3D Modeling for Beginners in Blender - 3D Models for Games and Rendering | Mika Jäntti | Skillshare

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3D Modeling for Beginners in Blender - 3D Models for Games and Rendering

teacher avatar Mika Jäntti, Game Development | Coding | 3D Graphics

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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

41 Lessons (1h 51m)
    • 1. Learn 3D Modeling Today!

      0:39
    • 2. Course Objective

      0:44
    • 3. Primitive Shapes in Blender

      0:37
    • 4. Geometry of 3D Models

      3:44
    • 5. Low Poly VS High Poly

      2:23
    • 6. Downloading and Installing Blender

      0:43
    • 7. Introduction to Blender

      1:22
    • 8. Object Mode in Blender

      5:47
    • 9. Edit Mode in Blender

      4:01
    • 10. Blocky Chair

      2:29
    • 11. Blocky Sign

      2:14
    • 12. Blocky Candle

      1:12
    • 13. Recap

      2:44
    • 14. Beginner's Common Mistakes

      2:05
    • 15. General Tips for 3D Modeling

      3:29
    • 16. Low Poly Crate

      1:29
    • 17. Low Poly Barrel

      4:24
    • 18. Recap

      1:38
    • 19. Adding Materials to 3D Models

      3:06
    • 20. Importing Models to Unity

      2:20
    • 21. Checklist for Exporting Assets

      4:46
    • 22. Bevel

      2:11
    • 23. Subdivision Surface

      2:38
    • 24. Solidify

      1:05
    • 25. Array

      1:56
    • 26. Boolean

      1:07
    • 27. Mirror

      2:20
    • 28. Low Poly Tree

      7:41
    • 29. Low Poly Axe

      6:36
    • 30. Terrain

      2:09
    • 31. Recap

      3:15
    • 32. Assignment - Rubik's Cube

      1:00
    • 33. Solution - Rubik's Cube

      3:50
    • 34. Assignment - Traffic Cone

      0:42
    • 35. Solution - Traffic Cone

      4:51
    • 36. High Poly Coffee Table

      7:13
    • 37. Realistic Materials to a 3D Model

      1:42
    • 38. Lighting the Scene

      4:52
    • 39. Setting up the Camera

      1:28
    • 40. Rendering the View into an Image

      1:52
    • 41. What Next?

      0:28
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About This Class

This is the starting point for your journey as a 3D artist. After this course, you'll be able to make 3D models for both video games and image and 3D animation rendering. The 3D modeling process is pretty much the same for 3D printing and motion graphics as well. The main point is to master the fundamentals of 3D modeling well and that's why you're here!

2 hours of high quality content where we'll go straight to the point. I've designed this course to teach you all the main features of 3D modeling as accurately as possible through a lot of repetition and with interesting modeling exercises. The difficulty level of the exercises increases as the course progresses. You don't have to take a 20-hour course to learn something you can learn in just two hours!

What you'll learn:

  • how to make game assets for game engines like Unity and Unreal

  • how to make low and high poly models

  • the most important modifiers that speeds up and makes your work much easier

  • how to add different materials to 3D models

  • how to light the environment

  • how to set up a camera before rendering

  • how to render an image of a 3D environment

  • how to optimize the rendering settings for high quality renders that won't take too long to render

  • the most common mistakes beginners make in 3D modeling and how to solve them

  • general tips for speeding up 3D modeling

  • the main keyboard shortcuts for 3D modeling in Blender

  • making a 3D model from different primitive shapes

  • for what purpose different types of 3D models are used

  • what the geometry of the three-dimensional model consist of

  • how to navigate in the Blender interface

Meet Your Teacher

Teacher Profile Image

Mika Jäntti

Game Development | Coding | 3D Graphics

Teacher

I teach skills such as Game Development, Coding, and 3D Graphics. My goal is to create high-quality content where I always get straight to the point. In addition to online courses, I develop and publish PC games on Steam. Make sure to follow me here so you'll know when I publish a new course. Thanks!

