Transcripts
1. Introduction: Hello, everyone. Welcome to this three D modeling course
using Blender for beginners. My name is Monica, and I'm a
professional three D artist. I have been working with
Blender for over nine years, and I have experience working
on TV productions and commercials alongside the
VFX and animation industry. This course is directed for anyone who wants to
learn the basics of three D modeling and the different techniques
using professional workflows. In this case, we're
going to be using lender as our main software, which is a very powerful program that is also free
and open sourced. It has a great variety of tools made for all
the three D pipeline, but especially it is a great tool when it comes
to creating three D models. I will be giving you
a broad overview of the different methods
used in three D modeling, and I will cover the basic tools that you need to
know specific to blender for you to create hard surface and organic models. And after we've touched on all of these
techniques and tools, we will work on a project. You will create a
complete chess set by using most if not all of the methods learned
throughout the lessons, such as box modeling,
edge modeling, the proper use of booleans, the use of curves to create
three shapes with volume, sculpting, as well
as a plethora of tools that are the principle
for building models. You will also be creating some basic materials and
textures and learn the basics of lighting to generate a final render of your
project that you can later display as a result of your hard work with
a final image. So if you're starting
in the world of 30 and are excited about knowing
more about 30 modeling, especially using Blender
as your main tool. This is the perfect
course for you. I hope you follow me along
this fun journey as you start your process of mastering the creation of 30 models. I look forward to seeing
your final chess set or even some different objects
that you might come up with by using the
methods learned here. Without further ado,
let's get into it.
2. Blender Settings: All right, guys. So to
start off this scores, we're going to open blender. I'm currently working
with the 4.0 0.2 version, but that's not really relevant. If you have a previous
version or a newer one, it's going to be
completely fine as long as you're working with a version that is higher than the 2.8. Other than that, you're
going to be good to go. So the first thing I want you to do is that we're
going to set up some preferences that I like having when
working with lender. So to do that, we're
going to go to edit, and then we're going to open
the preferences window. And here, first, we're
going to go to input. If your keyboard
doesn't have a num pad, I recommend that you check this box that says
emulate numpad, and this will allow you
to use the numbers that are at the top of your
keyboard as your num pad. The reason why this is important is because we use the numbers on the num pad to move around in our viewpard and it's
very useful to have them. So if you don't happen
to have a numpad, you can just emulate it with your normal numbers
in your keyboard. Then if you don't have
a three button mouse, you can also emulate it here. But I highly recommend that you get a three
button mouse when working for three D. And if you really want to
be serious about it, it is really important
that you have a good three button mouse
because we're going to be using it a lot for moving around different
software, not just splendor. So it is really important that you have a good
three button mouse. But if you don't happen to
have one at the moment, you can always emulate
it by checking this box. Then the last thing
I want you to do is that we're going to
go to the add tab, and here we're going to look
up in the search bar for AM. And here, there's one particularly
that I like having on, and it is the Amish
extra objects. There are a few objects in
there that are pretty cool, and I always like
having it on just in case you can activate
all of them. They're completely free, but they're not activated
by default. So here we're just going to be using the Amish
extra objects. And that's it for now. We're going to
close this window, and now we are ready to go.
3. Disclaimer: Okay, so the purpose of this course is that you're
going to be able to understand some of the
different techniques that you can use when
creating 30 models. So the way that we're
going to do that is that we're going to
create a chest set. And then for each piece, I'm going to be showing
you a different way or a different method to create
that particular piece. But before we start learning about the modeling techniques, I do want to do a
little disclaimer. And it is that if you
see me moving around too fast or do not explaining
everything that I'm doing, it's because I expect
you to know the very, very basics of blender. And if you don't
happen to know them, then I suggest you check my other course
introduction to blender, write to everything
you need to know about the basics of blender,
how to move around, how to navigate the viewport, everything about the interface, how to manipulate objects, how to transform them. All of that is going
to be on that course. And I suggest you watch
that before this. Because here I want
to focus mostly on modeling and the techniques
that we use for that, not the viewport,
not the interface. Also, if you happen
to get a little lost, I will always have the
keys showing up here. So everything that I'm doing will always be at the bottom. If I press a key, you will be able to see it here. So that's a good way that
you can follow along.
4. Box Modeling: So the first technique
that I want to talk about is box modeling. But first, I want to get rid
of this camera in the light. We won't be needing those, and I want to focus
only on this cube. So what is box modeling? Basically, it means that we will be using a primitive shape, such a cube or a
sphere or a cylinder. And then from there, we're
going to start adding or modifying the geometry to
create different shapes. The way we modify them
is by extruding or beveling or creating loop cuts or subdividing the surface. There are many things
that we can do to the base models, base shapes. So that we can transform them into something different, right? So here we're going
to start with cube. The idea is that you start
with a very low polish shape. It only has six phases. And then from there,
we're going to start adding more geometry
and modifying it. So remember that to modify
geometry in blender, we have to do it
through edit mode. And to go to edit mode, you press stop on your keyboard, and that way we can start
manipulating the faces, the edges, and the vertices. Usually, for box modeling, it's common to use modify
only faces or edges, not so much vertices. You can do that, but it's mostly just manipulating the faces. So we're going to go to the
face selection mode up here, and that way we can select
only one of the faces. And then here maybe I
want to bring it up. So that I create a longer cube. And then here I could probably add a loop
cut in the middle. So to do that, we are going to press control
R on our keyboard, and then you have to be
hovering your mouse in one of the edges so that you can
see that yellow line. If you stand on
one of the faces, you might not get it. So it's better that you stand on the edge that's going
to get the cut. If I do it here in this edge, then it's going to go
around a different way. But I want it right
here in the middle. So I'm just going to click. And then it turns orange. What that means is that now I can drag this cut
wherever I want to. I can put it up here, or put it down here. If I just click, then it's
going to create that loop cut. But what if I wanted it
just right in the middle? Go to go back. I will
create a loop cut again. I'm going to click.
