Learn Blender 3D - Applying Materials to Objects | Joe Baily | Skillshare

Learn Blender 3D - Applying Materials to Objects

Joe Baily

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4 Lessons (26m)
    • 1. Introduction

      1:11
    • 2. Part one

      11:28
    • 3. Part two

      5:42
    • 4. Part three

      7:56

About This Class

In this class we will be learning about how we can create new materials, and apply them to our objects. We will also be learning how to apply a single material to multiple objects, and how to assign multiple materials to a single object.

This class uses the open source software blender 3D and uses version 2.78. The software can be downloaded from the blender.org website. A three button mouse is recommended to use blender easily.

Transcripts

1. Introduction: Hello, guys on Welcome to this blend up free D modeling class in this class, we're going to be learning about how to apply it. Materials to Freedy objects in blender. My name's Joe Bailey, and I'm going to be your instructor for today's class. So what are we going to be learning in this class? Well, we're going to be learning how to create a name of material. We're going to learn how to create multiple materials, how to delete materials that we no longer want to use. How to assign a material to an objects, how to make a copy over material, how to assign a material to multiple objects on how to assign multiple materials to a single objects with them. Gonna have an end of class projects where you guys are going to be putting into practice the things that were going to be learning in class. So I'll see you guys in the next lecture 2. Part one: I got us in this let shot, we're going to beat learning how to creates a material in blender naming our material and also how we can create multiple materials on a single object. So the focus here is going to be on simply applying to the objects. So we're not gonna go into too much detail on the materials themselves. But basically, a material is thesis surface of an object and the material type will change how the objects responds to light sources. So materials are focused on the reflections and how the color scheme works when light is hitting the objects. So what we're going to be doing in this course is we're gonna be focusing on giving our objects that ability to react to light sources by giving them materials. So the first thing we're going to do is we're going to be creating a material full hour objects. Now the lending engine it I'm using is cycles. Wenda lender has multiple rendering engines, each with its bone closing corns. If you have it sets a blend Orender. Then you can keep your on blender and that since there's not really much difference between the two in terms of what we're doing with this class. However, if you want to follow along completely, then I suggest you use the cycles render engine, which is what I'm using. Now we're going to add a material to this cube objects. So I'm going to do is I'm going to scroll up or my scroll wheel on my mouse and this makes our object bigger. Next, I'm going to go on, press the spotting it down here on left click, and I'm gonna change my few port shading to lended. This allows me to few my objects as if it was actually rendered as an image. So before I can start applying materials to my objects, I'm gonna need to sort out my lighting because it's a little bit land a moment should There were two things that I'm gonna dio I'm gonna go back into solid few on the first I'm gonna do is we're gonna set up a plane for ask you to sit on. This is very important. When you're working with materials as you want to see how those materials react in an environment, we're gonna go shift on day one. We're gonna go mesh. Add plain. So again on a keyboard, it's shift on a at the same time to go into the add a menu, and then I'm going to select plane. I'm then going to hit the s key, which is the key for scaling. So s on my keyboard. I'm going to scale it by 10 and press enter now. I'm just gonna drag that down until it's just below our he next. I'm gonna assume out I'm going to select this thing here. This is our light source. This is all. I'm gonna go to my properties panel now, which is located on this side off the blender interface. We're just gonna do like this panel out. So gonna hold over the intersection left. Tick on, drug out. Next, I'm going to select this little icon here. This is the data tab for our lamp. By the way, to select an object, we must right click, not electric left clicking moves. This little Freedy cursor light clicking actually selects the objects. So we're gonna make sure that our lamp is selected. Go to the lamps data tab in this properties panel and we're going to click this use knows button. We're gonna change this size of island. First of also against left kick on, we're gonna use the value of 0.6 and enter. We're also going to use a strength value off 1500. Now, if we go into rendered shading again, we can see that we have much more light in our scene that we can use, which is excellence. And now we can look at applying eight material. So I'm gonna go back into solid of you on The reason why I'm going back into sort of you is because I don't want to just stay in rendered view when I don't have to. Because one disadvantage of being in rent view is that it will slow down blender. And it was slow down your computer because it's trying to render an image to stop this process from happening. We're going to go to the render tab, which is here in the properties panel on. We're going to scroll down and you can only do this if you are using cycles. Render if you're using the blender, render engine. You're actually not gonna have this problem. It's only with cycles. Wonder that you really have this issue. So in cycles, Wenda, I'm going to left click on sampling, which brings out the something menu on there'll be an option for samples. We're gonna change the preview value from 32. And that should help reduce the amount of time that it takes to window our image because it's taking samples each time. There we go. So now what we're gonna do is we're going to select our Cuba by right clicking. It would go up here. We can see it selected because it's highlighted in what? And then in this properties panel, we're going to come over to this little tab here that looks like a reddish fall. This is that material tub Now on default, Blenda already gives our default