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Transcripts

1. Learn 3D Modeling Today!: In this course, you'll learn 3D modelling, which is a very relevant skill. In today's world, 3D models are used basically everywhere, e.g. in commercials, movies, product development, 3D printing, and of course, video games. If you're a creative person, I highly recommend you to learn this skill as it opens so many doors in your life, 3D modeling is one of those skills that doesn't require school education. Everything related to treat the modelling and blender can be learned online. So enroll in the course and let's get started. 2. Course Objective: This is the course for you. If you feel like every other tutorial out there is progressing way too fast. I've designed this course to make sure nobody falls by the wayside, by progressing in a very logical order and going through the most important features as accurately as possible, you can obviously skip a particular video if you feel like you've learned this subject already, modules made in the course can be downloaded from the resources of each lecture. The most important part of this journey is the beginning. Once you have a solid foundation of knowledge in 3D modeling, you can take your learning wherever you want. Let's begin. 3. Primitive Shapes in Blender: Before we get into action, let's go through a bit of theory that will help us later on when creating 3D models. Before modelling, it's wise to think of which primitive shape should we start with? If we want to model a house, we find that it consists mainly of cubes. So we would start our work from a cube. If, on the other hand, we wanted to make a street lamp, we will start with a cylinder. Task, two most common primitive shapes, our cube and cylinder. 4. Geometry of 3D Models: In 3D graphics, the geometry of the models consists of vertices, edges, and faces. Vertices is a point in the 3D space. An edge is what we get when we connect two vertices. If we connect three vertices, will get a face. Now we have three vertices, three edges, and one face. Phase consists of at least three vertices. Such a phase is called a triangle. If a phase consists of four vertices, it's called a quad. If a face has five or more vertices, then it is called an end gone. The total amount of triangles in the model tells us how complex the model is. You'll often hear words such as try count. But should we work with triangles, quads or n goes? It doesn't matter because once we render the module or import it to a game engine, it will be converted to triangles. Here is a primitive cube. Take cube has six sides, so it has six phases. The phases are all watts. There is an edge between each base. Each edge begins and ends to avert this. Here is a primitive cylinder. The cylinder differs considerably from the queue. It has a face made up of several vertices above and below it. Those two phases are guns. There are also faces on the side of the cylinder that are watts. On its side. It can have little faces, lots of phases or something in-between. This determines how smooth the cylinders side is. Let's take a closer look on the geometry of a primitive cube and cylinder. These values that I'm about to say are not important to remember. We just want to make a little comparison between the two shapes. The cube has eight vertices. This cylinder, 64. There are 12 edges in the cube, 96 in the cylinder. The cube has six faces. It's cylinder 34. But what about the number of triangles? There are 12 triangles in the cube because it consisted of six squads that were split in half, turning one quad into two triangles. This also happened through the faces on the side of the cylinder, but the faces on the top and the bottom became messy as day where n guns there are a total of 124 triangles in the cylinder. You often hear people talk about low and high poly models. Globally means that the number of triangles in the model is low and high. Bali that there are a lot of triangles. But why would anyone want to use low balling models? Since high boiling models look so much better because of their details. 5. Low Poly VS High Poly: Globally, models are used in video games because game engines use real time rendering. In real-time rendering, the computer trials that 3D models, along with the lights that affect them, and the shadows created by the models every frame, most often 60 times per second for the player to see. The more complex the models are, the longer it takes to render them. If the user has a slow computer that isn't able to render a frame in less than the refresh rate of the monitor, the user will experience graphic lag. This is while Ople and models are used in video games. But how many triangles does low poly models usually have? Take for example, two extremes. Her main character controlled by the player and Iraq indeed environment. The character is important as there is only one of them and it's usually very close to their camera. The triangle count of the character may be something between two thousand and twenty thousand. For a mobile games, it's usually no more than a couple of thousand. The triangle count of the rock far in the background may be as low as two, but as the player walks closer to it, geometry can gradually increase using the techniques provided by the game engine. So what are high Bala models used for? Well, for example, for images and animations rendered in 3D graphics software such as blender. Blender has its own render engine called cycles, that uses a different technique for rendering. This technique is more accurate, but the rendering process takes much more time. In blender. It's also possible to render with real-time technique using the EV engine. But the end result is almost never as good as the output rendered with the cycles engine. The render images and animations. It's enough that we, the artist, have a powerful computer because they're rendered image or video file can be viewed even on an old smartphone. But now it's the time to start creating 3D models. 6. Downloading and Installing Blender: Let's get started by downloading blender. Searched for it, go to the download page, and start downloading. Opened at the installer. And choose next. Accept the terms and choose next next. Install. Yes. And finish. Open blender. 7. Introduction to Blender: We'll now go through the basic functions of 3D modeling in Blender. We recommend that you repeat the functions performed in each video and practice them a lot so that they stick in your mind. Here, we have a 3D window where we'll spend most of our time. In the 3D window, you can rotate your viewport by holding down the middle mouse button while moving the mouse. If you're a mouse, doesn't have a middle mouse button, you're gonna use to catch it in the upper right corner of the three-day window. We can pan by pressing the Shift button, the same time as the middle mouse button. You can also do the same with the hand button below the catch it. You can tune in and out with the mouse wheel. You can also do them with the magnifying glass button below the catch it. The key is pressed in the videos appear in the lower left corner of the three-day window. 8. Object Mode in Blender: Currently, there are three objects in the 3D space. A camera, a cube, and a light source. You can select an object with the left mouse button. The selected object has a yellow outline. As the name implies, 3D space has three axis, x, y, and sit. The X-axis is read. Why is green? And said is blue? The axis can be seen from the catch it in the upper right corner of the 3D window. We again move the selected object by activating the Move tool from the left side of the 3D window, three arrows appear on the object from which we can move the object along its corresponding axes by holding down the left mouse button. When we release the left mouse button, the objects remains in the new position. If we press the right mouse button while moving the object, the action is cancelled completely. We'll use the right mouse button, alot as eats used the cancel any action. So keep that in mind. You can rotate an object. I activating the rotate tool. These time, three circles appear on the object. When we rotate the object with the red circle, the object rotates along the x axis. The green circle rotates the object along the y-axis and the blue one on the set axis. The object can be resized by activating the scale tool. Box headed arrows scale the object on a specific axis. We can also scale the object on all axes simultaneously by using the white circle around the object. While using the tools I just mentioned is a workable way of doing things. It makes more sense to use keyboard shortcuts. We get so much more done when we don't have to constantly suites from one tool to another to hide the arrows and circles on top of the object selected top option on the left. Let's now go through the same functions, but with the keyboard shortcuts, you can move an object with G. After Paris in G, we can choose which axis we move the object on. If we want to move the object on the x-axis, we press x. That is g, followed by either x, y or said. Another way to select an axis is to hold down the middle mouse button while moving the mouse along a specific axis. The object can be rotate with the keyboard shortcut are after pressing R, We select the axis in which direction we want to rotate the object, that is our, followed by either x, y, or a set. The same principles as for moving the object. The scale of the object can be changed with the keyboard shortcut as we can scale the object on each axis simultaneously or individually were axis. Try to remember these three axes and their colors. It's good to memorize the keyboard shortcuts, but at this point, you can use the least of shortcuts either made that you can download from the resources in this section through a couple of other shortcuts. Now, we can delayed the selected object by pressing X and then the left mouse button to confirm the deletion. We can add a new object with shift a, we get a menu from which we can choose which primitive shape we want to add to the 3D space at a couple of different shapes from the mesh category. Let's now move, rotate and scale them randomly with G, R, and S. Select them individually and delayed them by pressing X and confirming that illusion with the left mouse button. If we make a mistake while working, we can go back by pressing control set. If you haven't already downloaded the list of keyboard shortcuts, download to eat. Now, if you feel like you need a bit more practice before continuing, you can pause the video and keep playing around in the 3D space with these shortcuts. 