from overhead also. And just looks plain weird. If I just press Control Z to bring this back and wait for it to just the exposure. In here, it looks like very, very weird. It looks metallic and it looks very shiny. So again, you have to just remember it. There is a very easy fix for this. And whenever you export textures from Substance Painter into Unreal Engine, you just need to do this. One thing is open up the cabinets material. Select this texture. The path doesn't go over here and click over here. And make sure to disabled SRGB. And you will immediately see an edit over here that just says sampler type is color, should be linear. That is pretty easy to fix. A sampler type is currently color and we just need to set it to linear color. Now if you hit Save, just quickly close everything and see. Now it is not really looking reflective and shiny. The reason it is looking still looking weird is because of all the light pouring out and we will fix this later on. But if I just hide this, you will see it does not look shiny anymore and it looks like normal good. It's not like reflective. We just need to do this one thing for each and every material. Let us quickly do that. I will open up the fridge, delete this risk control plus space. Whereas the fridge one. Here, you can see the stove and fridge underscore fridge. That means this is the fridge textures. Select all three of them and rather than rob them. This one goes into the base color, one in the normal. The R goes into the ambient occlusion, green and into the roughness, and blue into metallic. Before saving, just double-click over here, disabled sRGB. I said the sampler type two linear color. Now just to save, Let's quickly keep doing it for each and every material. These are the kitchen fixtures, drag and drop them over here. Now I'm just doing the same thing for each and every material. Alright, so this is the last one. Just click over here and disable sRGB. I will just take you to linear color and hit Save. And now we're done with adding all the textures to our materials. We need to hit Save. Alright, so if you just view, you'll see now we have applied all the textures. Still cannot view them properly because of the lighting issues. But if you just press control plus L and try to move the lighting, you'll see that we can get some pretty decent looking scene. If you will see it is not the word is not looking reflective anymore. The reason it is looking like somewhat discolored from over here is because of all the light leaking from all the different areas that we will, we can easily fix. I will now fix that. So to do that, just add a cube. Go over here in the shapes section. Add a cube. Place this cube over here. Let's just scale it up. Like this. Scale it down. This will just act as a shadow creator. Now just go in here, you will see the light is not leaking from over here. But obviously it is leaking from all of the, all the other angles. So we just need to copy this and move this all over r cubed. So just press Control C then V, risky to rotate and rotate it by 90 degrees. Let's move this over here. Control C and V. Paste it over here. Select this one, press Control C, then V. Moving this way, make sure you are not covering the window. Again, press Control C, then V. Then also one more thing. If you don't want your models to snap to different measurements while rotating or moving. You can change the Snapping settings from over here. You can turn it off and on like this, and you can change the values from over here. Make sure you are placing them perfectly. You can press R to scale up your tube. Again. Now press Control C then V, and move it at the bottom. Just check if it is perfect. The VM maneuvering in Unreal Engine is holding my right-click and using the WASD keys. Pretty easy. Just told you right-click and you can move it this way. Now if you go inside the scene, it will look pretty dark, but there is no light leaking now. And even now, the scene looks pretty realistic and it even looks really good. Now. We will add some more lighting to this to make it look even better. And you will solve all these issues that are over here that you can see the light is not being calculated properly, so don't worry about them. We will fix them pretty soon. Just hit Control plus S to save your files. I think we'll continue from here in the next lecture. Thanks for watching. I'll see you in the next one. Before ending, you can just close your Unreal Engine and you will see this huge list. Make sure to just hit Save Selected or you can lose all your files and progress. Make sure you disclose unreal once and hit Save Selected, wait for it to save completely and disclose it properly. Tenuous for watching, I'll see you in the next one. 20. Setting up Lighting and Post-Processing: Hello guys, welcome to Chapter 19. So in this video, we will give our scene a basic lighting and post-processing. Let's start. The first thing that you will notice is whenever we are like moving out of the scene, then the scene is adjusting to the brightness. And if I go inside again, everything is very dark. But it will assume stabilize and everything. Right again, but it would take some time. This is being caused because of auto exposure. So let's fix that so that the scene stays late in one single brightness the whole time. That would be much better. So first to do that, let's add the post-processing volume. So if you just go over here in the volume section, select post-process volume. Right now you cannot see anything. But if I have, I am pressing G again and again to turn on or off the game view. It is basically like you can see all these icons and everything currently, but as soon as I press G, everything disappears. So it is a little bit cleaner view. So let's press G again to bring back all the icons. So you will see this box-like thing. This is a post-process volume. Right now if I place it in over here, what we can do with this is like, let me just show you select post-process volume from over here. I will do something that is like very obvious. So let us go into the temperature, increase it to some observed value. So you can see the temperature of our scene looks like very hot. And as soon as I move outside of this volume, you will see the effects go away. So whatever changes we will do, they will show up only when we are inside this box like this. You see, as soon as I move outside of this box, the scene goes back to normal without any post-process volume. But as soon as I go inside it, we will get all the effects that we make over here. Actually, I don't want that. I just want my post-process volume to be global. I don't want to adjust the size of it. What I will do is let us just move it outside of the scene. Here in the settings search fought in finite, finite extent list enable this. Now what will happen is the post-process volume will cover the entire word and any change you make sure quickly over the entire scene. This is better for us. So let's just disabled both of them. And first I will correct that auto exposure thing. Under the exposure section. Enabled minimum and maximum brightness. These are your minimum and maximum brightness. And I will say both of them to one. Instead we are seeing Ruth pretty dark. Don't worry, been fixed. Start also. The thing is now if you move outside your scene, everything stays normal. If you go inside, still, everything stays the same. Now what we can do is we can enable exposure compensation. We can adjust this value to adjust that brightness. With this, for example, if I say this to three. Now this brightness will stay throughout our scene outside also. And as soon as they go inside, everything stays the same. Though we decided on this value at later on stage, but for now I think this is fine. All right. The next thing is first, I would like you all to just press control plus L and then move your son around and find a perfect or what should I say? Like an interesting lighting scene. Like if you place your son this way, we don't get any of the lighting through our son. But if you place it like this, it costs a little bit of interesting lighting. And I think it adds a lot to the seed. Place it base your son's something like this. Just experiment with it for a little while and you will get the right thing. I will keep it. Maybe I think this one only this looks pretty good. Maybe I just don't know. I think Ms. Was fine. Next, what we can do is let's make some changes to the post-process volume. Let's see. One more thing that I wanted to show you is if you just select the post-process volume and you can lock it over here. So now you can select any of the object, but the settings will remain a post-process volume or leaked. It is helpful because generally whenever you are making changes to the post-process volume, as soon as you click away, the settings over hitching changed. And that's where tonight. Then just lock it from here. And you can freely select any of the objects. Also, disable all the selection. You can just press do twice like this. And everything will be hidden so that you can view properly. Alright, before starting what I will do this, let's just remove this lock for now. I will add a camera first. Go over here into the cinematic camera actor. And you can see the camera is over here. Now what we need to do is I weren't, the reason I wanted to set up a camera is like so that we can get a final shot and we can set all the things according to that particular shortened. To simply easily set your camera, the best way would be. You just move your view like this. For example, I want to set up the camera just like this. As I'm seeing the view currently. What I will do is first I will place my view this way, the way I wanted the camera. You can hold your right-click and then use the WASD keys to move your view. Next, you select your camera, right-click and select Snap object to view. As soon as you do that, you will see the camera has snapped. The camera object to the view. And if you just right-click and hit pilot, now we are in the camera view. We're seeing through the lens of the camera. You will see it is not quite like our view. And the reason for this is we just need to change a few settings. You can go into the lens settings and set this to 12 MM. You will see, argue is exactly like this. Maybe you can increase it 30 IMM, 50 AM, and whatever you want. Except district 12 women for now. Maybe I will change some settings from over here. You can also move your camera while holding right-click and just just your scene. Also if you are feeling the spirit of the camera or the speed of the movement of the camera is too fast. Just go over here and decrease it to two so that you can easily set up the view. I think something like this looks pretty good. I will decrease the speed of the camera even further. Alright, I think something like this looks pretty good. The settings over here on the film back, I've chosen 16 by nine DSLR and the lens settings up 30. And then the next thing that you will notice is that everything in this camera looks very blurred and nothing is in focus. So let's set the focus now. In the focus settings you will see this just enabled Draw Debug focus plane. What this will do is just move this number, this manual focus distance. To just move it like this. You will see this pink colored, all sorry, poeple colored plane. This is actually the focus plane. Wherever you will place the spleen, it will set your focus to that point. For example, if I set it over here, now disable this. And you will see that this portion over here is appearing very sharp. You can notice over here also, are everything is looking like in focus and not like earlier. If I send this to the default value, you will see how everything over here is blurred and everything over here also the tap is blurred. But as soon as I just undo this, you can see it is focused and it looks much, much better. Alright? Next thing what we can do is, let's see. Alright, so let's come back to the post-process volume now. First thing is Blum. Blum is basically if we just enabled intensity from here and you increase and decrease it, which is quite self-explanatory and visual. You can see wherever the light is being exposed, that area will glow more and more as soon as you increase this. I don't know. Maybe I will say two to four now. It looks pretty nice. Yeah, I think this is good. Next, let's see exposure we have already done. If you want, you can set the exposure compensation however you may like if you want to go for a dark scene or if you wanted to maybe even make it brighter. That I think for now three is fine. Let's see. Chromatic aberration. Again, it is very self-explanatory and visual. As soon as you enable intensity and increase it, you'll see how over the edges the colors are being divided. So this is like a camera defect. Honestly. It really depends on the scene if you wanted to use it. I honestly don't like that effect. So I will just undo this disabling. That mask is if you've got a texture. Let me see if we have a picture over here. Let's just select any deck ship. Increase the dirt March intensity. You will see this texture would appear as a mosque and it will appear over a camera. I know right now this texture is very random and it does not even look good. But if you have something like alpha or overlay, that will look pretty good. Let's see if we have something like that or for example, something like this. Maybe. You see it acts as a flair for the camera. And yeah, even though this looks pretty good, obviously I'm not going to use it. But yeah, it looks good. I will disable both of them. Do not use them. Camera, we won't