And if I move it, no matter where I am, if I click, it's going to
snap it right in the middle. So that way, I create a look right in the middle
of my surface. Then here we can do things to this such as like scaling it, for example, and then I start creating a more
interesting shape. That's what box
modeling is all about. It's all about
manipulating and changing the pre existing shape into
new shapes into new models. So basically here I'm just scaling that scaling that down. I'm sorry. And then I
can do other things. So for example, I can select this phase up here
and I can extrude it. So extrusions are
usually just extending a phase on its This
is a longer concept, but basically along it's normal. So basically what it's doing is that if I extrude
it by pressing, It will go up just like straight up straight
for where it's facing. So I'm creating new
geometry this way, and that way, I'm creating new phases that I can
manipulate as well. So for example, I can now use this phase over here
and extrude it again. And that way, I'm creating
more and more geometry. I could create a another
loop cut, move it here, and then I could probably
maybe scale this up, move, move it up, you know, do different
things to the object. Now, here, I'm just creating
a very random shape. I'm not following or trying to do something
in particular. Another thing that you
can do is beveling. So for beveling, basically, you can select the edges, that you want to bevel,
and it means that you will create a softer edge. So it doesn't look
as hard and sharp. You want to soften it out and to do that, you create a bevel. To create a bevel, you can press Control P and then
drag down your mouth, and then you will see
that it creates a bevel. You can add loop cuts before finishing your bevel
before clicking again. I'm just dragging my mouse. I can add more loopcuts in
the middle by scrolling up. So if I scroll up, then that way, I'm creating more and more and more
loop cuts in between. If I scroll down, then I can
go back to zero loop cut. Right here, I maybe want
maybe two loopcut and then you can drag up and down to change how much you
want the beble to be. Something like that
when you click, that's when you finish
doing your bevel. So that's a very
useful tool that we use a lot for
softening the edge, so it doesn't look as sharp. Another thing that you
can do is inset faces. To do that, I'm going to
select this phase over here, and then I'm going to press and that will create an inset. So basically I'm just
adding an internal phase, and maybe now I
can extrude this, and then I get
something like that. Now, another way to do an inset, maybe let's use this
phase over here is to extrude it and then
immediately scaling it down. This also creates an inset. This method, it's a
little more you have to be very concentrated because if you extrude it by mistake, and then you don't
scale it down, you will be adding
errors to your geometry. So I always recommend
doing insets with the shortcut instead of just
like a normal extrusion. But yeah, you can do as
many things as you want. You can now maybe drag this
to somewhere over here, create more loop cuts, and then you can scale them up, maybe even rotate them. That's very weird.
I don't like it. But yeah, you can do
many different things that's how box modeling works. It's just from a cube or a sphere or a
cylinder or a cone. From that very basic shape, you can start adding more
and more geometry and start creating different things that will give you a different shape. So that's it for this lesson.
5. Edge Modeling: So the second
technique I want to talk about is H modeling. Edge modeling is another type of polygonal modeling
like box modeling. But instead of starting from a cube or a sphere or
a three D primitive, we're actually going to
start from a single polygon. And the reason why is because
from a single polygon, we can start creating more
by extending the edges, creating more faces, and we have a little bit more control about the phases
that we're creating. Since we start
from a single one, we know exactly what
are the faces and the edges and the elements
that we are manipulating. This can be a little harder
to do than box modeling. You have to be more careful when you're working with
edge modeling. Since creating, you need to really know about the
topology that you're doing, about the phases that
you're creating, that it makes sense
that you don't create errors in the geometry. But it's actually very
useful because you have more control about
what you're doing. You can get more details, you can be more
accurate when you're creating a surface
the way you want. Now, this is mostly used
when you're creating characters or
automotive models like vehicles and things like
that because you have a better control of the
polygons that you're creating. I'm going to explain exactly
how that would work. Right now, we have a quebe but we don't really
need a quebe this time. We're going to actually
be using a plane. So I'm going to get rid
of this cube at a plane. Then I want this to
face to the front. So I'm going to rotate it
on the x axis 90 degrees. And that way, when I press one, I can go to the front view. And right here, I do want to
create a very random shape, but I do want to explain a
couple of tools that are mostly used when working
with edge modeling. So right now I'm going
to go to edit mode. And right here, so
the basic concept of edge modeling is
working with edges. And so right now, I'm going to select this edge at the top, and I'm actually
going to extrude it. So just like we can
extrude phases, we can also extrude edges. By pressing, I can
create a new phase. Basically, I'm
extending that edge. If I want it to be
completely going up, I can just press Z so that it
goes exactly on the C axis. But then the theory here is
that we are going to move these edges and vertices
around to create a new shape. So I can drag this, move it, rotate
it, scale it down. And if I want to,
I can also modify single vertices to create
a different shape, right? So basically, what this is doing is that we're creating more topology based
on a single polygon. That way I have some sort
of like more control over the edges that I'm the faces that I'm
creating with the edges, with the extension
of those edges. So I can create some sort of, I don't know, very random shape. I'm kind of doing like
an arc right here. Extrude it one more time,
rotate it, scaling down. You know, I can just
create a random shape. Ideally, when you're doing this, you have a reference that you really know what
you're aiming for. Just doing it out of like
with no reference at all. It's kind of hard to
create an accurate shape. So it's recommended that
you have a reference when you're doing this
type of modeling. Right now, I just want
to show you the tools. So I'm actually going to
Move this a little more, maybe create one more. Then I want to rotate
this one like that. Let's say this is the
shape that I've got. If I go to my perspective view, you will see that this
is a flat surface. From here, we have to start
moving the vertices in other axis like different
axes to actually give it volume so
that it looks three D. So one thing we can do is maybe grab all of these edges right here and
move them to the front. So if I just grab them and
move them to the front. Now I start getting a
three d kind of shape. It's not completely flat. I could maybe even
grab all of this line. By the way, I selected
all of them by selecting the first one
and then pressing Shift, double click to wait. I think it's just If
you just double click my bad with you're going to select the
edge loop like that, and I can probably
extrude this as well. So it's not only extruding
one edge at a time. I can extrude a
couple at a time. If I extrude it and just
bring it to the back. Now I start creating a
more interesting shape. Now, what's another
thing that you can do when doing edge modeling? You can you can connect all these different
edges with other tools. So I'm actually going to
grab the edge right here. I'm going to extrude it down. And I'm going to create a cut. So just because we have a phase, just like what we did
with box modeling. You could create a cut
by pressing Control R, and then it's basically
works the same. I'm just doing it for one
single phase instead of going around different phases because this is not connected
to anything else. So it'll be creating a loop like a cut
for one phase only. So I'm going to maybe
create a cut over there. Let's say I want to
create a phase that's connecting from this
side over the side. What I'm going to do
is I'm with shift, I'm going to select both edges. And then I'm going to go
up here to where it says edge and there's an option
called bridge edge loops. By click on that. I'm
creating a bridge between this phase and this phase by joining it with
one single phase. So then we start
closing that gap. Now, what can we do here? It's important that when
you're doing edge modeling, you are aware of the geometry, right topology,
because you can start generating a lot of errors
and that's not good. The ideal situation
is that all of our faces are made of four
edges, four vertices. You can also have faces that are that only have three
vertices or three edges. But it's ideal to have
it as just like a quad. That's what we call it a quad. It's basically four edges, four vertices that
create a face. If you have a phase that has
more than four vertices, that's an error in topology
and we don't want that. Let's say if I want to
close this gap over here and just create a single phase that
would generate an error because
I would have one, two, three, four,
and five edges, and we want it to
only have four. What can we do here?