9. Edit Mode in Blender: So far, we've only been in the object mode. We can see the current mode in the upper left corner of the 3D window. Let's now switch to edit mode. Shortcut was switching between object and edit mode is the tab key. We find that once we switch to edit mode, the vertices of the cube appear. We talked about vertices, edges, and faces before. In the upper left corner of the 3D window, we see three small buttons. These brothers tell us whether we are currently editing vertices or phases of the object. With the short cuts 123, we again quickly change the geometry editing mode of the object. With one, we can edit the vertices with two h's and with three phases. Verse three, to activate the face editing mode, select one of the phases of the cube. Just as we moved, rotated, and scaled the entire object. We're gonna do the same for a single phase. Now switch to the edge editing mode with two and select one of the edges. We can obviously move, rotate and scale the edge is two. Press one to activate the Verdi's editing mode and select one of the vertices. We can only edit vertices by moving them, rotating or scaling doesn't apply to vertices. We can select multiple vertices, edges or faces by holding down Shift while selecting with the left mouse button, we find that the most recently selected word is H, or a face is white when the previously selected ones are orange. If we select two connected vertices, it's the same thing as if we selected one edge. If we select four connected vertices or edges, it's the same thing as if we selected one phase. This is how we can edit multiple vertices, edges, or faces at once. If we want to select all of them, we press a. If we want to de-select everything, we abreast out a. Now let's return to the object mode by pressing Tab, duplicate an object by pressing Shift de Paris, the left mouse button to set a new location for it, or the right mouse button to return it to its original location. The same thing can be done by copying an object with Control C and pasting it with Control V. Just like we selected multiple vertices, edges, and faces, we can select multiple objects by holding down Shift while selecting with the left mouse button. We can also select multiple objects by holding down the left mouse button and I'm moving the mouse. The outline of the most recently selected object is yellow. When the others have orange outlines. We can select all the objects with a D, select with odd a. As we can see, many functions that work in the Edit mode. I also work in the object mode. The rest of the most essential functions and keyboard shortcuts will be covered in the future exercises. Again, if you feel like you need more practice before continuing, you can pause the video and learn how to use the shortcuts. 10. Blocky Chair: We're now ready to start creating 3D models. We'll start off with a really simple model. This chair, this model is basically a cube that lacks a quarter of its structure. So we know we shape, we should start with, if you don't have a cube in the space, create one by pressing Shift a suites to edit mode with dab. We're going to create a loop cut around the cube with control are, as we move our mouse over the object, we can decide where to add the loop. Let's make it vertical. When we press the left mouse button, the loop guard is added to the selected position. Now we can still slide that will lead to a more precise position. By moving, our mouse, will press the right mouse button to cancel this action so that the loop guard stays at its default position. Creating loops that go around an object is that easy? Let's make another loop got, but this time a horizontal one. Press control are select a position with left mouse button and cancel the sliding with right mouse button. Now we just need to delayed a couple of phases to make the object a chair like shape. Makes sure your interface editing mode by pressing three, select one of the phases and then holding down Shift, select the rest of the phases that are in the upper left side of the cube. Paris acts and choose phases to delayed deselected phases. The chair is almost ready. We just need the field, those holes. Press one to activate the Verdi's editing mode. Select one vertice and holding down Shift, select three more vertices. Now press F to connect them to make a new phase. Do the same for the remaining forward is, is makes sure you don't have the previous vertices selected. But the new four vertices, brisk f, the field, the whole, the chair is now ready. You can suite spec to object mode with dab. Do admire it. 11. Blocky Sign: Let's make another simple model. These sign, it seems to consist of two cubes of different sizes. Let's make the bigger cube. First. Create a new cube with shift a. We're going to scale this cube in object mode. Press S x, and move your mouse until you are satisfied with the thickness of the cube. Now make it 1000 flatter with S set. Next we'll create the smaller cube. Instead of creating a completely new cube, we are going to extrude or cube out of the bigger cube. Switch to edit mode with tab. Let's start by adding a vertical cut by pressing control are. This time, we'll create two loop cuts instead of one. Before you click the left mouse button, you can change the number of cuts by scrolling the mouse wheel. If you don't have a wheel on your mouse, you can use the page up and page down keys. Create two loop guts with the left mouse button and then the right mouse button. The set them to their default position. Make sure you don't deselect them. Now we just need to get them closer together. We could move them individually, but it's better to scale both of them inverts so that we're able to create a symmetrical sign with the loop gets selected breast S, Y to scale them closer together. Make sure you're in the face editing mode by addressing three and select the small phase on the bottom of the cube that we just created with R2 loop guts, we can extrude new geometry from the selected geometry by addressing e. In this case, the new geometry automatically moves on the set axis, bring it down a bit. Our sign is ready. 12. Blocky Candle: Our third model is the simple candle. It's also done on the basis of a cube. Let's add one with shift a, scaling down on all axis with S. Then scale it down only on this set axis with S. Set. Our candle stand is ready. Now we'll create the candle itself. Let's switch to edit mode with makes sure you're editing its phases by bracing three, select its top face and press i to insert a new phase inside the selected face. Make the new phase a bit smaller than the previous one. Now extrude new geometry from the selected phase by pressing E and moving your mouse upwards. We'll just need the week of the candle and we'll be ready. Press I once more and make the new phase small. Press E and bring the new geometry up slightly. Our candle is ready. 