go over the stuff. Lens flare is again, if you just enable this, you can see all these cool lens flares. You can also adjust its Moche size, increase or decrease it like this. Again, maybe increase it a little bit and set the intensity to 0.125 so that it is very, very faint. But yeah, it is still there. Next. The image effects in manufacturing is Vignette. Vignette is like a darkening of the corners. If I just set this to 0, you will see the corners are like very bright now and as soon as I increase it, it makes the corners pretty dark so that the focus has shifted to the center of our scene. Obviously. Again, we don't need you to do as much, but I will say to 0.6 to get more focus on the center of RC. Like now the scene I know is pretty dark, but we will add a few more light to make it a little bit more right up. Next is color grading. You can maybe send a team of 6 thousand. This will make your scene look a little bit cooler. Cooler in the sense like it. We'll give it a bluish tones. As soon as the degrees are, you can see it looks more bluish and as soon as it increases, you will look more yellow. I don't know, something like 1580. I think this looks better. Next, global saturation. If I increase this, I will increase the saturation of the colors. I honestly don't want this. I will just disabled altogether everything because we can set all the settings in Photoshop also want to give them much next to it, you can see this global elimination method human, that is the latest feature of a million five. Just say this to maybe something like screen space. You will see how bad lighting looks actually. Move back to human only. Now, if you will open up this menu, you will find some settings related to human. So basically these are quality settings I will, for the sake of this project to have maximum quality. I said most of the stuff to full values. You can see this final gather quality. If I decrease it to 0, you will see how the lights are flickering even more over here. And it is looking very bad. Distribute some of the flickering has even reduced over here. Now if you see the reflections, reflections also use human. All these reflections that you see over here. If I set them to maybe screen space, you can see how bad they look. We'll send them to do admin and I will also increase the quality for them also. So these were some of the settings for the post-process volume. You will see if I disable this. The difference between the post-process volume with having it enabled and we'd having a disabled. I think this way it looks much better and more cinematic and dramatic. Now let's move on and add some more light into our scene. Before that, I will create a new folder. Let's name this lights and camera. I will place these all objects, all the objects that are related to atmospheric light. This one, this one, this one list one and this one. And Volumetric Clouds. The strike click and move to light some cameras. All of them are here. Now. If you select this thing, exponential height, fog and just disable list, you will see this is like a little bit of fog towards seat. I don't think we really need that. The scene looks like much more clearer without the fall. Instead of disabling it, what we can do is just go over here and decrease the density. If you increase the fault density, you will see the fog appearing in our seat. I will just decrease this and sacred to a pretty low number. I think this looks pretty nice. Next, let's go and add a new light. So go over here and light are direct light. Bring it in our scene. Alright, so here it is. First, let's rotate this surface and rotate it this way. By 90 degrees. Obviously, you just really, really bright right now. Now we need to come out of the cameras right-click and stop violating. Let's select the direct light source. Here. Yeah, I will drag and drop it in the folder only. Now selected. At the top over here you can disable snapping from over here. We'll just place it like this. Let's see. Let's place it around here somewhere. Always change stuff like this. Yeah. Now we'll move back to my Camera, right-click and pilot. Alright, so the next thing is select the direct light. You will see this intensity option over here. You can increase or decrease the intensity. So obviously we need to decreasing. Let's set this to one. Yeah, I think something like this in our scene looks pretty good. We can view all the stuff properly. The lighting over here also looks nice. If we turn off the post-process volume, you will just see how much of a differential creates. I think we did enabling the post-process volume scene looks much, much better. All right, Let's hit save for now. The next thing that I wanted to mention is that the wood that you see over here and overhead also. I think it's looking like too much or here. So let's open up Substance Painter. And I will try to reduce it a little bit. Now let's close this and open up our kitchen room substance painter file. I will disable everything for now except the cabinets. And let's just zoom in over here. So the easiest way to find this will be, I think, no, not this enabling disabled, all the stuff to see which one of them is the reason for these lines. It is this layer. As you can see, if you want, you can just disable it completely. But we can also do is click over here on the mask, then click on this failure. And I think if you change the scale for this, as you can see, let's set this to five and rejection first. Increase the scale to something like six. I think that would look much, much better. Let us do the same thing for the slabs. I will select the slabs texture set from over here. Open up the painted wood in the basswood section. Select the mask further knots in the familiar. Set this to five planar and increase the scale to six. Alright, now I will just quickly show you how we can again export textures from substance to unreal. Now, you just need to hit Control Shift and E. All the settings have been already done. You just need to hit Export and after the exploiting finishes. Okay, so now it is done. So come back to unreal Engine and just hit Import from over here. And as soon as you do that, it will take a little bit of wildlife, 1015 seconds. And immediately you will see all the textures updated over here. You do not need to do much. Alright, so as you can see, the board is now updated over here. And I think this way it looks much, much better. I think I will just leave it around, go over there and also reduce the height amount of it a little bit. Because I think the height is also if you make too much. One more thing that I want to do is some of the stuff that I'm noticing is this concrete layer that you look over here is looking like very dark. Also the dust that we have applied to all the cabinets and everything is making the cabinets look like like really dirty. So I will just turn them down a little bit. So to do that, let's head back to Substance Painter. And what we can do is select the dirt layer and set all of them, do 30, reducing the opacity to 30. I think I'm doing this for the slabs. Liquidus do it for the cabinets also quickly. I think that would make stuff a little bit more cleaner. Next, let's enable the kitchen. For this concrete. Let's select the concrete layer. I will flip over the concrete color so it is already set to go, right. Let's see what we can do. Let's enable, open up this setting. Increase the luminosity a bit. I will try 0.6 maybe. I think it looks pretty bright now. Somebody alerts us, strive for now and see how it looks in Unreal Engine. Hit Control Shift and E and again hit export. Wait for it to export, and after it is done, we'll move back to unreal. It is done. Now let's go back to it is the noun. Let's move back to unreal important game. Wait for it to import all the files and changes wouldn't be done as soon as it is done. Right? So now I think it looks really, really bright. Obviously, you guys, we need to do a little bit of back and forth between substance and Unreal all the time to get the perfect looking textures. I will just undo this for now. Let's see. Yeah. I will move back to cabinets. In this section. Over here on the filter, you can see this height value increases or decreases. This it is currently 0.00651 way we can just reduce the height value from over here, or we can just change the channel to height and just reduce the opacity. So let's set this to 50 and you can see the high degrees immediately. Let's do this for slabs also. Select this layer and set this to 50. Quickly explored this again, and we will end the video right here. Alright guys, so the export is done, moved back to Andrea. Adequately hit Import. Wait for it to finish and see if that looks better over here. Or this height information is just too much, I think. Alright guys, so now the export is done and I think it definitely toned down a little bit. This way it looks much, much better. Guys, I think this much is enough for this video. We did a lot of things. We set up our basic lighting, some post-processing. Then we also learned how we can move back and forth between Substance, Painter, and unreal to make some changes to our textures will continue from here in the next one, guys, thank you for watching. I'll see you in the next one. 21. Creating Props: Hello guys, welcome to chapter 20. So now that we have added all our models and textures into Unreal Engine, and we have also added some basic lighting and post-processing. From this video onwards, I want to create some of the props that we will be adding over our slabs and everything. You'd like make our scene look a bit more complete because obviously we will not leave all these labs empty. We will add objects over here like spoons, forks and everything like that. For now I think it would be safe to disclose and will engine and we can open up Blender. So just open up lender and we'll start to work in lender only for now. I will hit Save Selected. And now one thing that we can do is we can either start making up ropes in this file only or we can use completely create a new blender file. I will maybe create a new blender file only we call that review will have everything pretty clean. It will be easier to organize everything. I will first en enabled screencast keys, and also I will press K. And then we delete all these existing objects. Now if you will go over in your resources folder, you will find the defense images folder. You will find this Props folder. They are some of the images that I've collected that we will be using to create all these props. Let's start with something easy. We can drag and drop this cup reference image into Blender. So just press one. For the front view. We can just drag and drop it like this. Now press Shift plus S Then selection to cursor to bring it right at the center. All right, so let's start. I will press Shift plus a, then add a cylinder. Enable X-ray analytics. Place it like this. Scale it up. Just match with this upper line over here. Something like this. Stab one for the vertices, select, select all these vertices. Let's move them up here. Now what I will do is I will just keep pressing E and paste them accordingly like this. Obviously we don't really have to follow the reference image exactly. Shape can be a little off. It does not matter that much. Now, distress, ie the next two days, I mean, scale it outwards like this. Let us see how it looks. In the top looks fine, just right-click and shapes move this also I will enable cavity and shadow from over here. The object data properties under the normal section, Let's enable auto smooth. Next thing to do would be to just stab of this 34 fi select, select this complete phase, just press X and delete the face that we get something like this. Now let's start to solidify modifier. As you can see, the solidify modifier gives up a little bit of thickness. So firstly, press Control a and apply the scale. Also, one more thing that I will do is hold Alt, select this complete loop dentists Control V, bevel this give it a smoother shape. Like this. Let's set the thickness to 0.1, where this is too much. I will set this to 0.05 million. I think something like this will be fine. At some 0.035. I think this looks okay. That's one. Again. Let's create this handle like shape. Let's just hide this for now. So select this cup and press H. We just add one more edge loop over here. Estab for the edit mode, controlled our add one edge loop over here. Scale this outwards. Now we'll press X to hide this. There's one for the front view. We're shifting and just add a single word from over here. Please it like this also. I'm telling it once again, if you press Shift. And you do not find any of these options, you just need to go into preferences. The add-ons section search for extra objects. And you can enable both of these four curve. And then you will find all these options when you press Shift plus C. I will select this vertex from over here. Press Tab, just quickly extrude this and trace out the boundary of this handle. We have done it, I think prior in the host only. So I think it is pretty easy. I'm just pressing E again and again and matching it with the reference image. All right, so just select them both. Now press F. We can also press Control R and abnormal what is in-between and displace it like this. And then press a to select everything and you can press F, you fill in the face. There's bring back our cup. So press alt plus H. Move it a little bit over here. Press tab for the edit mode, press E to extrude it. And let's give it a thickness of something like this. Shape smooth and also enabled auto smooth from over here. You can also add a bevel