We can probably just create a loop
cut underneath. If we want to finish
closing this gap here. And then we're going to
repeat the same process, bridge it, and then
bridge it here as well. Just like that, you can start creating that three D shape. Now, you could probably grab these edges right here
and maybe push them to the front to create more like a circle kind of like
shape circular shape. And then just like
with box modeling, now that we have
these joint faces, I can create a loop cut here, maybe scale that as well, you start doing
different things. So basically, that's what
edge modeling is about. It's about from one single py, start creating a three shape. Now, we will be using a combination of box
modeling and edge modeling. Sometimes when we're
creating different models. It's not like you can only
use one particular method. You can join them, but this is the main idea that when
you're doing edge modeling, you are modifying the geometry with the edges instead
of a whole shape. I hope this was all clear and I'll see you on the
next lesson. Okay.
6. Booleans: So the third method I want to talk about is boolean modeling. Boons are basically
operations between two or more meshes to create
more complex three D models. It is actually one
of the easiest ways to create these
complex shapes that otherwise would take us hours to achieve and it's very
beginner friendly. It's a very easy method to do. Now, there are three main bulon operations that we can do. They are difference
union and intersection. Now, I will go through
each one and I will show you how we can create
boons within blender. Right now, I'm going to
get rid of the cube again. Because I want to
start with a sphere. So I'm going to
add a U V sphere, and this is the main shape that we're going to
be working with. Now, to add bullions, we need to add what is called a modifier to our three model. A modifier can be added in the
right panel of our window. Right now we are in the
object in the property stab. We want to go down to
the modifier stab, which is like this
tool icon right here. So I'm going to click on there. And here we can add a modifier
to this particular object. Modifiers are applied to
one object in particular. So you have the
object selected and then you can add the modifier. I'm going to click here and I'm going to go to
the generate tab, and here I'm going to look
for bullion, it's over here. So I'm going to click there. And now we need
another object to do the operation with
because remember that these operations are between
two different meshes. I'm going to go back
to my viewport, and I'm going to add a cube. Now, I'm going to go
to the front view, and I'm going to place this cube somewhere where I want
the operation to happen. So let's say I want to remove
a corner of the sphere. I'm just going to place
my cube over here. Maybe I want to scale it
down so that is not as big. Go back to the front and
maybe place it over here. Now, we have two objects. They have to be touching each other somehow so that
it's actually a bulon. Otherwise, you can
still do the operation, but it's not going to be
doing anything really. They need to be
touching each other. And now here, I'm going
to start, let's see. So I'm going to grab the sphere, and this actually start with the difference that
is right here. You can see the three operations that I
was talking about, intersect union and difference. So right here, this is the
object that has the modifier. The sphere has the modifier, not the cube, the sphere. And I'm going to select the cube as my object
to the operation with. So one way you can
do it is that you can click here and
look for the mesh. Now, if you have a
lot of other objects, it might be easy to just type
here the name and find it. But you can also
select this y drop. And select the object on the
scene that you want to use. So in this case, I'm
going to select the cube, and you will see it here. So right now, the operation is basically
substracting the cube, the shape of the cube
onto our sphere. Now, to be able to
see the operation, And you can still modify
this and move this around, and the operation will be
wherever I set my cube. But if I definitely
am sure about it, and I know this
is the right spot where I want to
do the operation, I'm going to apply the modifier. So to apply the modifier, you go to this arrow over
here next to the camera icon, and then you're
going to say, apply. You can also press
Control A to do it. And nothing has
changed apparently, but it actually
has because now if I move this cube somewhere else, you will see I have
created a hole with the exact shape of
where the cube was setting. So I'm creating that I'm like substracting that
geometry from my sphere. So that's one way to substract. Now, I'm going to move
the sphere to the left, and I'm going to
add a new sphere so we see another operation. I'm going to again add
a bullion modifier. I'm going to place my cube
in a similar position. But now I want to use
the union operation. Again, I'm going to
select the cube. That's the one I
want to be using, and I'm going to apply it. So again, nothing
seems to have changed. But now, if I see it, if I move the cube around, I'm going to select the cube,
and I'm going to move it. I have a new cube,
but not really. It's just new geometry that
I have added to the sphere. So as you can see, this
is now a single object. If I go to edit
mode and I check, you'll see this is
a single object and all of these vertices are attached to the new faces. So I'm going to move
this to the left again, and we're going to do
the last operation, which is the intersection. So I'm going to add
a new sphere again, grab the cube, similar position. And then I'm going
to add the modifier, and I'm going to select
the intersect operation. I'm going to select
the cube as my object. And now the sphere seems
to have disappeared. But the reality is that now I'm creating an object that intersects perfectly
with my cube. If I apply it and
I move the cube, you will see that
I'm basically having the only part of the geometry that was
intersecting with the cube. So these are the three
different operations that you can do
with bullions Now, this is amazing to create holes. Sometimes you need a very sharp, you know, border like this cube. Sometimes you need a round it, a very circular surface, and sometimes doing it from the main sphere
and trying to move the vertices around is
just a pain in the head. So this is a great way to
achieve those results. I do want you to be mindful though about the geometry
that this is generating. If I go on edit mode and
check how this topology is, it's actually pretty messed up. This phase over here has way
way more than four vertices. And remember that
we don't like that. We don't want it to have
more than four vertices. So if you are planning on doing something
for animation or something that you want to maybe have a very clean topology, this is a very bad way
of having topology, and you would probably have
to go back and try to fix this topology so that it's accurate and it's better
than what it is here. But for the main part, this is actually useful
for Um, other things. If you don't really
care about having a clean topology and you just need the shape
for whatever reason, it is very easy to achieve. You can do this with as
many objects as you want. They don't have to
be just primitives. They can be any
model that you have, but it's always going to be
through the ban modifier. So that's it for Bolons. I will see you on
the next video. Okay.