13. Recap: Let's go through a short recap. The left mouse button is usually used to confirm an action. The right mouse button does the opposite. It cancels the action. As said before, many of the functions work in both the object and the edit mode. You can check from the shortcut list if a function can only be performed in a certain mode, you can move objects, vertices, edges, and faces. With G. G stands for grab. You can rotate the selected object or geometry with our, our means, rotate objects and geometry can be scaled to with S. S stands for scale. Of course. Adding a new primitive shape is as easy as pressing Shift a. We can delayed the selected object or geometry with X into edit mode. We need to select whether we want to delete vertices, edges, or faces. If you make a mistake while working, you can undo an action by pressing control set. You can switch between the object and the edit mode. With dab. In edit mode, we can access the various editing mode by pressing one to access the edge editing mode repressed two. And for the phase editing mode, we oppress three. We can select multiple objects, vertices, edges, or faces holding down shift. You can duplicate an object, Verdi's H or phase by pressing Shift d. In the object mode, you can copy an object with Control C and paste it with Control V. You can select everything with a and D, select everything with alt a. Into edit mode. You can add a new loop gut to the object. With control are you can decide how many cards you want to add using the mouse wheel. You can connect vertices and edges with F DMAIC phases. You can insert a new phase inside this elected phase with I. You can extrude new vertices, edges, or faces from the selected geometry with IE. 14. Beginner's Common Mistakes: Let's go through the most common mistakes a beginner makes while 3D modelling. Trying to do something into object mode, when it should be done into edit mode and vice versa. Trying to do something into wrong Geometry Editing mode. You may have accidentally activated a setting that makes your work impossible. In such situations, you may want to copy the existing object into object mode by pressing Control C and paste it into a new blender file. By pressing control V, you will cancel the extruding action, in which case the new geometry is still created while remaining in the same location as the previous one. In this case, you get overlapping vertices. That is usually no good. You can remove are overlapping vertices into edit mode by selecting the entire object with a Addressing em and selecting by distance. You may have removed the object's geometric completely in the Edit mode, leaving nothing visible in the 3D space, but the object is still there. We see the object in the outline, our window, where we can select it. After which we can delete it. You may have accidentally moved the 3D cursor somewhere far away so that the new objects that you add do not appear. The reset, the 3D cursor position, press Shift S and select cursor to word or reaching. When we add new objects, they appear at the 3D cursor position. 15. General Tips for 3D Modeling: You may have noticed Blender has a lot of different features. However, many of them are not essential for 3D modeller. Let's see which features are relevant and which are not. Because we use keyboard shortcuts, we don't need the toolbar on the left side of the three-day window. We can hide it with T. When we want to see the values of an object, we press n to open the side panel of the three-day window. In object mode, we can change the values of the object directly. If we want to reset its values, we're going to use the keyboard shortcuts to do so. Note that this only works for changes made in the object mode. Press Alt G three is at its location. Out are the reads at the rotation of the object. And S three set the scale values. In the upper right corner of the interface, we have the outliner window. Objects in the 3D space are displayed in the outliner. You can use it, for example, to hide and unhide objects. Objects can also be hidden. An unhidden with keyboard shortcuts, just select an object and breast h into 3D window to unhide all the objects, press up h. In addition to hiding objects, we can also hide geometry in edit mode. Select vertices, edges or faces, and hide them with H. Unhide everything with up h. Below the outliner window is the Properties window. It's first few dabs are used for rendering. The Object Properties tab contains all objects specific settings, not used often. The modifier properties is a pretty important tap. From this step, we can add modifiers to the objects, which makes our work much easier. Below the modifier properties, tap R3 adapts that are not relevant to this course. The Object Data tab has more objects specific settings used in some cases. Then we have the material property step. From this step, we can sit materials for the object. At the top of the interface are then different interface layouts for different tasks. The default layout is good for 3D modelling, so key bits selected. The window below the three-day window is Timeline by default. If at some point we need a window that is not currently open, weekend suites, the timeline window to it. For example, we can select the shader window from which we can further edit the material placed on the model. If for some reason you don't like to starting screen with a camera, a cube, and a light source. You can delete them and create a new startup file. This will also save any interface layout changes we make. Go to File. Defaults. Save startup file and press the left mouse button with blender, with control Q. And open eat again. There we go. 16. Low Poly Crate: Next we'll make this low Pollock rate. It's a simple model, but it takes a small trick to do. Create a new tube with shift a switch to the edit mode. With that, make sure that you have selected the entire cube with a press I twice to insert a new phase inside each selected phase. Use it. See the words individually on at the top of the three-day window. Move your mouse closer to the center of the cube to make the new phase is a bit smaller than the previous ones. Also makes sure you don't deselect anything. Press E to extrude new geometry from the selected faces. Pressed the right mouse button to set the new geometry on the top of the original geometry. In other words, cancel the action. We are not going to scale the phases by pressing S alone because then the inner edges wouldn't become exactly 90 degrees. We press out as to keep the edge is at 90 degrees. Without s, We can shrink or fatten the selected geometry. To save the model. Breast Control S will need it later on. Name it great. 17. Low Poly Barrel: For the first time, let's start off with a cylinder. We're going to create a low polypyrrole. This is already a slightly more challenging model. So if you fail at some point, don't worry, you can always start or create a new cylinder with shift a. As we can see, the default cylinder is not really low poly, as it has a lot of faces on its side. As soon as we add a new shape, VC, a button in the lower left corner of the 3D window that says add cylinder or whatever the shape is. Note that if we do something to button will disappear. So as soon as we add a new cylinder, lets open dad cylinder menu, there are a few settings in the menu. Let's decrease the number of vertices in the cylinder to make our cylinder low poly changed the number of vertices to eight. There we go. First, we should start by shaping the cylinder more barrel-shaped. Sweets do the edit mode with the app. We want the cylinder to be wider in the middle. We can do that by adding a loop guard to its center with control, our press the left mouse button and then the right mouse button to reset the loop guts position. You can select a loop guard holding down out while clicking with the left mouse button. Scale the loop got to be a little bit bigger. With S. Our barrel is bit two flat at the moment. Switch to the object mode and scale it on the CIT axis by pressing as set. Switch back to the edit mode. At two more loop cuts with control are reset their position with the right mouse button. We can select multiple cuts, holding down Shift and clicking with the left mouse button. Select a new loop guts and scale them a bit. Next we add the cavities above and below the barrel. Makes sure you're editing its phases by pressing three. Select the phase above it, and then holding down Shift, select the one below it. Now that you have both faces selected. I to insert new faces inside the selected phases. Then press E to extrude new geometry. And right after that rest, S set to scale them along the set axis. Lastly, we add two metal hoops to the Barrow. Make sure you're editing the objects edges by pressing into selects one of the two new loop guts breaks out and the left mouse button so that our other selections disappear. Then holding down, shift out, select the other loop cut. We are going to use a small trick here to duplicate the selected loops. Breast Control B, to do it, move your mouse to define the width of the hoops and press the left mouse button. Control B is usually used to round any edges of an object. Now raise E to extrude new geometry and dried after that breast the right mouse button to cancel the position. When we tried to scale the hoops with S or S, we find that neither option gives us the desired outcome. We have to try something else. Let's try s. And right after that shift said, There we go. Using sift set, we scale the selected geometry on our axes except set. Same goes for x and y. If we want the scale that geometry on all axes except x, we press S And after that shift x, let's save the model with Control S. We allow us on it, this one later, name it barrel. 