modifier to this. Also placed in lesser than the center like this. Yeah, I think it looks pretty good. Now what I will do is select this first enabled hard and Normals. If you see something like this sort of better to just press tab. We can select one of these vertices and just try to move them away from each other. That fixed the issue. Alright, so let's select them both. Select all three of them, move them to a side m. Let's add them to a new collection, and let's name this collection as scopes. I will move the reference images to a completely separate collection so that they don't get mixed up. So press M again, add a new collection, and let's create this widening of friends images and hit, Okay. Alright, so the next thing is let's create display. It does drag and drop it over here again. I forgot to press one. So that's why, that's why it is not aligned with the view. So what we can do is just select this image, select all three of the rotation. First, press N to bring up this view. Then go into the items section. You will access all these transform settings. You can drag and select all three of them like this. Drag your multiple, select all three of them and just type in 0. Alright, now I can just start then x and rotate it on the x-axis by 90 degrees. One for the front view or Shift S and selection grew closer. Alright. So again, I will add a plane. I mean, again, I will add a cylinder rotated by 90 degrees of the x-axis. Enable X-ray scale it up and again, try to match it with the reference image. Yeah, I think this is fine. I will just scale it down on the x-axis, y-axis. So press S then Y. Also left shifts moved this ad enabled auto smooth. Now let's forget it. So press R then x, rotating by 90 degrees. One for the front view. And let's place it over here like this. Enabled extra again. Alright, so again, press Tab, respond for the vertices, select, select all these words, sees lips, move them over here. Select all of these vertices and scale them inwards like this. Again, start to extrude and just keep on scaling in words like this. To create something like this. Select this reference image, I move it backwards. Again, what I will do is press Tab. There's three for Face, Select, select this top face and press X. And the phases. I will hold Alt and select this complete loop and just scale it outwards. So everything is smooth like that. Alright, next let's add a bevel modifier to this. Apply the scale first. There's this plus x. And remove this edge loop so that everything stays smooth like this. Adding a loop over here starts to cause some problem. I think this way it is also fine. Next I will add a solidify modifier. Let's see first apply the scale. Be solidify modifier above the bevel modifier. This looks much greater. I will do is press Tab, press three for free, select and hit Control V to develop this face. That looks much, much better. Let's set the thickness to 0.02. Let's try 0.03. Yeah, I think this is fine. For seven. For the top view, let's select both of these cups and try placing them over here. There's some craziest scale of the plate. All right, so I think it looks pretty good. I will create another copy of the blade. So press Shift plus g First, let us move them all over here. Select the plate redshifts plus z. Scale it up. I will just scale it up. But I will only scale it on the x and y plane. So press S then shift to scale it like this. That it does not scale on the y-axis. Seven for top view, enabled X3. Hold Alt and select all of these vertices. You can just press C and select them like this. Just received, select them all then hit right-click. Now plus S, then Shift plus z and scale them outwards. This looks pretty good, right? I will select the top and move it over here like this. Select both of them and move them to a new collection. So press M new collection and let's name this collection as plates. Okay. Alright, I think we are good. Let's see over here, I think is fine. Save. And I will save it with the name of small props. We will you already have a filename Prof. I think that is fine. I will just hit Save, select this reference image, press M, and move it to the reference image collection. All right, Next let's see we can create a spoon. Maybe. I will just press seven for top view. Now I will drag and drop the spoon image over here. Shift plus S Then selection because unless start for the spoon but I will do is first I will create a plane per shift plus a. And let's add a plane In this town and please go here. Before we start modeling the spoon, what I will do is I will select this reference image, g, then z, and let's move it a little bit down here. Then I will duplicate this reference image. So to duplicate, just press Shift plus D plus y log on the y-axis. Let's receive over here. Now just rotate it on the X by 90 degrees. One for the front view. Headed up link. And let's place it just about here, like this so that we can change the shape of this. Explain in two different planes so that we can create the perfect shape for our school. Seven for the front view. And just select these vertices and make sure you enable X-ray G, then G, and move it like this. Seven for top view. Select them both and then press S to scale them down. We can just select each and every vertices then plus g, the invite, and move it like this. Again, select both of these plus e to extrude. One for the front view again. And let's select the both vertices and move them down like this. So you can see how easily we can clear the shape of this rule. Again, Let's extrude it and place it like this. Then press seven. Scale it outwards. Again, test E then X, extrude it like this. Place the vertices according to the reference image. One for the front view. I think this one is fine. Again, press T, complete the shape over here and then the seven. Now we just need to scale this down. Let's add one more edge loop over here. So press Control R. Scale this outwards. I think something like this is fine. Press one for the front view. Over here, everything is fine. Just select these two vertices and extrude them forward over here. Seven. Scale this down. Alright, so now what we need to do is just press E again. Try to again match the shape. One for the front view and make sure you line up everything over here also. Everything is fine. Now extrude it like this. Seven from top view. Now let's scale them outwards. We don't actually have to get the perfect shape because when we will be adding a subdivision modifier, it will smooth out all the edges so you don't need to worry about that. Like this. Again, extruded, extruded till here. Then over here. Seven. Let's just adjust this. Obviously we need to add a couple of more edge loops. One again and let's see. Yeah, everything seems fine. Now what we can do to create the perfect spoon shaped is first let's add a subdivision modifier. And you can see all these edges as smoothened out. It can also give it one more level. Right-click and shade smooth. This enabled auto smooth. All right, Next what we need to do is press Tab again, select these faces. Here. I think it's seven enable X-ray. Excellent, this one also. Now press I to insert them to hear the address one for the front view and G and move it downwards like this. And you will see we have got somewhat of a spoon shaped, but it is still not perfect in my opinion. Let's press one again, enabled x-ray press Tab. Now, press one for the vertices select, and let's select each of these vertices. Make sure x-ray is enabled so that you select both of the vertices at the same time. It also, I've done both ways, do two times so that you can slide the vertices across the edge like this. U2 times. Let's place it over here. Plus g1 listed over here like this. Alright guys, so now press Tab to come out of the edit mode. And let's see now, I think we have got a perfect spoon shape. And you can see how easy it was to create this book. Now to give it some thickness, Let's just add a solidify modifier. Apply the scale first risk Controlling, apply the scale. Let's give it a thickness of 0.03 dB. Again, see, it looks perfect. I think this is too much. Let's save this to 0.02. I think this is fine. Now select them both. Press M and let's move them to the reference image collection. Please. The spoon over here. Right, so I will move this into a new collection. So press M and let's place the spoon and the folks in the same one, so spoons and forks. The next thing to create is a folk. To now open up your reference images folder. And let's bring in this folk image. Again, there are seven for the top view. Let's just drag and drop it over here. Now press Shift plus S then goes there to select it or sorry, the selection to Gaza to bring it over here. Plus g, z and move it over here. Again, we will do the same thing. We will be shift plus D. To duplicate this. Make sure to keep them in the same line like this and press our than x, you're taking the 90 degrees. All right, Again, let's add a new plane. Enabled x-ray. Place it over here, scale this down like this. Now let's try to adjust it according to the reference image. One for the front view. Select them all and place them over here like this. One-by-one. Select each one of them. Just place them according to the reference image. Make sure always your X-rays enabled. Because if your X-ray is not enabled, you will just select one of the vertices. And now if you place, try to place it, it can cause some issues to make sure x-ray is enabled. Alright, I will select them both plus e, explicit over here. Let's just do this completely for one side. From over here also. Let's do this till here by seven for the top view. Now we just need to list them according to the reference image. So all the couple of vertices one by one just press S and scale them according to the reference. Just extrude this one more time. Press S Then why? I would like to move over here and scale them down to match the reference image. Let's just place this over here. Like this. One over here, one for the front view. Now let's place them according to the reference image. Let's add one more edge loop over here like this. One again. Let's bring this down over here. I think I shape is fine now. Right-click and shade smooth. Let's add a subdivision surface and also increase the viewport level two to seven for top view. And you can see this edge over here has smoothened out. We can just press Control R and add edge loops like this. But we will be just creating the shapes now. So I think that would be fixed itself. So let's start. What I will do is press Control R, add edge loops like this. Keep on adding edge loops to create. If something like this. Now I'll just select each of the vertices, match them like this. Alright? Now what I will do is I will just select this face, this face, these phases in the press X and glue these pieces. Now if we will see we have got something like a fork over here. Let's enable X-ray. Let's see risk unfold. And let's add an edge loop over here. Again, press Control R and add some edge loops like this. See I think we are good just to solidify modifier Next, give it a thickness of 0. To select this controlling and apply the scale. I will set the subdivision modifier to one only. I think it will be fine. Next, select this one. We gave it a thickness of 0.02402. I will also enable statistics from here and just check the amount of vertices or both of these. There are 2 thousand vertices. If I increase this to two, Let's see. I think setting, setting them both to one would be fine. That would keep our vertices in check. Or this one I will send you to lead. Yeah. Let's see. For this one, Let's try placing the solidify modifier first. Then the subdivision. I think this looks much better. But our vertices are up to 6 thousand. Yeah, I think this is fine. All right, so let's just hit Save and I think we can work with this. I will select this, go to objects at origin and auditing to be geometric. Alright, so our focus point, I think look pretty good. I will just select them. Press M and move to the school folks collection. Select both of these image images and press M moved into the defense images collection. Execute, save, and I think this much is enough for this video. We continue creating more prompts in the next video. Thank you for watching. 