7. Curves Part 1: So now that we've
covered some of the polygonal modeling
techniques that we can use to create
a three D shape. I now want to go through a very different method
that we can also use to create 30 models that does not use
polygons at all. It doesn't use faces or edges or vertices because it works
pretty differently. What I'm talking
about is creating three D models with curves. So with curves, there
are so many things we can do to create
a three D model. We start with a
curve, and then we can create different
modifiers or do different things to
our curve so that we can generate a three d model. So there are different types
of curves that we can use. I'll try to show you a few of them and how they are different. But basically, they
work the same when creating curves for the
purpose of three D modeling. It's just that they're built
differently mathematically. And so the way that we are going to modify them is going to be a little
different one to each other. But in general, these are
pretty useful tools to create simple models and
to create surfaces that don't require much detail. So let's get into it. So we're going to get rid of this cube because
we don't need it. And now I want to
go to the top view, and from here, I'm going to
start creating the curves. So to do that, we're
going to press shift A. And instead of adding a mesh, just like what we've
been doing so far, we're actually going
to create a curve. So there are different kinds. That's what I was talking about. Besier and nerve curve are basically the two kinds
that we can use here. Nerves, by the way, means non uniform rational basis plan if you are curious to
learn more about it. Um, but basically
they differ in that they're mathematically
built differently. So I'm first going to create a baser curve to show
you how it works. Okay. So when I click on B here, I get this curve right here. Now, if I go into edit mode, you will see that this curve has two handles this one and
this one right here. We can add basically there's
going to be a handle for each control point for each they're similar to vertices in that they're
like a single point, but they're not really vertices. They are points that will
construct our curve. Basically each point
will have a controller, a handle that will allow us
to manipulate the curve. So right here, if I select this point right
here and I move it. The curve is going
to move with it. If I rotate it, then the curve is going
to change direction, and then you can also scale it and see how
that affects the curve. Now we can also modify this one and rotate it and
do things to it. But it's basically that we
are going to have points, and for each point, we're
going to have a handle that would allow us to
modify the curve. Now, there are some things that you can do for a bezier curve. One is that you can extrude the each point to
create more points. Just like when we were doing polygonal modeling,
you extrude with. If I press and I move it, now I'm creating an
extension of the curve. Now, you might not want this to go this way and that's
when the handles come handy because you are going to change them to change the
direction of the curve. Another thing you can do to base your curves is that you can select two and then or
all of it if you want to. But you can select a portion
as well and subdivide it. So if I right click
and hit subdivide, now this is going to
generate a point in between those two other
points that I had selected. And this will allow me to
maybe manipulate it even further to get a
different shape. One last thing that I
want to show you with the sire curve is that you can change how the handles
are being modified. The way to do it is by
pressing V on your keyboard. If I press V, I get a menu
for changing the handle type. Right now, we are on I
think it's I'm sorry. Is the aligned version. That's the one that
comes by default. Now, if I go to automatic, what this is going
to do is that it's going to flatten the Kind of like the handle so that it's a little easier to
manipulate from there. But again, it works similar
to what we had before. The one that it's important
to notice here is, again, I'm going to press V, and there's one called free vector or free
work pretty similar. So I like working with free, and this will allow me to manipulate the
handles individually. That means that if I move
this handle by itself, it's not going to move
the other handle. Now, if you compare it to maybe
the one that we had here, if I chose to move just
one of the handles, it will always move
the other one as well. So having a free manipulator, will allow us to create sharper corner so that
it's not super smooth. So I'm going to show
you maybe here. I'm going to make it free. Then if I want this to
be a very sharp thing, I could probably just
do something like this. And then I can have that
corner that's very sharp instead of having a very
rounded and smooth curve. Now, curves are a big world. I'm not really going
to go much into detail here because they're there are so many things that
you can do with them and there are
so many things that go into understanding
how this works. But you can play around
a little bit with them, be more familiar with how working with these curves works. Because you can do so
many things. All right. So now that we know
how baser works, how baser curves
are manipulated. I'm going to leave that one there. I'm going to move it up. And now I'm going to
add a nerve curve. So a nerve curve, this is the one that
we get by default. But when I go into Em, you will see that it's
pretty different. Our control points are
not on the curve itself, but they are like Yeah, they're very offset it, and it can be a little
tricky to manipulate this. But basically, you
can see if I move a control point
manipulating the curve. And then I can also I can extrude this just like we
did with the sire curve to create more of around the shape there and you can start creating that, start
manipulating them. I will say this is a
little harder sometimes to create the shape
that you really want. But it's another method and it's another option
that we have here. All right. So this
is the nerve curve. Now, there are two other
things that are useful here. You got the circle,
and this basically it's similar to a baser curve, but it's a circle, it's closed. And this is also useful. If I go to edit mode, you will see that we
have the handles, I can manipulate it, change this a little bit, you start creating funny shapes. I can also change
the the handle type. So to make it maybe
sharper or something, you can start doing
things like that. So this is pretty useful. And then we have the path. So the path is
basically going to be a straight line that
works as a nerves curve. But what's cool about it is that initially it's already a line. And sometimes it can be
easier to change when you're starting from this point instead of starting
from a curve. So if we go into it, you will see these
control points over here. And they look as if they
are right on the curve. But in reality, they
work just like nerves. If I move it up, see
how this is very sharp. This is creating a triangle, but the curve is actually
happening down here. So this is another method that you can start a curve from. And then you have this. So I'm creating a random
amount of curves, but you might be wondering, Okay, where's the three d model? How does this work? Well, there are a few things that we can do here to use the curves
as a starting point, and then from there we can create different three D models. I'm actually going to
get rid of all of this. Oh, by the way, there's
another thing that I want to show you that you can
do when creating a curve. I'm actually going to subdivide
this and move this up. Let's say I extrude
this here, rotate it. And what if I want
to close this curve, you can actually
do it by selecting the first and the last points. And then just hitting F. And
that will close that curve. Now, you need to
manipulate the handle so that they are the shape is
something more like you want. But you can close a shape curve by pressing
F on your keyboard. All right, so I'm going
to get rid of this one. And now I actually want to go into the creating of the curve. Now, of the three D model. I feel like this video
is being a little long, so I think I'll leave
it for the next lesson.