18. Recap: It's time for a quick recap. You can select a loop without and the left mouse button. Clicking the right point to select the desired loop requires a bit practice. You can select multiple lobe cuts by holding down Shift Alt and selecting with the left mouse button. As said before, you can round the edges of an object with Control B. You can also use it to duplicate the selected loops. For example, inserting new phases to this elected phases is done with eye. If you want the new faces to appear inside the selected phases separately, breast I twice. You can scale an object or geometry in a couple of different ways. You are already familiar with normal scaling with AES. And other way the scale geometry is by pressing out as these is used to shrink or fatten the object. The third way, the scale geometry, exclusive scaling. These way you can scale an object or a geometry onto axis only this Gail geometry with only the acts and set axis, you must press S followed by shift. Why? The save the object pressed Control S. 19. Adding Materials to 3D Models: These scores, we won't go through the texturing process of an object, but you will learn how to assign different materials to them. The crate and the barrier models we did earlier could be good for a low poly, role-playing game made with a game engine like Unity. Let's prepare them as game assets for us. Such game Open the barrel model we made earlier. Make sure you have selected the barrel objects. Navigate to the material properties tab. As you can see, the material at least is empty. Create a new material by pressing the New button. The default name of the new material is material. We can rename it by double-clicking it. Let's name it would. Inside the surface section, we see the shader that the material uses. The default shader is called principled BSD F. A little lower, you find the base color setting where we can change the color of the material, press it to open the color selection tool, change the color to light brown. The model is currently using our new material, but we can't see it because we're in the wrong drawing mode. So far, we've only been in the solid drawing mode over your mouse, over the 3D window and breast zed to open the drawing mode, selection, select material preview. Next we'll add another material for the hoops. These time, the material list is not empty, so we have to press a small plus sign to create a new material. Then we'll oppress the New button, rename it metal. To assign different materials, do a specific part of the module, we'll have to switch edit mode with TAB. Keep in mind that you are a mouse has to be over the 3D window suites to face editing mode by pressing three all in, downshift out, select the loops that make up the hoops. Makes sure that the metal material is selected from the material list and breast the Assign button. Now we just have to change the color of the material from the base color setting. Let's make it dark gray. We can now easily select and deselect a specific part of the model based on its material. Use the select and deselect buttons. Just make sure you're in the Edit mode. This was one way to set different colors for the object, and other way is to use only one material in the whole object with a texture that contains a color palette. Save the model with control is. 20. Importing Models to Unity: Let's export the barrel. Go to File, Export FBX. Here we can change the export settings because blender and unity use different axes, we must choose the apply transform setting. Export the model they have. Bx format is a popular file formats for 3D models used in game engines. And that's why I recommend you to always use it with blender, with control. Q. We didn't make any changes, so we don't have to save the file. Open the crate model. As for the great, we don't have to create a material for it because it will consist of only one color. Objects that we'll only have one color indicates I don't need a material, because in Unity, models have one material by default. So let's export it. Go to File. Export FBX. Remember to enable their apply transform setting with blender, with control. Drag FBX files into the Unity projects. We can decide whether to use the materials made in blender or whether to create new ones in unity and placed them on objects. We see that our barrel is using materials we made in Blender. Let's create the materials here in unity. In the Mess Renderer component, we see the materials used by the object. The grade has one material and the barrel too, like implant. Now back to Blender. 21. Checklist for Exporting Assets: I've made myself a checklist, which I've used for a long time. With the checklist, I go through the object, eliminating all the small and annoying mistakes that I may have done. I'll use this character as an example. First, we check the object four faces that are inverted. Open the overlay settings in the upper right corner of the three-day window. Activate the vase orientation setting. Blue color means the phase is facing the right way. Red, on the other hand, means that the phase is inverted. By default, game engines like Unity don't render the red side of the phases that we flip those phases, select r objects in the object mode with a switch to the edit mode with DEP and select our geometry with a breast out N and to recalculate outside. There we go. Next, it's a good idea to make sure that there is no overlapping geometry in the object. Let's elect, are the objects in the object mode, again with a suites to the edit mode with tab, select our geometry with a breast em and 2s by distance, you'll see a message lower right corner of the interface that tells you how many vertices have been removed. If there are any hidden slash useless phases into object, usually I also delete them. Helion geometry increase the total triangle amount of the object without any benefit to us. The best way to see through the object is to sweets do their wireframe drawing mode with set. Make sure you're in the edit mode and interface editing mode. Remove the hidden faces. If the model consists of many objects and all of them will be static objects. Or if the model is a character like this, it makes sense to combine the objects in the one. Select are the objects in the object mode with a and join them together with control j. If our model where a wind mail, for example, we would separate its wings into a separate dynamic object as they would move in the game. The other parts of the wind meal would be a single static or object. Personally, I like to place most of the objects on top of the grid and reset their pivot point location to 0. The pivot point is the little yellow dot. We can see the current lowercase and from the side panel by pressing the reset the pivot point brisk control a and tools location. There are some exceptions to this. For example, the pivot point of a door should be at the hinges so that it revolves like a real door. If you are creating a character for a game, you may want to rotate it blew in the negative direction, one of the y-axis in the Gachet, the green dot that doesn't have the y letter points in the negative direction of the y-axis. That direction in unity is the positive direction of the set axis. When you embark the character, the unity, it looks forward as it should, have already reset the location of the object, but it's important to raise its rotation and scale as well to do this, breast control a, and tools are transforms. This is how we keep the values of the object player. It's a good idea to make the object derived size already in blender, so you don't have to adjust in unity anymore. It makes sense to give an object a descriptive name like NME. It should also be noted that if there will be several different enemies in the game, you should name the enemies in MV1, MV2, and so on. These allows them to appear in a clear order in the game engine. To rename the object, double-click its name from the outliner window. 22. Bevel: Next we'll go through the most commonly used modifiers in 3D modeling. Make sure you have selected an object, opened. The modifier Properties tab on the right. The add modifier drop-down menu contains several different modifiers. The most important modifiers for us can be found under the generate section. But before we add modifiers to the object, let's talk about the bevel keyboard shortcut we used earlier. We used it with Control B to duplicate loop guts and round DHS of an object. An object can also be rounded from its vertices with control shift B. Just like adding loop guts, we can decide how many segments we add to the edge by scrolling the mouse wheel. The same goes for routing its vertices. Open to add, modify our dropdown menu, and select bevel, the modifier difference from the keyboard shortcut in that we can change its values more precisely, let's look at it's most commonly used settings. We can obviously choose whether the round the objects, edges or vertices. From the segments setting, we're gonna specify how smooth the surroundings should be. In the profile section, we can define the shape of the rounding. We can even create our own shape for the rounding. If we want the most realistic model possible, it's a good idea to always round the sharp edges of the object. No edge of real life is as sharp as 90 degrees. It's rounding iso small tweak, but adds a lot of realism. 23. Subdivision Surface: The monkey head model found in the Add menu is low. Bali. In other words, it's very Angular. If we add a subdivision surface modifier to it, it immediately becomes high poly, these modifiers splits the existing faces into smaller ones. The cat more Clark setting both splits the phases and smoothest surfaces. The simple setting only splits the faces. We can adjust from the modifier how many times the phases are split. The levels view board value determines how many times the phases are split into working face. And value How many times in the finished render. When we switch to the edit mode, we can modify the monkey's head from its original geometry. If we want to accept any modifier, we must be in the object mode. Click the little arrow on the modifier and select Apply. The modifier disappears, but the changes remain in the model. Let's read to the edit mode to see the results. It should be noted that if we add too much detail to our models, blender may start to lag. When we're making a very detailed scene, it may be better not to show the changed by the modifier during their work phase. We're going to do this by disabling the modifiers real-time setting. However, the render setting next to it makes sure that the changes appear in the rendered image or animation. The subdivision surface modifier doesn't always give you the result you're looking for. In such situations, you may want to add loop guts to the model to make it more policing. Create Loop guts with control are, and slide them to their desired location. You're going answer around some of its edges with the pebble keyboard shortcut Control B. Faces above and below the model can be fixed by selecting them in phase editing mode and inserting a new phase inside them with I. That's a little bit better. 