22. Creating More Kitchen Tools: Hello guys, welcome to Chapter 21. So let's continue making up crops. If you will open up the reference image folder, you will find that I've added a few more images. So let's start with something easy. We create these bolts. Again. Seem procedure. This first one for the front view. First let's are the reference image. Drag and drop it over here. Then Shift plus S Then selection. Because again, it is pretty easy to make. Just add a cylinder, super shift a cylinder. Let's enable X-ray and miss this one over here. Like this. You can also press S then shift to scale it on this axis only like this. I will scale it somewhere around here, match it with this top line. Something like this. Then press Tab, go into the Edit mode, press one for the vertices, select, select all of these vertices. Let's paste them over here. Again, scales down. Just keep scaling it down. All right, we are done already. Let's just select this right-click and shades root enabled smooth press Tab is three for Face, Select and select this top face and just duplicate. Now we can add some solidify modifier to give it a little bit of thickness. Also, don't forget to apply a scale. I think this looks pretty good. Extra S1 and place it over here. Scale it up a little bit. Let's create the next one. Now. Let's see, I will create another cylinder. Again, place it over here. Start to go into the egg mode. Press one for vertices. Select again. Right about here, I think, to create some kind of leap for the bowl. And then just try matching it with the reference image. Alright. That's fine. Right-click again, Shade Smooth. Enabled her to smooth the solidify modifier. And also don't forget to delete the top face. We can add a level modifier for this. Just smoothen out the edges. Fine, I guess again plus one. And let's just press M and move this reference image into the reference image collection. Let's place it over here and we can decide over the size later on stage. And we can also change it in Unreal Engine also so that it does not really matter that much. Yeah, I will just select both of them and press M and move them to the collection. Let's see. Next what we can create is the span. I will change the name to plant so that it is easier to find out seven for top view and add this image over here. And shift testing selection because let's scale it up a little bit. Again, add a cylinder. We can match it with this point over here and just scale it up. Perfect. Now, just press, instead of creating a reference images or we can just select the cylinder and rotate it by 90 degrees. Then match it with the bottom image. Absolutely a bit off, but that does not matter. We can match it on our own. That's fine. I guess establishing, select all these vertices. You can also try and just press control plus V and devil dislike this. That works perfectly. I guess before that, I will just apply the scale. Now let's press Control and V. Beveling it. I think. Fine. I will now just look this band like this on the x-axis by 90 degrees. Because we don't really need the reference image anymore now I guess their ships moved. This enabled auto smooth. Again, select the top face and exclude this. Set the origin to genetic tree by pressing Q because it isn't in my quick favorites. You can go over here, object, origin, degenerate tree. I will also press S and scale it down and regulatory like this. This looks better. I will also add a solidify modifier to this. I think this is taken off. I will press M on the reference image and move it to the different collection. The pan folder, I have a separate Panhandle. I have the separate reference image because that one was pretty complex and I don't think I want to spend too much time on creating something as simple as a handle because really it won't be that much visible in RC. But yeah, exclude this one. It's pretty easy to create. I will again add a plane. Let's place it over here. Enable X-ray. What we can do, we'll just press Shift plus S then closer to select it to bring the cursor right here at the center. Then press shift D plane. Just try and move this plane at the center of this handled not the image, but you can see it violate. When I try to scale this down, both the points should meet with the huddle like this. The reason I'm doing this is because now I will just first-person controller apply the scale, the staff, and add an edge loop right in the middle. So press Control R, then hit right-click to place it at the middle. Just delete all these vertices. I use a mirror modifier that it is a little bit easier for us to create this express E and Z 30. To move it like this. Morning guys, even though we have magnitude over here, it can still happen that these two things don't line up because the image is not perfect. So don't worry about that. Just try to follow your mirror modifier and don't worry too much about the image matching the model perfectly. You can see if I select this word c is disconnecting from the green. Just enabled flipping so that they stay at the center only. Let's move on over here. I will proceed and y and just place it directly over here. Now I will add a couple of edge loops in-between. Match the shape roughly. Yeah, I think this is fine. Let's see what we can do with this. Just for estab, press a to select everything, then extrude this like this. Shade Smooth and also enabled auto smooth for this. Now I will add a subdivision modifier. I didn't. This looks pretty good for a handle. If you want. You can also add edge loops like this. Press Control R. Just sharpen it up a little bit. Like this. And let's select these three phases. I will add another edge loop over here, another one over here like this. Then just select these three phases. Insect them. Make sure to press V so that the insect this week, I'll just press G, then move them inwards a little bit. Then just press I add the insect, create some sort of this shape. I think that looks good. If you want to create this whole, we can also create that. Let's just select all of these vertices. Please don't like this. Now just select this face, press X and delete this, select this face also the interest x, you need this best one for the vertices. Select hold Alt. Again, hold Shift and Alt and select this bottom vertices loop. Then press Control E and bridge these edge loops to create something like this. You can also go with one subdivision level. It looks bad, but obviously it won't be that visible in our scene. We can add a couple of edge loops to solve. Solve the issue. If you want, you can go with two levels only because it looks a little bit cleaner. Let's see, Just for shift desk because they're selected started cube scale discount. And just place it at the front like this. A seven. Let's just first remove this reference image M and move it over here. By 90 degrees or no. Let's just place it over here. What we can do is select this piece and this piece also select this one at the last, then press Control C and then copy location. Now let's just move it back over here. The reason I did this was because during this day would be exactly at the center. We just need to place the other objects selected. Three for the right side view. And let's place it over here. Just like this. Yeah, I think that looks pretty good. All right, press M again and let's move it to a new collection, namely pan. All right, Let's see my blender fights and continue. Next weekend. Create these cutting boards. They are pretty simple. Guys. If you're feeling like something is pretty simple, you can try creating on your own rag and drop it over here. Let's scale it up a little bit. First redshifted and closer to world origin. And select this object and Shift S selection because we bring them right at the center. Now let's press Shift plus a and add a plain x-ray. And let's just scale this up. You can see the images kind of tilted a little bit, but it does not matter that much. Let's just follow it roughly. I will prescribe slowly apply the scale. And now to create this hole over here, Let's press Control R and just add a bunch of edge loops like this. One over here. Now just press Control plus our use your scroll wheel to act two edge loops. Press S, then x it to scale them up like this. Alright, there's three. Then select this face and let's delete this. Right? Now I will just press one for the vertices, select and select all of these vertices. Press Control Shift and V bevel. Then let's parallel limited here. Select all four of these vertices. Then again press Control Shift and v. Let's see, I will be here, I think reduced the number of segments. Yeah, I think this is fine. All right. Now we just need to press Tab to select everything, then just extrude it like this. Just proceed to exclude it like this. No dissent enabled or too small. You can also add a bevel modifier if you want. The Boolean modifier is not working. Try disabling clamp overlap and just reduce the amount. Now let's just remove this seventh to talk through. Let's place it over here and move this reference image into the collection. So press M and move it over here. Alright, so now if you will come over here and the reference images, you will find one more cutting board. But I won't be creating this one if you want, you can go ahead and created a procedure is pretty basic and I'm pretty similar to the other objects that we have created. If you want, you then go ahead and create this. Let's create this cooper next. So again, I'll address one for the front view. Let's select them all. Move them over here, little bit. Drag-and-drop. Fancy image over here. I've scaled it up, press Shift S, Then selection to cursor. One thing that I've wanted to do before moving further is if you select this folk and press Tab to go into the eight more, we can see some kind of weird geometry over here. So let us just quickly solve it. I will select this edge loop, sold all, select this edge loop plus x and delete this. And I will simply add a bunch of edge loops over here like this. Now you can see it looks much, much better and very clean. That works perfect slash to come out of the edit mode. And yeah, let's move further. Press one for the front view. And let's see, let's place this one over here like this. I will press Shift plus D to duplicate this and rotate it by 90 degrees. Let's see. First let's add a cylinder and try to match the scale with the defense image. But before proceeding, press seven and make sure to match the reference image for this, like this. Now that we will press one, it is matching up over here and then we press seven. Yeah, it is matching perfectly. Now we can just press control a, apply the scale estab over here, select all the Word sees less than over here. Then let's try doubling it. So let's Control B. Yeah, I think that looks pretty good. Again, shade smooth, this enabled auto smooth. Establishing risk control are, and let's add an edge loop till here. What I will do is press and hold Alt, select this complete loop. Then just press Shift plus D to duplicate this, then right-click to place it over here. Press P and separate the selection. Now press Tab on this object, press a and Alt plus e, then extrude faces along normal to extrude it like this just a little bit. Alright. I will select this cylinder press Shift plus S then closer to select it to bring the cursor right at the center of the cylinder so that when I add a new cylinder, it will get added exactly over here. Again, let's scale this up. Scaling down on the z-axis. Let's see. The Stamp Act select this top face, extrude this and scale it inverts. And do this. And I will just press I to insert this. And just move it upwards like this. Again, insert this and move it over here. I will just undo everything. I don't think it is looking at good. Let us just go with a flat surface only. Instead this and press G and Z and move it just a little bit upwards. Like this. Yeah, this is fine, I guess 74 top view. And let's see. We can add maybe another cylinder. Scale this down. Move it over here. Also select this object, press Tab, press Control R and add an edge loop like this. Instead of doing this weekend, again, just press three, hold Alt, select this complete loop, press Shift plus D to duplicate this, and crispy to separate the selection. Again. Select this object, selected, received selectively thing. Then for salty and extrude faces along normal. Something like this. This face recycle insert this. I will add another cylinder. Place it, place it at the top like this. Now just press Control. Apply the scale, a tab and select the top face. Then press Control V to W it up. See if it fits perfectly. It does not. I will just first one and move this over here. Now press Control V. I think that works perfectly. Smooth this and enabled auto smooth. Let's see, next weekend, create these handles. Again. Let's add a plane for them. Move it over here, enable X-ray. Going again, press Control a, apply the skills, press Tab, and then add an edge loop right in the middle. Right-click, replace it over here, and just delete one side and add a minute modifier. On the y-axis. You see on the x down over here. Make sure to line these up probably with the reference image. Just like this. Something like this. Next again, loop over here. Now let's just move it up over here and select this face, this face. Next, enable X-ray and select this face. Also. Select this complete phase then plus x and delete them. I think that looks pretty good. I will stab enable X-ray and let's move it up over here. What we can do is we can also add a subdivision surface modifier. Just motored out a little bit next week and solidify modifier. Give it the thickness that we want. Make sure to apply the scale. Enable largest moon. Let's see. We can add a bunch of edge loops like this. One over here, one over here like this. Just to sharpen up the corners a little bit. Sorry, one over here also. And yeah, I think we are good. I will select this middle modifier, time, select this object as the middle object. Now, just select the x-axis to mirror it along the cooker perfectly. You can see like looks pretty good. Make sure to select the mirror object as your main cylinder. Also. Now that we're done, I will just select both of the reference images, press M, and move them to the reference image collection. I think everything looks pretty good. I will just select this handle, which are then y, and rotate it a little bit on the y-axis like this. I can distribute looks much better. Now let's list them over here. Press M, and move this to a new collection. Name, this cooker. I will also receive seven for rulers is duplicate this with x, place it over here. This one, I will just scale it down a little bit. Is fine. I want to reduce the rotation of them are cubic, but if I now press R, Then why? You can see it will regrade quite weirdly, but we can just go over here and select individual origins. So now if you press R, the invite, it will rotate individually. Let us just like this