8. Curves Part 2: Okay, so now we're
going to actually start creating 30 models
with our curves. Now I'm going to create a baser curve just
like we did before. And then one useful thing
that we can do here is create wires or create
stylized hair from a curve, and it's actually
pretty easy to do. So right now, I'm going to maybe modify this
curve a little. So I'm going to move this here, extrude it, do a
very random shape. That it is a little
a little more fun. Let's do something here. Okay. So I'm going to go
into the perspective view. As you can see to
have a flat curve. If you just want it like
standing on the floor, you have to be in one of
the orthographic views. So like either the front
or the top or the side, whatever it is, if
you want it flat. If you want it to have
different heights, you can just move into
perspective mode. And then you can just
move it around if you want to create
another vertice another control
point, I'm sorry. Um, and you move it, you might think
you're doing it on the ground, but not really. You are doing it above. So yeah, you got to
be careful with that. But let's say we
have this cool curve over here and we want
to make this a wire. We can do that by going
into our properties, window over here on the right, and then we're going to go to this curve icon right
here that says data. That's where we want to go. If we hit there, and
then we go to geometry. Here we're going to be able
to give this some thickness. To give it a thickness, you go to geometry, and
then you go to Bevel, and here you can
increase the depth, and then we start
creating a tube. Look at that. It's
pretty awesome. You can make it thinner
or really, really thick. But basically, you're going
to modify it with the theft. Now, another thing you can do is to change the
resolution of our ends, and not just the ends basically going around the whole curve. But as you can see, this
looks very blocky and we can change that with
growing the resolution. If we add more resolution here, we're going to get
a smoother circle. As well as just bring
it down to make it even just like a square, so you can do it
however you like. And then another
thing that you can do is that if you feel
like this is very blocky. So let's say this
curve over here, you can see that it's
very, very blocky. You can change that if
you go to active spline, and then here you change
this resolution instead. So if you add more
resolution here, you're going to start adding more divisions along the curve. So it's different from
the one that we had here. Now, another thing you can
do is that you can fill in these caps because right
now they're whole, and we don't want that. Or maybe you do,
but in this case, you can also just cover them by feeling the
caps over here. If you click that, now we have a and So that's one thing that
you can do with curves. Basically, you can create
thickness from that curve. Now, what's the
cool thing about it is that if I want to modify it, this is not geometry. This is not a
polygonal model yet. I can still just modify the curve and the thickness
is going to go with it. All right. So it's not just
this is not geometry at all. I can modify the curve
and it's going to modify my fake geometry with it. So that's actually
really, really helpful. Another thing you
can do is that, let's say you want this
part to be thinner. To do that, you're
going to select the point where you
want it to be thinner, and then you're going
to press alt and drag your mouse and you can make it thinner or
make it even thicker. But if you want the
individual sections to have a different thickness, you're going to do it with
pressing alt on your keyboard. You can have things like that. Make this very very thick, and you can start being really creative with
this kind of thing. Um, okay, so I'm going
to create a new curve. I'm going to move this
a little bit away. I'm going to create
another besar curve. And then here, let's say, I'm just going to
extract it a little bit, that it's a little different. Okay. Something like that. Cool. So another thing you can
do is that instead of having a bevel like we just did, is that you can have a round. You can have a particular
shape following the curve. So for this, we are going
to need another curve. In this case, I'm going
to use the circle, to make it a little smaller. And I'm going to
select the curve that I want to generate, and then I'm going to
go to bevel again, but go to object this time. And when I hit that, I'm
going to select the circle. As you can see, what this
is doing is that it's kind like putting the circle
across the whole curve, and that way it's
creating the thickness. Now, this is very large, so you can scale it down,
that is not as big. And then I'm actually going to move this a
little to the side so we can see how this
can be really useful. And it is that you can get a circular shape just
with a normal level. So the cool thing
about it is that we can manipulate this curve, and this is going to change. So if I select this and then I start changing it a little bit. I can start creating some different shapes that
will go along my curve. So again, you can create
the shape that you want, and that's going to be
going along the curve. That's another
method that you can use to change the bling. Then lastly, I'm actually
going to move this over here and I'm going to
create another version. Again, I'm going to
use a base your curve. Let's change it a little bit. Cool. And so with this one, I'm going to be using the
other type of beveling, which is the profile. So if I go to profile, and then I start
adding some that. You will get that. But you can manipulate this curve
to change that profile. So if I start doing things like that, and maybe like this, you can start getting
really nice results, you can play a little
bit with it and it's basically doing
it for quarters. So it's like a square, and then it's mirroring that. So whatever is going up here is going to be
repeated four times. You can use and create
as many points as you want to change to
change that curve, and we can have
something like that, which is really, really cool. That's one way to use curves
to generate 30 models. It's useful again when
creating wires or tubes or pipes or hair. There are many uses for
this particular method. Now in the next video, I want to teach
you another thing you can do using curves, and that's actually what we might be using for our project. So stay around.