object its own Teoh. If we click on the plane, however we can see it does not have a material. Only the default object has a material at Star. So what we're gonna do is we're not gonna give interior to our plane. So going to right, click on in order to give a material, we're just going to click on this new button, which gives us the ability to add a new materials once we've done that. He adds the new TV in which in this case is titled material got 001 So now we know how to create a new material for an object. But what about naming? Well, what I'm gonna do isn't gonna click on like you on in order to name our objects. The easiest going to do it is to click on the name it's located here which says material and less click. Now I can name them to do whatever I want. So I'm going to name it are to its object. So I'm going to name the material que and answer. Now our material has its own name, so its name is a reference to the object that's being applied to. Now I'm going to do the same thing with our plane. So I'm going to use, like, click left, click on the names self armed with guns and nine this material plain and answer. And now we can see that's this material is called plane. Now I'm going to select Marquis begin. The final thing with guns do now in this video is we're going to HUD's an additional object . So we have a look at our targets for this lecture. We're going to be creating multiple materials. So how do we do that? Well, it's very simple because we've already done it before. When we had our plane, we had the ability down here to Adam your material. We don't have that ability anymore because there's in a material already here, but we still do if we come up to here with this plus button. So what we have in this box are materials in their material slots. An object can have as many material slots as you like. To add a material snow. Simply click on this plus button with left click. This adds a new material. Slow note. It was no at a new material. It just adds a slot so that we can press new. And now we have a material in that material slop. If we press plus again, he gives us another material slot for us to add another material. So what I'm going to do now is under Scranton Main these materials. So when I click on this one on, we'll just nine this and what I'll do is I'll just give this a blue color, then will. So that this one and then we're gonna nine itch What? And give it a red color notes that even dough we now have free materials full hour queue. Only the first material is applied by default. Only the first material inthe e selection will be applied to the object itself. We can use thes al Okies. Change the active material higher Laki. So we pressed down. We can move the keep down one and against whatever selected we can move up and down the hierarchy. Despite that dough, this does not change the color off our cube because the active material is still our key material. So that's just the little things. Keep in mind that even though you have multiple materials, it doesn't straight way. A sign knows materials to your objects. We have to use do that by other means. But that's it for this lecture to review. We now know how to add a new material to on objects. We know how to name our what materials Onda. We also know how to create multiple materials. Thanks guys on I'll see in the next video 3. Part two: in this video, we're going to be learning how to assign a material to an object if it's not already assigned how to delete a material that we no longer require and how to make a copy off a material. So what we'll be doing, first of all, is assigning material to an object. So, for example, without Cube, we created free separate materials. But if we go into lended vieux port shading, we can see that the Q one is company connected to the object. But we don't know how to make these red and blue ones visible. To do that. What we have to do is I'm gonna go back into solid few year. It's we have to go into edit mode, first of all, so we'll click down here and select any mold. Next, we're gonna make sure that everything is selected. We're then going to click on our blue material, and then we're going to click a sign as soon as we do that. If we go back to rendered few, we can now see the Al Q has been given the blue material. If we click on the reds and click a sign, then now the red material is applied. I also know that we have these selected diesel its bonds. These are selections halls that allow us to select geometry based on the material that has been applied to them. For example, currently we have everything set to read, so we go back into solid few. Here we can see everything selected. If I select D Select, so I could that be set on everything gets the selected for our kids. If I click on the selective button, then everything has selected again. But if I was Detroit's with the Cube but cereal, nothing will happen because the material for Q is not currently assigned to the object. It's only with the assigned material, which is the red material in this case that I can select in thes select geometry. But now we know that if we can select on a material and put a sign in edit mode, it would've saw in that material. But wait is a trip. If we're going to rendered pupil shading now, just assigned the Cuban cereal to our objects. If I go to ended few, it's still red. The reason why is because when we're in edit mode, we must make sure that the entire object is selected. So to do that, I'm going to go to Red again. Click Select, then click the queue on the sign. Now, if I go to lended few court shading, the Q color has been assigned. So now we know how to assign him a tool to an object. Next, what we're going to be doing is regards beat, deleting a material that we no longer want to the use. So I'm gonna go back into object mode and we're going to get rid of this Reds material. So granted, left click on it. And to get rid of a material, we simply come down and we press this XK that gets rid of the material. But it does not get rid of the material slot. If we want to get rid of the material slot, we have to come over here and press this minus key. This removes the material slots. So now we just have all key amply materials. Finally, we're going to make a copy of my material. So how do we do this? Well, to make a copy off our cube material so that we can use that copy. We're going to Adama to show on before we do anything tells Instead of clicking new this