algebraic. Just hit Control S to save. Select this plane and press M. And let's add this to cutting board. Actually, we have a lot of elections now. At least everything is organized. So yeah, that's pretty good. Let's see what we have left. Next. Began cleared this knife maybe. So let's go over to blend up for seven for top view shift plus S Then world origin to bring it, bring it right at the center. And now drag and drop this knife over here. Shift plus S Then selection because I think this one is pretty basic. I won't spend too much time on it. I will just press Shift. Let's add a single vote. Place it over here. I will just quickly reference image out by just pressing E, extrude this. Select both of them and press F. Press a to select everything. Then again press F. And let's just give it a little bit of thickness by using the extrude. Apply the scale. And let's also add a bevel modifier. This is fine. I guess. Just move this a little bit over here and scale it down. Next, let's add another word. Press Shift a to add a single word. Lace it over here. Let's now create the handle. Select everything then plus f, fill in it. Now let us again, Let's extrude this. Let's see, Let's try adding a solid subdivision surface modifier. You can see everything went pretty bad. And I think the reason for it is default with directly like extruding the vertices. And this whole thing is a single phase and it is like an N1 and we need to have quarter apology to make proper use of the subdivision surface. So what we can do is just hold Alt, select this complete loop to interest X and delete them. Now I will try to just create squares using all these vertices. So what we can do is select this word, see this one where g, we join them, press Control, R. A bunch of vertices like this. We just join them all like this. When I'm selecting both of the vertices and then just pressing J to join them. The reason I'm doing this is because I want to create boards. Accord is like a square face with four vertices. Earlier it was like this whole thing. If I just quickly show you, was this, it was a single-phase with a lot of vertices, so that is called the N1. And then that can cause a lot of issues. But it works fine for flat surfaces that tax why I used it. Yet now we need to add a subdivision surface, so we need to have proper chords. Over here also, I will select this one and this one then to just press J to join them. Now you will notice when I press tab this a, then proceed to extrude this. You will see how everything like smooths out perfectly. I can just add another level, maybe make it more smooth, and add a bunch of edge loops over here. Just make it a little bit sharp. The origin for genetic tree, Let's scale it down like this. Yeah, I think that looks pretty good. I will reduce delivery to one only. I think that's fine for this piece. Seven again, there's a slash to come out of the isolation mode. Enabled x-ray alerts just act three cylinders over here like this. Shift D to duplicate and again press shifted to place a one over here. Yeah, I think that's fine. Let's hit Control S to save this, select the reference image, press M and move it to the reference image collection and select all of it, press M. Let's create a new collection knife tool. See if I try to rotate this. It is rotating in a pretty weird because we have selected individual origins from here. So all the objects are rotating on the individual originally, that is this point. But if I select the bounding box center, they will rotate properly by 90 degrees. Basic like this over here. For now guys, I think these many products will be enough. This will be a prop set one. We will definitely create some more prompts after this. But first we will export them all into Substance. Painter, start texturing them, and then we will export them out to Unreal Engine and start placing them in our scene. And after that, if you feel like are seen as too empty, then we will start creating some more props and then add them to our scene. I think this much is enough for this lecture. And the next one we will start to UEN rub them and export them to substance painter for the texturing process. So thank you for watching. I'll see you in the next one. 23. Texturing the Props (Set-1): Hello guys, welcome to chapter 20. Do so in this lecture we will start with the texturing process of all these props. But before that, we obviously need to UV unwrap them. And before that we need to apply all the modifiers. So let's start. First thing that I will do is I wanted to just select this cooker lid. Select them both. Press Tab to select hold Alt, select this complete loop, hold Shift and Alt. Again, select this loop. Then just press control V, and let's devalue it out. Just smooth it a little bit. That looks much, much better. Alright? One thing that I want to do guises that we created all these different collections for different type of objects. I think that was a mistake on my part. I will just put all of these into a single collection only. That way it would be much easier to manage. Just select all of them. It is very easy to just shift, press a to select everything plus m. Let's create a final collection and I will name it drop set one. Now what I can do is just delete all of them except the reference images collection. The reason I did this was because we are going to apply all the modifiers for these objects. And as I told you, if you remember, when we apply all the modifiers, we won't be able to make any changes. So do avoid that. I just put all of them in a single collection only and I will now duplicate this collection to just right-click and first select all the objects. Maybe we can just directly right-click and go over here and duplicate this collection. This way it will be really easy to manage only two collections earlier if we try to create a duplicate of 15 collections, it would give us 30 different elections, so it would get like really chaotic. That's why I put them in a single direction only. And let's rename this one. Prop set one in the brackets. You can write as applied. Alright, now I will disable this. The reason we have created two different collections is this one will have all the modifiers intact. That means I won't apply all the modifiers. That if you, for example, want to change the solidify thickness of this band at a later on stage in the course, you can come back and just quickly do this and re-explore this. I will just disable this and enable all of them. Selected everything, and then press F3 and search for Convert to mesh. Now, as I said, we have applied all the modifiers and you can see if I select this piece, I cannot make changes to its thickness. That's why we've created a duplicate of this collection rate. The next step to do before UV unwrapping is if you will just select this and go here, you will find the dimensions of this scope to be three meters large. So actually here it is looking fine, but when we will export this into Unreal Engine, this scope will be huge compared to rest of objects. I wanted to reduce the scale before moving further. Obviously, we can also change the scaling and we'll also, but let's just do it in Blender only. Before starting. Let's just select both of these objects and join them. So press control J to join. If you see your shading change on your objects like this, the way it is changing my scene, just hit Control Z. Then what we can do is first let's add a vacant normal modifier to this. Enabled keep sharp. And let's give this also written normally Modifier applied both of the modifiers. Now. Now let's try joining both of them again. Now it is fine. I will just quickly join all the objects that are like into different pieces. Select all three of them. By clicking Shade Smooth first. Also makes sure to enable auto smooth. Alright, so we are fine with this one. I will select all of the other tips over here. Then Risk Control J. Again, select all of them. Select this one limb, press Control J. Alright, now let's adjust the scale for them. So I will select the cup first. And you can see the size over here it is in meters. So first I will change this interesting Devito. Go over here. The length section, centimeter. Let's decrease the scale for the Gulp. I will set this to around. Keep on decreasing it. Well centimeters, I guess. Something like this. Actually now it is quite small, so don't worry when all of the objects will be off around the same size, it won't be such a problem. Now I will select displayed. Let's decrease it safely through maybe 16 centimeters. The x and the y. This seven. Let's quickly place it over here. It is really, really small. You can also press Full stop that is on your number back to just focus on the objects like this. Scaling all of them down. The large fleet, I will say this to around 22 centimeters. Something around here. We will be fine for the spoon and the fork. Let's just scale them according to the plate. I think around this much size will be fine for them. Next, let's select the moles, place them over here. I will decrease their size somewhere around 45, I think 45 centimeters over here. Just to make sure they all look like pretty negative to each other. Next for the band, Let's start decreasing the scale. Give it around 30 centimeters. Somewhere around here would be fine for this. Again, this one also I will set it to around 3031 centimeters, I guess. Fifth swell. And this one, scale this down. Maybe around five, maybe. Not fine, I guess. Now the last subject from night flip steal this fuel around thirty five, forty, six, thirty meters. We can see it relative to the cutting board. I think this will be fine. Now, all of our objects are, I think according to the real-world scale. Let's move them over here. Full stop on a number back. Now everything looks fine regarding all of the objects are small. Again, press a to select everything and then press Control a and apply the scale. Make sure that little bit further from it, that will be easier to picture them. Also select disk up and place it over here. Now I will select all of them, press a and then press Control a ply the scale. We will move on to the UV Editing Tab. Press a to select everything that's enabled stretching from here and also enabled this, that all the vertices are selected over here also. You then smartly with reject it. Okay. Yeah, I can unwrap is fine. Again, give it a little bit of Ireland margin to create some gaps between all the different margins. Yeah, I think this is fine. Also worth noting before exporting out, I will enable face orientation from here, as you remember, we need to flip all these objects that have the wrong orientation suffers and then press Shift Enter. All right. I think these were the only ones. Make sure to check there no shooting issues in your object if there are just started a weighted nominal modifiers and I'm pretty sure it would be fine. So let us just stay to select everything. Firstly, let's hit save on Render. Now export. As an FBX export section, I will name it as drop set one. Select selected objects and active collection and enabled nationally, then hit Export. And also in the meanwhile, let's open up substance painter. Substance is opened up. Let's create a new project from over here. In the file section, select the file, you just export it. So the prop set one. Check if there are any issues with their export, but I doubt they would be anything. Everything is pretty good. Let's just quickly go to Texture such settings and hit bake. Output size to Duke miscible ID. Just a couple of things. Rest, everything remains the same. Now, just take a break and I will return when the week is done. All right, guys. So the biggest finished now hit Okay. And quickly check for any kind of issues in your big I think mine is pretty clean. So yeah, we're good to go. Let's start with the texturing process. For these, it is pretty basic. We will be using some of the smart materials only protection all these objects. Let's start with something basic. I will search for steel. Drag and drop the steel material over our spoon and the fork. This right-click exclude all and just select both of them. Yeah, I think they look pretty good. If you want, we can Let's see, disable roughness details and surface details. Maybe it cleaner. Yeah, I will just assume that in both of them and I think rest everything is fine for them. Let's also use the stimulus material over here also. Now we have a problem over here because we join them all into a single object in Blender only. If I try to select maybe this piece only or this piece only, I will be selecting the whole object because all of them are complete single objects in Blender. Instead of using the geometric mask, let's just right-click include all. We will directly use a black mask. So go over here, I had a black mask. Let's select this tool. Select the mesh, fill this, select this piece, this one, and this one. Also. Before moving further, let's hit Save on a project so it can for less. I will save it over here as props set one only. Next for the span, I will drag and drop the steel material. This one, just drag and drop it over here. First, let's add a black mask to this. Select this tool, select mesophyll. And you can also make a selection this way. Now if you see over here, there's some weird lines over here. I think we can just disable the layers and check which one is causing them. Yeah, so it is this one. Let's just keep this layer disabled. Also, I will delete this layer. Next, select this mask over here. And I will add the steel material to a couple of other objects like this thing, this thing, this piece. Also do this title. Now let's