9. Curves Part 3: All right. So I'm going to show you another cool thing you can do starting from curves to
create your three D models. And this method is
used a lot when you're creating glasses or
vases, or, you know, like wine glasses or cups, anything that's like a
similar shape to that. This method is really,
really useful. So I'm going to show
you by creating, again, a baser curve. And actually, I'm going to rotate this so that
it's facing up. So I'm going to rotate it
on the y axis 90 degrees. And then, actually, I
wanted it the other way. So rotate it on the y
axis eight and 180. And I'm going to go
to the side view. So here, without moving the points
that are right in the middle. I'm going to subdivide this
to create a point in between, and then I'm going to
subdivide it again to create more points every time. And what I'm going to
do now is I'm actually going to move this a
little bit to the side. What I want to do here
is like the profile of a glass or a bottle,
something like that. So I actually want to move this, rotate it like that. And I create some sort of like
vase something like that. You can imagine the
profile of a vase. And what we're going to do is that we're now going to spin it around to create
our three d model. You might be wondering, how
are we going to do that? I'm actually I am happy
with this very basic shape, and I'm going to select it, go to modifiers, and then here I'm going to generate
a screw modifier. Once I do that, this is
going to be a little crazy. What this is doing is that
it's rotating that curve, 360 degrees to
generate a surface. Right now, it is doing
it on the wrong axis, and so we get this kind of disc, and that's not what we want. We're actually going to
do it on the x axis. And then sometimes I don't
know exactly which one it is, so I always try it.
But look at that. We've got a base by just
spinning that curve around. Now, the cool thing about
this is that again, you can go back to your curve and manipulate
it from there. So you can make it maybe
a little more like that. You can create a new point and maybe make this a
little bit like that. It seems like o is working with pottery or
something like that. It's really, really cool and it's very useful for when you're creating trad models that
are similar to this. So again, wine glasses or bottles or whatever it is
that you can spin around. This is the way to do it. And it's very, very cool
because it's creating that surface for you. Now, when you're done, and this is also valid for
the previous exercise that we did of creating
the wires kind of. Here you can convert this to an actual three D mesh.
So how do we do that? We right click on object mode. And then we say convert two, and since this is a curve, we can convert it to a mesh. Once I do that, you're
going to see that if I go to edit mode, Suddenly, I do have geometry instead
of having a curve, and I can manipulate these vertices just as
we were doing before. Now we're not
manipulating a curve. We are manipulating vertices and faces and edges and all of the things that
we've seen before. And so from here, you can
even do more changes to it. So let's say I want to
extrude this loop right here. So I Go like that, by double clicking,
select the curve, the loop, I'm sorry. I could maybe extrude this, and I'm going to extrude
it and scale it away, and then I have a cool
thing over there. There are so many
things that you can do starting from a curve. So this is another
useful tool that we might be using for a project, and I hope you
understood how curves work and how they're so useful for creating 30 models as well.
10. Sculpting: All right, so the last method I want to talk
about is sculpting. So sculpting is kind of similar to the previous
methods that we saw, where we work with a mesh, we're modifying a mesh
instead of modifying a curve. But the difference is
that we sculpting, we are modeling in
a more organic way. And in order to do that, we need to have more
geometry than normal. So instead of having a low poly object like
what we're working with, We actually need a lot
of vertices and a lot of faces in order to manipulate
them and create our details. Sculpting is mostly used
when creating characters. You can create faces, we can create creatures. There are so many things
we can do with sculpting, but it's mostly used
when you need a lot of detail or when you're
creating more organic shapes. So I'm going to show
you a little bit how sculpting works. I'm not really going to
go in too much detail. I just want you to
notice the difference between working with low
poly models and doing that type of modeling
like box modeling or edge modeling compared to how you
would do it with sculpting. So like I said, we need a lot of geometry in order to be able
to sculpt and give detail. So right now, we have a cube
that only has six faces, and this is not
enough for sculpting. So I'm going to add
more divisions to it. And the way I'm going to
do it is that I'm going to add a subdivision
surface modifier, which you can find right here. And this will convert
our cube into a sphere. Now, the reason why
this happens is because the subdivision
surface is always going to smooth our surface. So actually, if I go
back to the edit mode, you will see that my
cube is still there, but it's not looking as a sphere because what
it's doing is that it's dividing into
all of the faces. So it's kind of like
creating a loop around here, like around all of the axis. And that's why it's dividing
each phase into four. Now, if I add a new level, it's going to again divide
each phase into four. So now we're going
to have more phase. And I'm actually going
to go a little high, something like that because I want a lot of vertices
to work with. And if we leave it like this, we're not going to be able
to sculpt because if you see the real topology, It's still my cube. If I move this verdict, you'll see that I'm
moving the whole thing, and I do want the topology to
be applied into my object. So the way to do that is that we're going to
go to the modifier, and we are going to apply it. That way, now, if I
go into edit mode, you'll see that I have
a lot of vertices, and now that's my real topology. Now, with this
amount of polygons, I can actually start sculpting. Maybe this is a bit too much, but I do want to
show you the tools. So there's more to
sculpting where you start with a lower version, less polygons, less dense, and then you start adding up as you go as you start
adding more detail. But for now, I
think this is good to show you how sculpting works. So from here, I'm going
to go into sculpt mode. Up here, we're currently
in object mode, and I'm going to go back to I'm going to go
into sculpt mode. When I do that,
you will see that my cursor suddenly changes into this radio cursor kind of
where I have two circles. That means that now I'm
working with brushes. So brushes modify
our topology in an easier way where I'm not selecting a single verdict
or a single phase. Instead, I'm modifying a
lot of phases at one time. So you can change the radius
up here to make it bigger, you can change the string. There are many things
that you can change for your cursor and so many
things that I'm not really going to go into, but basically, you have
the cursor as a brush now. Now, all of the things that
you see on your left are going to be the different types of brushes that you can use. There are many
things you can do. You can add to I'm
using a clay brush, and that means that
I'm adding more. Imagine this is clay. Digital sculpting is basically like sculpting in
real life with clay. But instead we're doing it
with a digital software. Basically, it's just
like if I was adding some clay into my sphere, there are many other
things that you can add. This has a bigger effect. Now you can go really small
and do something like that. There are different
methods that you can use. There's this brush that
creates a dent almost and see how the topology
starts being modified. But I'm doing it a
very organic way. I'm not moving one single
vertice or one single edge. I'm doing a lot of them at once. Now, I do recommend
that if you are serious about learning
more about sculpting, that you get a graphics
tablet so that you can do more organic shapes because you're using your hands like as if you were painting of
as if you were drawing instead of just using
it with your mouse. But basically,
sculpting is really good to create more
organic shapes. You can do more you
can create faces, it's really easy
to do that here, which sometimes
with just topology with box modeling, I'm sorry. Okay. It's a little
harder to achieve. It's still possible, but it's going to take you more time. There are different things
that you can do here. You can smooth the surface. You can grab some points and move them somewhere else
and smooth that out. There are cool brushes like
this one where you can start creating like adding
limbs to your surface, and then smoothing them out. You can create blobs. So I start doing this, it's going to
inflaate that part. There are so so many
things that you can do with sculpting.