time, I'm gonna click on this button here which has browse material to be linked. Now, you're not gonna have a with these because I was just doing a bit of testing in my own time . But basically, we have thes different materials on. We're gonna find the one that we want to duplicate. Just down here is the one that saved just kids and left. Click. So now I've got my cue and I've also got my cube again. So I've got to materialise lots of the same material to make a copy, a duplicate of the material. I'm going to click on this last button and it gives it a new name. So in this case for May, it's cute 0.7 because I've already done this several times. But now liken left click. And I can name this Let's say dark green and answer. And then I've got my base screen color, and I can just make it darker. So now I've got a dark, clean version off my original material. So there we go in this lip. Let shot. We've learned her to a sign of material to an object. How to delete a material that we no longer require on how to make a copy off that material . Thanks, guys. And I'll see you in the next video. 4. Part three: our guys in this lecture off the lender Freedy class on Apply Matier was an objects where gains be learning how to assign a material to multiple objects and also how to assign a multiple materials to a single object. So, first of all, how can we sign a single material to multiple objects in a sane Well, the process is actually very straightforward. So say we wanted to give a lot of the objects around our saying I blue collar. So what I'm gonna do is I'm gonna create several different objects. I'm going to go toothy admin, you mish on what had ourselves a UV sphere. We'll just move on Freedy curse around a bit. We're gonna add a tourist, Andi, we'll add a monkey. So they said a monkey. There we go. Excellent. So we go into lend a few, then we can see that at the moment off these four objects, not including the plane which does have a material only the cube has a material. So let's see if we can get bean tree toe, have a blue material. So what we're gonna be doing is actually I'm gonna just move my tourists a bit because I think it's Yeah, it's far too close to the light that makes it so weird Effects double check that. Okay, that looks a little bare. And I'm also just going to move my monkey heads. Justin was a little bit just so it gets a little bit more that light. Okay, so I'm on my monkey head, mish, at the moment, it company has no materials. If I go down to this box here, I actually find all of the materials that I had already created for my cube objects. That's because when we create the material, the material is saved with the blend file, but not necessarily just the object. That means that we can use a single material across as many objects as we like. So I can slept blue. And that gives our monkey mesh material slow with the blue material in that material saw if we do the same with the tourists to select blue and then finally with the UV sphere, they're given that same color. We can also know how many objects are using material by looking at a number next to the name of that material. In this case, we have four objects that have blue connected to them. If we come into lended for you, we will see the only free objects of blue. This number doesn't tell us which objects have blue assigned. It just tells us which objects have the blue ity or connected to it. So without cube objects, even dough the cube material is assigned, we still have the blue material in one off the material slots for that cube, which is why we get the number four the user data. So now we know that we can assign a single material to multiple objects. But what about the reverse effect? What about applying multiple materials to a single objects? Want to do that again? Could be very easy. We already know that if we go into edit mode and avance higher object selected, we can assign a material to the object. But it doesn't have to be the entire object if I go into face select mode here. So I'm gonna click on this, button it down here to go into face, select and select this top face. I'm going to then click a sign for keys. So I'm gonna click a sign and then I was quick on this face here, select blue and click a sign. Then I'm going to select this face, go down to dark green and click a sign now before going to rendered few. I've got thes selector, weapon click on keep and now if I press select, we'll notice that not being a lengthy queue object has Bean selected. Two of our faces are have not been selected, and that's because this material has no longer being assigned to those two faces. If I click on Blue and click select, it selects that face. However, with this method of selection, it does not be select. The other materials have already been selected, so now we have both the cube on Blue Materials selected. We could be select so going to Cuba and be select. And now if I go to dark green and select, it selects any faces with the dark green material said Now, for the moment of truth, has it done what we wanted it to has it assigned free, different materials to the same object we're going to go into rendered few bore shading and there we go accents and now we have free different materials applied. We can also edit these in real time if it will allow us to. Of course, obviously blender can slow down in few people rendering, so I'm going to select color on Let's give our face a brighter yellow color and we just have a look. We just let it render just for a little bit. You can just about see that we've now got a yellowish color in place of that dark green. So now we know how to apply a single material to multiple objects or multiple materials to a single object, or you could do both. So my challenge, youn guys, now is as your project for this class creates on objects like a UBC feel. Clinton create multiple objects such as the UV sphere, the tours, the monkey create any objects that you like and practice all the things that you've learned in this class. So practice supplying materials toe objects. Fact is supplying molt or materials to the same object. For me, that's probably the one that will need the most practice. Just getting used to be able to assign materials to parts of an object well done, the whole thing, but thanks so much. Guys, I hope you've enjoyed this class and that you've learned a lot in how we can apply it. Materials to objects in blender. Andi, I'll see you next time.