texture this cutting board, if you will search for wood over here in your search bar, just go over here and look out for this material. Would ship hull old, that is the name of the material. This would be in your Substance Painter also, to just drag and drop it on this cutting board. We can use the geometry mass for this one is right-click exclude all and just select this. Right now. I know it looks very weird because there are a lot of stuff added onto it, but we can just disable the layers and it will be fine. So the Sharpen Layer, sharpener is fine. We will remove the stains. Let's remove the white stains, the dirt edges. Thus, basically everything. We want it to be clean. I think that looks really good for the cutting mode. But we can do is we can enable these edges thing and select the layer from here. Just make sure to set the height to 0. That way it won't have any height information because it can look like very weird. I will send the height in photo video. Select the mask, select this thing, and just decrease the global balance you can see reducing the effect of it. I want it to be just a little bit subtle. Let us check it. 0.4, maybe. We can just reduce the opacity of this layer. Looks much better. Let's collapse this layer. Alright, next, for these copper plates, let us just simply create a material because it is a pretty basic one. So I will add a fill layer. Let's name this second. First, I will create a folder, drag and drop this layer into this folder. And let's name this folder is ceramic layer as base. I will send the roughness to something like 0.05. Because you can see it already looks like a cup and blades because they are really shiny. That looks much better. First, click over here, right-click exclude everything. We can simply use the geometric mask. Select all of these objects. You can make the color a little bit brighter. Around 0.8, I think for the value. Yeah, that looks nice. Next, what we can do is we can add some bit of roughness variation. So let's add a new layer and only enable the roughness channel for this. You can just disable all the other ones. And I will also tell you a shortcut for this. You can hold Alt and just click on the channel that you want to keep like this. And rest of them would all be disabled automatically. I will send that off less value to maybe 0.25. Again, change it later on. Let's try 0.25 for now, add a black mass to this and add a failure. Let's search for having selected 001001. We can go over here and check the mask. And you can see this is the way our mask looks right now. First left said District Dr. Dana prediction. Increase the scale a little bit. Now let's try checking the material. You will see over here as soon as I disabled this is like really shiny diet now. But if I enable this, the roughness, both of it, I think it is too much right now, so I will decrease the balanced from over here. Right now you can see the effect of it. Let's set it to around 0.3.3 will be nice. And also we can select the roughness channel from over here and decrease the opacity of it to maybe 60. Just make it a little bit subtle. Now guys, I wish to create some kind of simple design over these curves just to have a little bit more detail. I want to add a little bit of golden trim over here or an amide cups and my plates. I can just show you overhead in Google, something like this. I've already searched for it. It is pretty easy to create. Come back to substance. And first we will add a new layer. Rename this layer to roughness variation. Let's name this one to make the metallic value to one. And let's set the color, the hue value. Set this to 0.4, saturation to 0. Evaluate something like this. Next, I will add a black mask to this. And now initially there are two different ways of creating this. One is you can select your brush. First. Let's go over here and set this to orthographic view. Now you can hold Alt and Shift, and then you can snap your view like this using the left mouse button. If you want to change the size of a brush, you can hold Control. Then hold your right-click, then drag your mouse right and left leg. Sold control then hold right-click, then drag your mouse right and left. And if we will drag your mouse up and right while holding right-click, you will increase or decrease the hardness. You can see over here. Let's set the size to something small like this. Now if you want to paint in a straight line, you first need to click over here. From there you want to start the painting. I can just click over here, then hold Control and Shift. And this straight line will appear like this and just use your left-click to paint this way. But I think this way like very tedious and too much work to do. So instead I will just select this mask, go here, select the polygon fill. And we have already added an edge loop. If you remember over here, I will select this face select and just drag and select all of them like this. Right now, it does not look like very sharp, but if I just increase the size to 40, I think it would look fine. The line like this over here looks much better and we will be viewing it from pretty far away, so it will look fine. Also, let's enable anti-aliasing forum here. Next what we can do is again, go over here, select this mask, select this tool, and we can also select this bottom layer like this. So with this, you can use it however you want. You can add maybe it remover here also, if you weren't cern do this. And one thing that I want to tell you guys, if you feel like you selected this black mask and you don't have a proper edge loop over here. What you can simply do is just quickly open up Blender. And I will show you the thing which can help you a lot. Open up your small props file. Let's come over here to a cup press tab. And I will simply add edge loop, maybe like this. And just move it a little bit up over here. So select this edge loop by holding Alt and select it completely. Dentists do two times. Now you can just press a to select everything and quickly re-export this. And everything would work fine. Just make sure to select this. Select the proper state one only because we will be replacing this file. After exporting, come back to substance. Go over here in the Edit Project configuration. Select your file as this one that you just export it and hit Okay. Wait for it a little bit to update everything. And also I will set this back to k because it is a little bit faster to work with. And yeah, now if you select this mask, select this tool. You will find this edge loop over here. Now we can easily fill this because it is a pretty small loop. That's why you can see it is causing a lot of issues for us. Let's just checking for K if it looks good. The other line kind of looks GTD, but from far away, I doubt it wouldn't cause any problems. But let's just undo this for now. This much is good. Next, let's move on to select this rule here. Ms time, I will select outer loop over here. Let's see if I can select this week with well-to-do where. It is much easier this way than just painting them manually. Make sure to check at the bottom also, by mistake, maybe you have selected some extra faces like I have done. Don't worry, you just need to press X to switch the color back to black. Select these faces and de-select them. That they don't have the gold material, the mode. You can also have them over here also press X to again switch up the color. We can add over here also. I think it looks good. Also the bottom phases would also be selected. If you want. We can just go over it, press X and one-by-one, select each one of them. But it wouldn't be really tedious to add this in the video. I will do this off camera and I suggest you guys to do the same. I will just move further for now and select Display. And quickly select the mask, press X for white color. Select all these corners. It is pretty easy to do, but it is just a little bit of work. Let's de-select these phases plus x for the black color. Let's keep this one, this family. Also I will press X for the black color and remove it from this face. Let's just add it over here this time. I will quickly just select all these faces. Instead of making a selection this week, just click on those faces to select them. This way you won't accidentally select the bottom faces. The bottom phases are only selected when we make a selection this week. You can see over here. But if you just select them by clicking and everything is fine. I think we are good now this week. The plates and cups look good. You can also add something over here also if you want, you can select it like this. I will leave it on the bottom maybe. Before this one we do not have an edge loop close to the top. So let's quickly add one over here. Press control our Ag one like this, it to select everything. Now re-export them. Explored at vx, select drops at one and hit Export. Back to substance. A good project configuration. And hit Okay. Now the project has been updated and you will see the edge loop is added over here. This is a pretty neat thing like this. What has happened at actually the thing is we only added loop on the inside and not on the outside of this. I mean, you did not add edge loops one over here. Instead of adding one over here, let us just press Control Z and select the faces. This will lead by clicking instead of making a selection. Alright guys, so I think we are good to move further. Let's hit Control plus S to save our files. Move on to the cooker. For this Google I will be using. Let's first for these pieces, Let's select the steel material only. Now select the mesh field and you select them, select this, select this, select this thing, and also select this piece. Now for some reason, if I select this, the whole object is being selected even though they are two separate objects. And for this one it works fine. So I think I know where the issue is. If you will quickly go back to Blender estab. Now to select a single object, press three for Face Select, you can just hover over the object and press L. So you can see this is a completely separate objects. And what I will do is just press S to scale it a little bit outwards. Now, again, re-export this. I think everything would work fine. Sometimes happens when the two objects overlapping or really close to each other. Now if I select the mask, select this tool, make sure polygon mesh fully selected. And now select this. You can see we are making the selection properly. And now for the main body of the cooker, I will use the metal paint material that we created for our store. Instead of re-creating it, I've, what I will do is first succeed on this project, then open up my stove and Fitch. Now what we can do is go to the stove, texture sake. Select this metric paint yellow. Just right-click on it and hit Create smart material. As soon as you do that, you will see this metal paint yellow over here. As you can see, I've already created last time, I was testing things. I have to now Michael Bay and yellow is the one that we just create it. This way you can create smart materials. So now I can use this particular layer or folder that we have created this project in any of my other projects because it is now in my library. The only I will come back to prop set one. Now I can just drag and drop this metal paint yellow over here. Add a black mask to this and select this piece, this piece, this one and this one. You can see it works perfectly. Alright. So the last thing that I wanted to do is I want to add some kind of like a sticker for a cooker. So now if you go into the reference images folder that I have provided you, you will find these two floral drink stickers type of PNG images. So just drag and drop them into your substance painter. Drag them and select them as texture and improve them to your project and hit import. What I will do is I will just add a layer over here. This time, I will add a paint layer, not a failure, we will disturb the paint layer. Paint layer is basically like how an affiliate, for example, if I change the color over here, you will immediately see the color change. But that is not the case to the paint layer, for example, I can set this to metallic, set the color to maybe something like red and start painting. And you will see now if I change the color to green, the color does not change over here, but now I can paint with green also in the same layer only. This is how I make paint layer works. I will delete this layer and create a new paint layer. Now what we will do is we will use these images of these floral patterns that we just imported to stamp them as textures over these bookers. Also one more thing, if you go to Google and search for maybe floral designs, you will find a lot of stuff like this and you can use any one of this mixture to search for PNGs because they're transparent and we can easily use them. So you will find a lot of these kind of stuff and you can select any one of them. But I have provided you with these two. If you want, you can go for this. And now I will show you how we can just stamp these images over these groupers. Make sure to just select the color channel because we will be using the color channel list. So just hold Alt and click over the color channel. Next. Come over here and select the projection tool. And you will find this square thing over here. Just drag and drop your images into the base color channel. Now we need to once again, just disabled all the other channels. Just make sure to enable the color only. And now to adjust the size or rotation of this projection, just hold. Then use your right-click to scale it down. This way, you can use a left-click to rotate it. And while holding left-click, when you shift to maybe snap it. And you can use the scroll wheel leg, move it left or right. Like panic. Once again, hold first S, then use a right-click to scale it. You scroll wheel to move it and use your left mouse button to rotate it. You can use Shift to snap it. Railroad. Now I will just select S. I'm impressed. Then while holding right-click, decrease the scale of it to somewhere around this. You can also move your screen. Hold Alt, and just use the scroll wheel to move your screen to place it accordingly. Now if you just increase the hardness to one while holding Control and just drag your right-click while holding right clean. Just drag your mouse upwards like this to increase the hardness to one is painted like this and you will see we have easily created stamp this floral tracking over a cooker. Yeah, it looks pretty good I think. But first let's just decrease the scale of it a little bit. Press S, decrease the scale. Alright, yeah, I think that looks fine. I will move it over here. Drag and drop this one over here. S again. And let's print it. Come back to the brush tool. And I think it looks pretty good. What we can do is we can go over here, add a filter to this and select the HSL perceptive. Maybe increase the lightness a little bit that we just match the tone of the Koopa earlier. They were too dark to 0.55. Now you can see if you change the hue, you can also change the colors of them or make them very saturated or unsaturated. It. But I wanted to just increase the lightness. And I think everything looks fine. Now let's hit Control plus S on a project. And I think this much is enough for detection of these objects. In the next video, we will explore them all into Unreal Engine and add textures to them. And then we will start placing them in our scene. So I will see you there. Thank you guys for watching. 