It's really fun. If you want to play
around with this, it's like a really nice tool. You can check all
of the projects. I'm not really going
to go into them. But basically,
sculpting is about moving the topology in
a more organic way. Now, for the project
that we're going to do, we're not going to be
really sculpting much. Um, but sometimes it can be
useful if you want to move some vertices at once, instead of just
moving one at a time, even if you have
a low poly model, sometimes it can be useful, but it's mostly
used when you have a really dense topology and you can start
creating a lot of detail. So that's it for sculpting.
11. Chess Project: Reference Images: All right, so we're
finally going to start working
with our project. As I mentioned before, we are going to be
building a chess set. And for each piece,
we'll try to use a different method from
the ones we just learned. But we're also going to be
combining some of the methods for each individual piece depending on what's
more convenient. So for starters, I want
you to start a new file. Open a new file, and we're going to get
rid of everything that's in the scene because we
didn't need any of that. And the first thing we're
going to do is that we're going to import our reference images
into blender so that we can work better when
creating the pieces. And it's important
that when you create your reference images that you do it not from
the perspective view, but from one of the
ortographic views. In this case, we're going to
do it from the front view, so we're going to press one and we're going to go
to the front view. And the reason why is because if you do it from the perspective, your image your
reference is going to be like facing the
camera at the moment, so it's going to be
rotated and we want it to be perfectly straight
on our C axis. So that's why you need
to be on the front view. And then from here we can add
our images into the scene. To do that, we are going to press Shift A to
open the ad menu, and we're going to go down
to image and then reference. Here, we're going to
be able to open up the folders where we've
saved our images. You have access to the images that we're going
to be using now. So I'm just going to
open one of them. First one right here is B shop. So I'm going to be opening
that image, only that. And I'm going to load
it in my viewpoart. So once I do that, I finally
have this image here. The first thing is
that I'm going to rename it in our outliner. Right now, its name is empty, and we're going to
have a few of them, so I do want to change this so that it's easier
to recognize. So I'm going to name this
Ref underscored Bishop. And then this is going to be the reference
image for the Bishop. And the reason why I put RF is because then we're
going to probably have a mesh for the Bishop
and for the other pieces, and it's easier if you have a different
name for each one. So now that we're here, we're going to actually
change some properties. So to change the
image properties, you have to go down to
this red box right here, which is the data of the image. And then there's a couple of things that
we're going to do. The first one is that we're
going to change the opacity. I'm going to bring it
down because I like to be able to see through. So I'm going to put like maybe 0.5, or something like that. Oh, I forgot to put on my
keys, you're able to see. Cool. So see what I'm doing. I lower the opacity. And then the other
thing that I want to do is to place this, place the bottom right
where the x axis is so that it's like touching
the ground kind There are two ways to do that. We can either move the
image just with grab, z and then move it upwards, or the method that I prefer
is changing the offset. To move it up. So the offset, I'm going
to move it in the y axis, and then move it up so that
it's touching the ground. I can come a little
closer and see it doesn't have to be
completely perfect, but that it is
touching the ground. Then from here, we
also want to make sure if you have something that is facing front and you really want it that way, you don't want it to see
it from the backside. You can change that here so that you can only
see it from the front. But actually here I want
to have it on both sides. And then this will
mess with this later when we start
building some geometry. So for now, that's
all you need to do. And now, what I want to do
is that I want to duplicate this because we want to import
all of the images at once. So I'm going to
duplicate it by pressing Shift D and then enter so that it stays
at the same place. I'm going to rename this one, and this is going
to be wait, first, we're going to load
the image because I don't know which ones next. So to load the image, first, I'm going to Block the view
from the previous one. So to hide it, I'm just going to
press the little eye here on the outliner, and I'm only going to be
seeing the duplication. So here, I'm going to go into the properties again and I'm going to change
the file path. Now, be very careful because you need to do it from
this folder over here, not the one that's underneath. The one that's at the bottom, it's going to change the path for this image in particular, but it's going to do it
for all our duplicates, and we don't want that. So I'm going to select this folder here to
change the path. And I'm going to
select the next image, which is the king. So I opened that image. And we don't have to move
anything else because I made the images so that they stay in the same place and we don't
have to move them around. They need to be
centered and they are. So just like that, you changed the image, and now we're going to
rename this to be King. Now, you have the bishop
and you have the king. You are going to repeat this process for all
of the other images. So that's your homework. You're going to import
all of the other images. And when you're done, I do want you to first rename this collection to reference images or something
that makes sense. Reference images. And then the last thing you
need to do is that you want to be unable to select it because we don't want to mess with it when
we're modeling. So we can just do that
for the whole collection, and to do it, we're going to
go to this filter on top. And then we are going to
select this icon right here, which is like a cursor, and we're going to click on it. That means that now we
activate that toggle here on the outliner and
we can disable it. So if I disable that, I'm not going to be able to click on any of the
reference images. So when you have all of
the reference images here, you are going to do that. And we can now start with our first model in
the next video. Okay.