24. Solidify: With the solidify modifier, we can add thickness to the geometry. In this case, we have a model of a bowl that has no thickness. We can verify this by activating the face orientation, setting. The inside of the model is red because the existing phases are facing outward. We already know that if we take the bowl, the unity like this, it would be completely invisible if we viewed it from above. When we add the solidify modifier to the object, we get a double sided bowl with the thickness value. We can change the thickness of the object. We can choose whether we want to add a regime between the two sides of the object or just a regime without the other side. This modifier becomes useful when you are modelling only one side of the model. And in the end, you also need the other side of it. 25. Array: We want to create a model like stairs, and we want to be efficient. We should use the array modifier. With this modifier, we can easily repeat the same object over and over again. This means that we only need to model one step of the stairs. When we add the modifier, another step appears next to the first step. We want the new step to be behind the original step. Guarantee the modifier is duplicating, doped checked into positive direction of the x-axis. When we look at the Gachet, we find that the correct direction is the positive direction of the y-axis. Let's change the x value of the modifier to 0 and y value the one. Let's increase the number of steps to then from the account setting. The step should always be exactly one step higher than the previous step. Change the set value, the one. We again still modify the original step when we switch to the edit mode. These effects of the other steps as well. In object mode applied the modifier from the little arrow. The steps are now one object Muslim enemy. Take a closer look at them into edit mode, we can see that they are not connected to each other. Lets go back with control set. We can fix this by activating the merge setting. E3 moves are overlapping geometry. 26. Boolean: With the Boolean modifier, we can cut an object shaped hole into another object. The modifier must be added to the object we want to cut. In this case, the model is the sphere. From the object setting, we select the target object with which we got the object with the modifier. Modifier has three different settings for cutting intersect, union and difference. With Intersect. Everything inside both objects are kept. With union. That target object is added to the object with the modifier. With difference, that target miss is subtracted from the mesh width, the modifier. This is probably the most used one. It should be noted that the gut area is not always pretty or easy to work with in terms of geometry. 27. Mirror: Miro modifier is probably the most important modifier. With this modifier, we can, for example, model only the right side of our character. The mirror modifier automatically mirrors the geometric to the left side, which makes our work efficient. However, these means that the mirrored side is identical to the original side. If you want to add something only to the other side of the model, you must first accept the modifier. And other way, of course, is to keep that part as a separate object that doesn't have a mirror modifier. In this example, we have one leg of a table. When we add the mirror modifier to it. And what happens? The problem is that the pivot point of the leg is not at 0 degrees at the location of the object, breast control a, and select location. Another leg of the Day Ball appeared because by default, the Miro modifier has the x-axis selection, selected. When we look at the gadgets, we understand how a mirroring works. The original leg is on the positive side of the x-axis, which is why it gets mirrored to the negative side of the x-axis. When we move the object in the Edit mode, the modifier automatically updates the position of the other leg. The clipping setting prevents the original object moving through the mirrored object. Really useful when modelling or character. If we also select to mirror the object on the y-axis, we get a total of four legs. While in edit mode, we can edit the original leg so that the chains is appear on the other legs as well. If we accept the modifier in the object mode, the legs become one object. 28. Low Poly Tree: Let's make a low poly tree. Create a new cylinder. And open dad cylinder menu. Change the amount of vertices to six. Move this cylinder up one unit. Do, do this breast g set, then hold down Control. Dont really is the control key until you have pressed the left mouse button. This is how we move, rotate and scale the object. Gradually. We find that the object rotates and scales according to its pivot point location. Reset its pivot point location with control a, and choose location. Now the object rotates and scales differently because its pivot point is no longer in the middle of the object. We can take advantage of this to scale the object by keeping it on top of the grid at all times. The cylinder will be the trunk of the tree. Scale it smaller with S suites to the edit mode with Dep. Press F3, and select the top face of the cylinder. Moves the selected face up with g set and scale is smaller with s. Let's make its branches now. Risk control are due at lobe guts to it. Scroll your mouse wheel to add eight guts, let them be in their default position. Use control are to add a loop, got to the top of the tree, slide it over the lower loop gut embraced the left mouse button. Scale it bigger with.'s. Bring it down slightly by pressing g set. Do the same for the other hope guts at a new loop gut width control are immediately after that. Slide it over. The lower lobe, got breast the left mouse button to place the loop cut at the selected position. Scale it bigger with S. Move it down. We set. Let's scale the branch is bigger. The lower we get. We don't need the last two loop cuts. So let's delete them Br2 and select one of the loop cut sweet out, and then the left mouse button. Then breast x. If we choose Hs, we remove too much Geometry. Select dissolve edges instead. This allows us to remove loop cuts, for example, without deleting the geometry around it. Remove the second loop got in the same way. You can still find to the branches by moving and scaling them. The top of the tree is a little bit too blunt at the moment. Breaths three, select the face on the top. And scaling down. The tree consists of two different parts, the trunk and the branches. So let's create two materials. The object automatically uses the first material on the list. The tree is made up mostly of brands is, so let's make the first material to be the material of other branches. Let us name the material and change its color to green. Named allover material of drunk, and change its color to dark brown. Make sure you're in the Edit mode. Switch to the face editing mode. Select the drunk with the left mouse button while holding down out. Make sure you have selected the trunk material and breast to assign button suites to the material preview drawing mode, which set the three is now ready. But before we take it out of Blender, let's go through the checklist. Let's see if the model has inverted faces. Opened the overlays menu and activate the face orientation sitting. Everything seems to be in order because the whole model is blue. The check for overlapping geometry in the object. Select the entire object in the edit mode and press M by distance. If you see the text removed 0 vertices at the bottom right corner of the interface, then there was no overlap in the geometry of the object. Now let's see if the object has unnecessary geometry. That tree will be on the ground, which is why the phase under it is useless because the player will never see it. So remove the face. There are no moving parts in the tree, so it's good to give it as one object. Is the location of the tree, correct? The tree is placed on top of the Create an ESP was point is at 0. Great. What about should we rotate the tree? The tree is not a moving character, nor does it have a 4-byte login site. So we don't have to do anything. Let's see if the tree is the right size. Make sure you're in the optic mode. Open decide panel with an opened the item tab. If it isn't already open, we don't aim for a realistic pine tree. So the current head of it is a good fit for us. That really is current around five meters tall, as you can see from the set value, the dimension values, they'll ask the actual size of the object. For me, the values are displayed in meters. Let's also see if we need to reset the objects values. We find that each scale values are not one breast control a, and tools are all transforms the race at all the values. There will be different trees in the game for sure. So let's name this tree one. Double click its name from the outliner a window. Use control S to save the object a name their file 3-1 as well. They take their model out of Blender by navigating to file export FBX. Be sure to select the apply transform setting. 