24. Placing the Props: Hello guys, welcome to chapter 23. So now that we're done with the texturing of a props in this video, we will export them all include Unreal Engine, and we will start to apply the textures to the materials. And then he would start placing all these products around our scene. So let's start first, open up Unreal Engine. Just open up your level. Currently I've said this to unlit. You can also set this to lead from over here. Setting it to unlink just helps a little bit with the speed. It is a lot responsive and foster. Next what I will do is let's just right-click and create a new folder for props. What I will do is just click over this Add button and go to Import and just import this drop set one that we use towards Substance Painter. Select this and open. We need not do anything, just hit import all guys, we have imported all these models from rprop set one export file, but there is a little issue with all these models. Let me just show you what is it. Let's come back to late. If I just drag and drop this Foucault over here. Like this, you will see the origin point is far over here and the main objectives over here. If you think what is the issue with this? If I just press Keep to rotate this, you can see it will rotate around this origin point will leak. And it can get very tedious to place all of these objects. And if I will drag and drop any of the objects, you will see this problem is with each and every single one of them. This one also the origin point is really off. The one fixed for this would be to just select each object. First. Let me decrease the cameras feed. Yeah, hold Alt and then use your scroll wheel. Click your scroll wheel and you can drag this origin point like this. Place it somewhere around here. Then what you can do is after placing it properly, just right-click Buber to predict and select the option Set as pivot offset. Now, this is your new origin. But the problem with this is we need to do this for each and every single object one-by-one. And it can get a little bit tedious, but there are a lot of props. You need to just select Set as pivot offset. And also, if you will see it is still not perfect. We need to do a lot of trial and error. Instead of doing this, what I will do is let's just delete both of these objects. And I will also delete all of these props from over here. Right-click and delete them. Delete. Let's save off Unreal Project first, just hit save all from over here. And yeah, we'll come back to Blender. And to solve this issue, what we need to do is press K to select everything, go to object, set origin, and set the origin to Gillette three for each and every single one of the object. Then press Shift plus S, selection to cursor. Make sure your cursor is at the origin. So to do that, just press Shift plus S then because they're too world origin. Then press Shift S selection tool, cursor. You will see now all of the objects are at the origin point only and they are overlapping each other in Blender. But don't worry in Unreal, everything would work out perfectly. Now press a to select everything and go to File Export. If vx, let's create a new file for this. I will name this as drop one in the bracket right down unreal, so that we know this one is for unreal. Select all these three options and just hit Export. All right, Now back to unreal. Open up the Props folder and go to Add Import. Just select drops at one unreal import. All again. Now if I will drag and drop any of the objects, you will see the origin is perfectly in the center. And there are no issues whatsoever. That is quite a handy thing to know. Also, one more thing that I will do is I will just undo this in Blender that everything is back to its original place, only like this. Yeah, let's hit save on Blender and I will close this blender file and start to work in Unreal. Next, let's come to the textures folder, and I will right-click and open this in Explorer. Again, copy this Control C. Click over here and hit Control C. Come back to Substance Painter. And let's explore the textures now. So hit Control Shift N E over here and select the path as this one that the one you just copy and just paste over here. It's Select Folder. We first need to hit enter. Now we can just select folder, make sure the path is over here. Over here, select this as Unreal Engine full packed. And foci. Now just hit Export. And now they explored this done. Let's come back to Unreal Engine and he can port over here. Now the import is done. Let's come back to the prof folder. You won't find any material over here. The reason for this is if I will just quickly show you in Blender. Actually what we did was we forgot to apply any material for all these objects. That isn't it work properly in substance PR intervals because it took the default material as a default texture set in a substance painter for all these props. So therefore, there were no issue in Blender. We actually forgot to create any material for this. Don't worry, there's an easy fix for this sheet. Right-click. Create a new material. Let's name this problem. Set one. Double-click open it. Let's press Control plus space over here. Open up the textures folder. Search for problem set one, this one. Select all three of them. Drag and drop over here. Connect this to the base color, and this went to the normal. And in this texture there are goes into ambient occlusion, green goes into roughness, and you wouldn't do metallic. Make sure to double-click over here miscible SRGB, and also change these to linear color. Now heard save this. And now when we just drag and drop this over here, we can just quickly drop the material like this and you can see it works perfectly. But also one more thing that we can do is just open up this model, come over here and select the material as drop set one from overhead only and hit Save. Now you will see the material's already applied. When I drag and drop this object. Let's just quickly do that for each one of them. Double-click, select drop set one, save, folder projects and for folder Models, make sure to always remember to create a material in Blender and assign it so that we don't have issues like this in Unreal Engine or substance painter. Alright guys, so now let's start placing all our objects in our scene. Now this processors, the only based on your preference, only you can place these props however you may like. Let's start. I will first drag and drop this band over here. Let's place it on the stove. Something like this. Let's rotate it. Just replace it like this. You can also do this. Just select top from here, go over and select wireframe. And now you can easily see through and just place it accordingly like this. You can also select the left view from over here. I think it is fine over here. Let's come back to the perspective. Next, let's place our cookers. Pleased to run over here. Another one over here. I will select this risk index increases scale of this a little bit. That is a little bit bigger. Let's place it like this. I think I will increase the scale of this also a little bit. You can also disable snapping from over here so that you can scale freely. I think this much would be enough for this one. I will also select this press Control C then v. Let's move it over here like this, and I will place one over our stove. Let's also check it from the top view. I think it is fine. We can also come back to our camera just to see how everything looks in our scene. Select this, Let's rotate it a little bit. Yeah, that's fine. Let's drag and drop this wooden board over here. Right-click and stop piloting so that we can easily move. Select this press. Let's increase the scale of it like this. Just a little bit. Also, I will just control C and control V it. And let's place from over here also. Next we can start placing these cups. We can also address E and flip some of them like this. Let's flip this one completely when 80 degrees and glazed over here. We also forgot to remove this gold plate from over here. So let's quickly do that. I will select the cup, select the gold metals. This tool is x for the black. Nowadays find quickly the export, it Control Shift E 30, export. Come back to unreal. And as soon as I just hit involved, you will see everything is, everything will be fixed over here. I think this is much better. Alright, let's place some plates over here. Also, place them in a stack. Make sure to just move them a little bit here and there so that they look like imperfect. Something like this. Again, as I told you all this is based on my preference only you can place this stuff however you may like. Next copy these 21 over here also. We can also select drop it in over here. Like this. Yeah, something like this. Let's play some overhead also. Disable snapping so that we can rotate freely. Also will reduce the cameras. Yeah, I think this is fine. Let's just duplicate this. Let's check in our camera view how everything looks. I think it is coming along nicely. Start placing some more of these. I will replace this bowl over here. Next place, one over here also. You can also duplicate this and let's just scale it down on a cubic, will have a smaller bowl. That's also drag and drop the knife. See it over here. Alright, so I think something like this when you find, let's just hit save later view. And I think scene is coming along pretty nicely. I think you should experiment more with all the stuff to try placing all these props here and there and see what looks good for our scene. I think this will be enough for this video. In the next video, what I will do is we will start creating some more props and we will start texturing them and add them in our scene. So thank you guys for watching. I'll see you in the next one. 25. Modelling some more Props: Hello guys, welcome to chapter 24. So again, let's start creating some new props. First, I will just disable it. All of these. If you will go into the reference images folder, you will find a couple of new images that I've added. We can also create these CDL boxes. Also, we can create some new tools like this risk that is used for the pin grid. Let's start with this. It is pretty easy to create. I will also open up your ref with lead. We just drag and drop it over here so that we can view it easily. But actually it is pretty easy to create. Now start by pressing Shift plus a and go over to cope and add a mesial rest are then x rotated by 90 degrees on the x-axis. You can see this kind of structure with matches with the rest one for the front view press tab. And you can see all these vertices. So just select these vertices. Now we can rotate it to create a more circular shape. Suppress our y type in minus 45. Rotate it like this. If you want, you can increase the dissolution of this to make it a little bit more smoother. I think we'll be fine. We'll be a little low poly, but I don't think it will be documented visible. Let's set the level amount to one thing Demeter. Now just select this press Shift plus D, right-click to keep it over here only then press R, then x degrees. Now you can see both of them. Press Shift plus D. Again, hit right-click, press R, then x, taking 90 degrees. Again, press Shift plus D, right-click, rotated by 45 degrees. And again, replicate right-click. Risks are then x taken by 90 degrees this time. Create something like this and you can see pretty much matches the shape. And next you can just press Shift plus a cylinder. Scale this down, rotate the cylinder by 90 degrees on the y-axis. Over here. Scale this up. Let's S then Shift plus x. Scale it like this. And also enabled or too smooth. I think something like this is fine. Next we can again add a circle to this, maybe scale this down, move it over here to create something of the shape, the sort seven for top view plus S, then