29. Low Poly Axe: Our next model will be this low poly ex, will use already known functions to make the model. I assume that you remember the most commonly used keyboard shortcuts are already. See the keyboard shortcut list. If you can't remember some of the shortcuts, let's make the mood in part first, create a new tube and scale it down. It doesn't matter whether we scale the object in the object or the edit mode. Scale it bigger on the set axis. At a vertical loop, got to it. With the loop gets elected, scale it bigger on the set X is to create some detail. Then add three horizontal loop guts. Let's adjust them to create more detail. We can move them on the x axis and rotate them on the y axis. Next, let's model the metal part. If we add a new shape in the object mode, it will become a separate object. But if we add one into edit mode, it will be the same object as the already existing selected object. We want the bars to be one object. So let's add a cube into edit mode. First, scale it down on all axes. Then pi one axis at a time. Let's add three vertical loop cuts to it. And after that two horizontal God's shape it to resemble the metal parts of an X. The blade part of dx should be sharp. And it should take in the words that attachment point. Let's make the ABA and belonged. Make the necessary adjustments to make your ex looks something like this. Now let's add materials, do it, open the material properties step and add two new materials. Named the first one would and the second one, metal. We can quickly select loose parts of an object by hovering the mouse over the part embracing l. The parts of dx are not geometrically at that to each other, but it doesn't matter because stays still move as one. When we move them in the object mode. Select the metal parts of the X with L and S sign the metal material to it. Switch to the material preview drawing mode, which set. You can use the checklist to check the object for a possible mistakes based on experience Eigen tale that there are four things in my model that are listed in the checklist that needs to be changed. This object would probably be a dynamic item in the game world or in a character's hand. So its pivot point should be in the middle of the object as it is if the axis going to be available in the game, it may be better to rotate it to look forward. Rates are set and hold down Control. Rotate the object until you see 90 degrees. The top left of the three-day window. Don't release the control key until you have breast the left mouse button. Let's look at the size of the object next, breast n, to open the side panel and open the item DAP. Currently, the axe is two meters tall, scale it's smaller until the dimensions set value is 0.5 meters. Now that we have rotated and re-size the model, we know that its values are world resetting, breast control a, and select all transforms to reset everything. The last thing to do is to rename the object. There may be other axes in the game, so let's name this one X one. You can save the model and export it. 30. Terrain: Here is one way to make the rains for a game. Let's create a ten by ten terrain. This time we will start off with a Blaine, scale it on all axes and sit an exact value of ten to eight breaths, S followed by 10, then breast the left mouse button. We scale it on all axes, but the height of the blame didn't change. That is because Blaine objects have no height. When we switch to the edit mode, we find that there is too little geometry in our terrain for any elevation changes. Select the whole object and press the right mouse button. These menu contains some of the functions we have used before, but also some new ones. Let's select the first option subdivide. This function works like the subdivision surface modifier. It splits the existing faces into smaller ones. Let's repeat the function several times to get geometry into our terrain. Now we have the geometry to make height changes. Lets make a small heel first breast o, to activate their proportional editing setting, randomly select one of the vertices of the object, move it up on the set axis. As you can see, the proportional editing setting allows you to edit the geometry around the selected geometry. You're going to use the mouse wheel to specify how far you want to affect the surrounding territory. Make more heals by selecting random vertices. Scroll the mouse wheel, the chains, the sharpness of the heals. Of course, you're going to also make bits by moving the selected vertices down on the set axis. When you're done, Switch to the object mode. Currently, our terrain is not smooth because we are able to detect these phases. Object shading is flat by default, risk the right mouse button and select the first option, shade smooth. There we go. 31. Recap: Let's go through a short recap. You can move, rotate, or scale an object incrementally. By holding down Control. The object moves one unit at a time, which in my case is one meter. When you rotate the object, it rotates five degrees at a time. And when you scale the object, its size becomes 0.1. units larger. Every increment. The uptake rotates as galas according to its pivot point. You can raise it, its location with control, a location. You can dissolve vertices, edges, and faces into edit mode by President x. This way, you don't destroy the geometry around it. When you add a new object into uptake mode, it becomes its own object. But if you add it into edit mode, it becomes part of the selected object. Press L to select geometrically lose parts into object. You can move, rotate, or scale an object with exact values by typing the value right after the function. G, y. Four to move the object, four units on the y-axis are x 55 to rotate the object 55 degrees on the x-axis. Recess set 0.5, the scale, the object 50% smaller on this set axes. In the Edit mode, you can sub-divide the object to add geometry fast, breast the right mouse button and select sub-divide. Press o to activate the proportional editing setting. You can see the setting at the top of the 3D window. We'd proportional editing. You can move, rotate, or scaled the selected vertices or face and affect its surroundings. At the same time. Scroll the mouse wheel to determine how far you want to affect the geometry. To deactivate the setting presto again. Into optic mode, you can change the shading of the object by pressing the right mouse button and selecting either smooth or flat. 32. Assignment - Rubik's Cube: Your first challenge is this Rubik's cube. The purpose of the challenges is to see if you can model a certain architect by login at a reference image. I'll give you a couple of tips to get you started. Make the cavity is between the small cubes. First at two loop guts to each side of the cube. Select are the guts. You just add it and duplicate them with control, be de-select everything else. But the loop guts made out of phases extrude new geometry from the selected phases. And right after that, scale them, inverts, select the entire object and use Control B to round each of its edge. Finally, add to the object its typical colors as separate materials. The entire modelling process of the object is shown in the next lecture without narration. So stop the video and start modelling. Good luck. 34. Assignment - Traffic Cone: Your second challenge is this traffic cone. Start with the default hydraulic cylinder. Resize the cylinder. The resemble a cone. Make the top of the cone around using the proportional editing setting by pressing o, make the bottom of the cone spread outwards at a cube and scale it to resemble the base of the cone. Round its edges with control, be, add a couple of loop cuts to the cone to make the two white stripes. At other materials as well. Stop the video now and start modelling. In the next lecture, you'll see how I did it. 36. High Poly Coffee Table: Let's create this glass coffee table. We're going to use this image as a reference. So download it from the resources of this lecture at a new image reference and choose the image. Move the image farther into the background. There are many ways to make the day before, but it's wise to think about how to start making it. As we can see, the table is symmetrical. That means we could use the mirror modifier. We first make the black frame of the day boil. Let's start from one of its corners. Add a cube, breast g, set and hold down, control the move the cube up one unit. Don't release the control key until you have breast, the left mouse button. Reset the pivot point of the object with control a location. Now scale it down a lot. Switch to the edit mode. There is g, x and hold down Control, move the cube one unit on the x-axis. Breast g, y, and hold down control again to move the cube one unit on the y-axis. At the mirror modifier to the object. The cube is currently mirrored on the x axis, only activate the y-axis option. Also, select the phase on top of the cube and move it up. Next we are going to connect the corners of the table at two loop guts to the cube. Scroll the mouse wheel to increase the amount of cuts. Scale the new loop guts away from each other, which is set. Select two phases from the other side of the corner and extrude new geometry from them. With E. We see that our geometry goes through the mirrored geometry. We can prevent this by activating the clipping setting from the modifier. Select the two phases from the other side of the corner and extrude them as well. The frame is ready. Accept the modifier by clicking it small arrow and selecting apply. If we switch to the wireframe drawing mode with CIT and deface editing mode into edit mode, we can see a few useless phases inside the model. As you can see, faces like this prevent us from selecting loops. Let's select each of them and delete them. We find the useless phase is where we connected the four corners. Now we're able to select loops. There are still a to use less loop guts in the module. The loop guts are useless because without them, the geometry still looks the same. Let's select all of them which shift out these edges. Okay, next week and add the bevel modifier, do their model to make it more realistic. The default value for amount setting seems to be fine. Let's increase the segment's value to four. Let's leave the modifier on the object if we still need to modify it later. When we zoom in close to the corner of the table, we find that the shading of our object is flat. Rest the right mouse button and select shade smooth. But now we can see something strange in the corner of the table. This means that there is too little geometry in the corner. In fact, our model is very low poly. Let's change this with the subdivision surface modifier. Jaynes the levels viewport value to two. Now let's add the glass bottle of that day will create a new Blaine in the object mode. Movie the up so we can see it properly. The glass bars needs the solid defined modifier to add some thickness to it. Let's add the bevel modifier as well. The default amount, the value is a bit too much. Change it to something like 0.001. Now move the class to its correct position. As we can see, it goes through the frame, scale that class down a bit. We also need another glass at the bottom of the table. Select the glass and duplicate it with shift D breast the right mouse button to stop moving it. Move it down on this axis. Make small adjustments to the position of the classes if needed. Currently, we have three different objects. We could join them together, but because they still have modifiers, we shouldn't. Sometimes it's a good idea to give the modifiers on the object if we need to make any changes to the Emulator. However, we can join the two glass objects together because they have the same modifiers with the exactly same values. Select them in the optic mode and breast control j, xj of the model with Control S, We'll add realistic materials, do it in the next lecture. 37. Realistic Materials to a 3D Model: Again at the reference image, we know this that the frame br of the table is made of black metal. Makes sure you have selected the frame object and add a new material to it. Name it metal. Jaynes the color of the material to black from the base color setting. Hover your mouse over the three-day window and change the drawing mode to material preview with set. When we take a closer look at the material, we find a setting that determines how metallic material is. The value is currently 0, which means that the material is not metallic at all. Change it to be around one. The material only seemed to turn darker. To see the change is properly suites to the render drawing mode with set. Now it's even darker than before. Well, we have to add a light source to the scene. That's what we'll do in the next lecture. But before that, let's add a material to the class parts of the table. Select the class object and add a new material, name it glass. The simplest way to get a glass material is to change the shader used by the material. The default shader that the material is currently using is principled BSD F delegate to open a menu of shaders, find the class be SDF shader and select it. Save the model. 38. Lighting the Scene: Make sure you're in the render drawing mode with Sid. Let's add some light to the sea. There are four options to choose from point, sun, spot, and area. Point is well-suited for an incandescent light bulb. For example. The sun option is, of course, used to simulate the sun spot is good for a flashlight. The area option is suitable for a modern rectangle lamp. For example, let's add an area lamp to the C. Move it up on the CIT axes. We can see the settings of the lamp in the Properties window. The power of the lamp is currently weak. We can crank it up by increasing the power value, change it to 200. We are currently using the real-time rendering engine E B to get the best visuals. Let's change the rendering engine from the render properties tab. Change the engine to cycles. The engine is currently used in CPU for rendering. Sweets it between the CPU and the GPU to see a difference in rendering speed. Leave the setting to be GPU. Now, the model is graining to fix this, open the de-noising section and activate the viewport settings. It may take a couple of minutes when you activate that setting for the first time, they're de-noising setting gets rid of the grain on the object. Now we see that our class doesn't look like class at all. Select the class object, open the material properties tab glass is usually not rough at all, but the roughness value is at 0.5, decrease it to 0. If we view the model from above, we see that the glass reflects the light. The scene is a bit dao because there is nothing else but the day ble. Let's add a floor and some walls. Let's change the drawing mode to solid width. Set. Create a new plane. Scale it to be bigger. And make sure you're in the editing mode. Select two of the edges at the back, extrude them with 0s and press set right after the move them up on the set axis. Let's add the bevel modifier that this object increase the segments and decrease the amount. Lastly, hover your mouse over the 3D window and press the right mouse button to select shade smooth suites back to their rendered drawing mode with set. The white walls are okay, but the floor could be a different color. Switch the material preview drawing mode, which set, make sure you have the floor glass wall object selected and switch to the edit mode. Select the floor interface. Editing mode. Add two new materials. The first one should be for the walls and the second one for the floor. You can rename the materials to be wall and floor. Make sure you have selected the floor material and deface that make up the floor and breast assign, change the color of the material from the base color setting, Jews the color you want. If you still have the Rubik's cube that you did earlier, you can put it on the table, copy it in the object mode with Control C. Based it to the scene with Control V, scale it down. Suite spec to the render drawing mode with set. Save the model. 39. Setting up the Camera: Next we'll render an image of the sea. The render anything, we'll need a camera. Let's add one to the C. Make sure you have selected the camera. We can easily move the camera to our current viewport by pressing control of num bad 0. If you are keyboard doesn't have a NUM pad, you are going to use the 0 key from the row of numbers as long as you activate one setting to activate this letting go to Edit. Preferences. Inputs. Emulate NUM pad. We can exit the camera view by holding down the middle mouse button. While moving the mouse, you get back to their camera view rest numbered 0 or the 0 key from the row of numbers. If you activate this emulate numbered setting. Let's render an image without modifying the settings. Go the render, render image. The keyboard shortcuts for rendering an image is f 12. The time it takes to render the image is affected by the rendering settings and the power of your device. The end result is very grainy. In the next lecture, we'll do something about it. 40. Rendering the View into an Image: Glassdoor render window opened the render properties tab. Let's now Optimize the rendering settings to get good quality results with relatively fast rendering time. Make sure you have selected cycles as the render engine and Ji Bu as the device. Now change the sampling settings. With more samples, you get less grain in the image. More samples also means longer render time. Change the renderer value of the sampling to 500. The view both value means how accurate the rendering is in the virgin pace as of now, render the image with the keyboard shortcut and compare the result with the previous render. The end result is better, but we can still see graininess in it. We previously activated the viewable setting into de-noising section. Let's also activate the render setting so that de-noising is also applied to the finished image. Demonizing, of course, means smoothing the graininess. Let's render the image again. And with F 12, the end result is now good. To save the image. Save As. 41. What Next?: Congratulations on completing the course. You can continue training by modelling different types of models, such as objects you'll find in your house or low poly models for games. In addition to 3D modeling, you can learn about different areas of 3D. For example, texturing, rigging, animating, or sculpting. We hope you rate this course as it will help us a lot.