x, scale it up like this. Let's come over here and a skin modifier to this controlling, apply the scale. Now to adjust the scale of the skin modifier press Tab proceeded to select everything and press controlling. You can scale it down like this. I think that was fine. It does not matter that much or shared smooth this and enable auto smooth. Right? So we have created a new problem. It's just a to select everything, press M and move this into two. Place it over here. I will close pure refer. Now, hit Don't Save. Open up the reference images again. Alex created the cereal box. Now, this is the most easy probe to create. It is basically just inbox only seven for top view. Let's drag and drop this over here. Shift plus S Then selection to closer to bring this over here. Now pressed Shift Plessy and the cube. And now we need to just match it with the picture. So this is the front face. Make sure to match the front face with this like this. Scale it up on the y-axis. Something like this. Now what we can do is instead of again and again, duplicating the image, I will just rotate it by 90 degrees. Address are then x is 97. Top view. Again. Align it with this and try to match the scale with this one. Now, the top phase. Next weekend, just press R then z, rotate 90 degrees. Just add an x again, rotate by 90 degrees to flip it like this. It over here. I think this one is almost perfect. Need not really edit this much. I think we can just delete this reference image. And I think the CDL boxes done absolutely taken by 90 degrees times listed over here. What we can do is let's just duplicate this to create another variation of this. Ms time through estab, rest 34 fifth select. And what I will do is first control our add edge loops like this. Again, press Control R. Let's add an edge loop like this. Make sure the origin point is exactly at the center. Rest one for vertices select enable X-ray. Let's select all of these vertices x and delete them that only the 1 fourth of the boxes remaining. Now we can just start the mirror modifier to this tab. There's three for Face. Select, select this top face plus x and delete this. Now select the edges. Select, select this edge. Also makes sure to enable clipping. All right, Now just press E to extrude this reserved for locking it on the z-axis. Alright, now select this H plus E. Again. This looks really good. Stab. I will just move this a little bit. Inverts. Also. I will just select them both and duplicate them. Like two different variations because I have two different textures, so I will use both of them. Maybe. Let's just keep them both with two different variations. Next, first, let's hit Save and also select all of them, press a, press M and move them to prop set to. Next, Let's open up the reference images folder. We can also create this wooden spoon like thing for seven for top view, let's just select all of them. Place them over here for now. Drag and drop this wooden spoon. Shift S selection to Kazaa. And this is pretty similar to creating a spoon. I think you can try this on your own because you have already created a spoon. So let me just quickly press Shift a to add a plane. This down. We need not have two different views for this as we had in this point. Because I think the spoon is pretty much straight. Scale it up from over here. Makes sure to match the reference image accordingly. Alright, but I will do is I will add the solidify modifier to this scale. Also add a subdivision modifier. Next, group over here like this. Also press tab. Let's select all these phases. To insect them. There's de-select this face and just selected here. Now move this inwards. I think in my opinion that looks pretty good. We can increase the subdivision level two to even smooth it out even more. I think for our wooden spoon, something like this will be fine. It looks okay. We can increases solidify thickness a little bit. Again, select this, press M, and let's move this to crop sec. Do it again, select this and move this to reference images. Also, we need to scale them accordingly according to the other props. So we will do that later on. Let's hit Save on our blended file. Alright, so next I want to read something like this, like a school container in which we can keep our spoon and folks. So I think we can create this will be a nice addition to our scene and it is also pretty similar to create. Just press Shift plus a cylinder. I will open this up and I will decrease the radius for this. Around 50. Also decrease the height to around 105. Something like this would be fine I guess, or striped shirts would. This also enabled auto smooth, stab and let's delete this top face. Also apply the scale and let's add a solidify modifier to this. Next again, I will press tab, select this bottom face, then press Control V and beverage like this. I think this much wouldn't be enough. Yes, something like this. Next, what we can do is let's increase the thickness a little bit. Also, I will press Tab, press Control R. Let's start an edge loop over here. Press three for free. Select hold Alt and just select this complete loop. Then press Shift plus D to duplicate this, right-click to place it over here. Let's scale it a little bit outwards like this. Press V and separate the selection. I will remove the solidify modifier and estab again just eight selectivity. Then let's just press Aldi and extrude faces along normal. Let's extrude this in words like this. Next, I will just press Tab to select hold Alt, select this complete loop and select this one also. Press Control V. And let's bevel this. I think this much is fine. Right-click sheets move. This also enables smooth. Yeah, It is done. I think something like this looks fine. I will just select both of them. Let's press Slash for isolation mode. I will create a duplicate of this. Place it over here, then press Tab enable X-ray. It, scale it up a little bit like this. This one we can use for knives and stuff like that. Let's say this to around a 180 centimeters for the Z. Smith is enough for this one also, I will just increase it a little bit. Maybe around a 120. Yeah, I didn't this much is enough slash to come out of the isolation mode. Let's place them both over here. All right, so next weekend, create maybe a mug. It is a pretty simple probe to create for exquisitely press one. Let's drag and drop this reference image. Press Shift plus S Then selection to cause up a cylinder again, scale this up. I think something like this is fine for step three, for Face Select, let's select this top face and believe this. Also add a solidify modifier, Shade Smooth and enabled auto smooth time. I will just start the bevel modifier to this. Apply the scale. Let's see. Shading too hard and normals and also the school is enabling decrease the development. Something over here. I think something like this is fine. Let's quickly add a single word. 14 vertices select. Place it over here. Just start pressing E to extrude and clear this shape for the handle. Let's enable X-ray. And I will just press straight up like this. Select them both and then plus z. Select them both and then press F to fill in the face plus a to select everything and will thus f. To fill it like this. Next weekend. Maybe just select these vertices, the Shift plus D to duplicate this, place it over here. And you start extruding this out. Now to select them both press F. Now just select this loop. So hold Alt, select this. Press F to first fill in the face. I will put G then move it over here. I will also separate it out. So please be and selection, create both of them as separate objects. Both of them and express slash. And I will just show you how we can use this piece to create a cutout over this one. Now just follow me carefully. First select the object that we want to cut. So I will select this one, press Tab to go into the egg mode of this. Now hold control and select this object like this. There's one for the front view. You can go over to mesh and then select knife project. Now if you just delete this object, you will see we have easily created a cutout like this. So now I can just press X and delete the face. You can see we have created our handle. First, remove this reference image. So press M and move this to reference image collection. Let's just extrude this now. Pretty easy to create. Seven for top few places it at the center. Smooth. This also enabled auto smooth. And if you weren't, we can also add a modifier to this. Enabled harder normals. Let's place it over here, along with all the rest of the prompts rotating by 90 degrees. First I will press a to select everything, press M and move them into the proper set to collection. The next drop is the last drop that I will be creating for this prop set I think is plus three. And we will be creating the salt shakers. So let's just drag and drop them into Blender. I will just select all of it and press H to hide it for now, rest one for the front view. Let's rotate it by 90 degrees. Shift plus S Then selection to close up. Let's start a cylinder now. Let's head over here. Again. This property is also fairly easy to create. Let's select all of them listed over here. Roughly try to match the reference image like this. I'm not really exactly following the reference image, but just trying to get something along the lines of it. Let's just try something like this. I think that looks perfect. Right-click, Right-click and shapes mode. This also enabled, understood. Yeah, I didn't like it looks perfect. I will just new cylinder unless quickly create something for this one. Alright, so I think we are done. I will just move this reference image into the reference image collection. Right-click and shade smooth. This enable auto smooth result plus H to bring everything back. Yeah, let's place it over here. And I think these are the only process that I will be creating because we've seen a kitchen, I think we can go on and non-work creating props and they will never finish. For me, I think these will be enough to populate the scene, but for you, I think you should definitely create some more to give even more details to your scene. That it is really different from lysine. You can try and create some more drops so that you're seeing is a lot more detailed than mine. But yeah, I think these will be enough for placing all the objects all over the scene. Next, let's just prestige, select everything, press M, and move them to prop set two. And now we just need to match the scale. First, select prop set one. This one has first, I will just create a duplicate of this as we did with this offset. I'll just right-click and duplicate collection. Now we will just see we have duplicates of each and every prop. Rename this collection to Prof. set to apply it. Alright, now I will just disable this one. A to select all of them, then press F3 and search for it, convert to mesh. Now all the modifiers have been applied and now let's enable proper set one applied. Just match the scale. I will place them all over here. Let's first select this. And also let's join all the pieces together. These two also over here. Now let us select this risk. Place it over here. Let's see, I will just scale it relative to all the objects. Let's scale it according to this bowl. Let's see, I think I will keep this risk like this in the bowl around the size of this would be fine. Yeah. Next, place it over here and also set the rotation to 0. Next, let's select this mug. Scale it according to the cup. I think the mug should be a little bit larger than the cup. I think this will be fine. Let's go here now. I will just maybe scale it up a little bit more. These two, I will create them according to the spoons and knives, maybe select this bone, Let's rotate it by 90 degrees. Now I can just scale this down according to the school. Something like this will be fine. I think there's 74 top view. Really far away. What headed a spoon to the size of around? Somewhere around. This would be fine. Also, let's place the spoon back over here. I will just take it over here. Also. Let's scale this down. I will just duplicate the night this time. Place it over here, rotate it by 90 degrees. Now, I will scale this one also. Now, like this. Yeah, I think this much will be fine. Also. I think our mortgage really far away, so let's place it over here, 74 top view and let's place them all in a line accordingly. This is fine. I guess. Let's delete this knife. Next, select all of these boxes. Let's rotate them by 90 degrees. Let's see. I think around this swatch size would be enough. Displace it over here. Also, if you feeling size is not right, we can always change it in Unreal Engine. That is no issue. This wooden spoon I will just set according to a normal school, Michelle little bit larger than it around here. Let's place it over here now. These two, I think I will scale them according to the cereal boxes. Yeah, I think this much would be fine. I prophesied is done now. Safe on a blender file select Control plus S. I will also disabled prop sec one. Select all of these press controlling, apply the scale. Also let us check for face orientation. Except these, I think everything is fine. Shift plus end. I think for these boxes because they're hollow, we can see that color over here, but I don't think we need to fix the normals for them because they are fine. If you want to, you can just add a solidify modifier and you will see everything would turn blue, just decrease the scale. I think not having the solidify modifier better, I will just remove it and rest everything is fine. Now the last thing to do is just select all of them. Make sure to apply a material to them, either material, Let's