12. Chess Project: Pawn: So right now, you should
have something like this on your scene where you have imported all of the
reference images. But right now, we only
want to have one showing, and it's the one that
we will be working on. First one will be the paw. This is the first thing
we're going to do. So I want you to disable the visibility of
the other images. That way, we're only
looking at the paw. And now we can
start working here. First, I want to add
a new collection on my outliner by right clicking and adding a new collection, and I'm going to name these
objects so that all of my messes will go into this folder instead of
the reference image one. So over here, we can start. I do want to model this
with box modeling mostly. And as you can see, this is it has a sphere
has a circular shape. Aon usually is very circular. Starting from a cube
wouldn't make sense. In this case, starting from a sphere would make more sense. So I'm going to press Shift A, and I'm going to
add a UV sphere. Now, before I click away
or I do anything else, you'll see that there's a
tiny menu popping up on the left corner and that
it says add UV sphere. Here I can change the
initial properties of the sphere much
easily than if I do it later because
it's going to be much much more difficult
if I do it later. Here I'm going to
add more segments, which are the lines
going around the sphere. So I'm going to bring
it up to maybe 40, and then the rings are going to be the
lines going across. And I want to bring
it up to maybe 24 so that we have a little bit more
geometry to work with, and it's a little more smooth. Now, these numbers
that I chose here. I try to make them
multiples of four, but it depends on each scenario. So now that we have this sphere, I'm going to go into edit mode, and I'm going to make sure that everything is selected,
but if you're not sure, you can just press A
to select everything, and I'm going to scale it down. Now, I will bring it up. Somewhere close our
reference image, and then I'm going to scale
it up so that we see that it matches our reference. Now as you can see,
it's not completely symmetrical on one
side to the other. So we can just focus on one. I think I'm going to focus on the side for now
on the left side. I'll try to make
one of the rings match where the bottom
of the sphere is. I'm going to put it
somewhere over there. I think that works
pretty okay for us. Now, I do want to grab all
of these faces down here, and I want to make them flat so that we can strew that down and we can put
that at the bottom. So in order to do that, I'm going to select the faces. And you might think that by
just cooking and dragging, you will be selecting
all of them. But in reality, when we
go to perspective mode, you will see that the
back was not selected. And the reason why is
because vendor only selects by default what
the camera is seeing. So anything on the back
will not be selected. So in order to change that, we need to toggle our x ray mode that you can see up here if this little icon. And if I do that,
the shortcut is A Z, you will be able to
make the object kind of like transparent so that now you can drag again and you will be selecting all of the faces
that are also in the back. So now I'm going to go
back to the normal mode, and I'm going to scale this
down in the C axis to zero. So basically, what
I'm doing is I'm flattening all of those faces, as you can see there. Now, I'm going to bring this up so that it matches
our reference again. So more there. I think that's okay. That's
where we had it. And now from here, I'm going to extrude this down all
the way to the bottom. So I'm going to hit to extrude, and I'm just going to bring
it all the way to the bottom. Cool. Now, from here, I want to start modifying
this cylinder over here and create a lot of loop cuts to match
our reference. But first, I want to
without selecting anything, I want to scale all of these faces so that it matches
the width of the bottom. So just by hitting S, I'm going to scale it up. Somewhere around there,
I think would be fine. And now from here, we're going to start creating
the loop cuts. So I'm going to go
back to X ray mode, so I'm able to see
my reference better. And now here, I'm going to
start adding loop cuts, depending on where the
reference is telling me to. So remember that you
create a loop cut, we press control R, and then we're going
to add a cut on all of our divisions here. Now, you might see that
the image has some sort of perspective because
we wanted to make sure to portray that it's round. But we are going to focus
maybe on just the one at the distance in the center to know where things should be. So I'm going to focus on
these points over here and I'm going to create all
of the loop cuts that I need. Also over here, I'm going
to create one loop. Starting from the bottom, I'm going to select by double
clicking the full loop, and then I'm going to make it
as wide as I needed to be. Somewhere around here.
Same for this one, I'm going to make it smaller.
Maybe somewhere there. This one, I'm going
to make it bigger. A little hard to see, but you get the idea of where
things should be more or less. Then for this one, we're going to make it
bigger somewhere there. Then since we need
another one here, I'm going to create another very close to the one
that we just created, and I'm going to
scale that down. Maybe I'm going to bring
it up so that we have a more flat surface.
There we go. And it's kind of hidden
over there, as you can see. So we have a very basic
shape right now of our pond, but we still need more detail. As you can see, this is
not really matching. It should be more round. There are a couple of
things that we can improve. So we're going to
create more lopcutsGa start with one over here to
create the whitest part. So somewhere around there. Okay. Same here. I'm going to make this bigger. Then I'm going to add one here at the center to
make this thinner. I think that's a good start to see how our pond is looking. Now, there are some things
that I want to change. One of it is that there
are some parts that look very sharp and ones that
should be more smooth. So I'm going to change
that on by adding more loop cuts or
beveling the edges. So for example, with this one, I want to bevel it so
it's not as sharp. So I'm going to say
control B to bevel, and I'm going to
create a Small pebble. Maybe with one loop cut. Yeah. Something like
that would be nice. So that's a little more rounded. Now, I also want to
add another loop cut over here to have
a better shape. Something like that. I want
to bevel this outer edge. So Control B and then
something like that. And this one over here, I feel like it needs to have
more geometry at the top. So I'm going to create
another loop cut and just scale it
up so that it has a more round surfaces
this is looking good. Maybe this one could
be a little smaller. And then here I want to
bevel this one as well. That is more round, like that. Cool. Now, this
looks much better. Now if we go back
to our object mode, you'll see that it looks like we can see all of the polygons. One way that we can
change it so that it looks smooth is to
change how it's shaded. So by pressing the right click, you're going to
say shade smooth, and that's going to make
our surface look smoother. Now, there are some things
that don't look quite right, and it's because there are
some things that are still pretty sharp over here. So one way we can improve
that is by adding a subdivision surface
modifier without applying it. So I'm going to go into
our modifier step. Generate a subdivision
surface modifier. And just by adding
one more level, you'll see that things look smoother and a little bit nicer. If I go into my edit mode, you will see that there are some things that
needed to be sharp, like the bottom or
this part right here, that it's getting way
to smooth way to curvy. So to change that we need
to sharpen those edges. And the way to
sharpen those edges is by adding more loop cuts. So the closer a loop
cut is to the bottom, the more sharp is going to be when using subdivision surface. Now, we don't want to apply it because we don't really
want to add all of that geometry because this is dividing every phase by four, and we don't want to
have as many polygons because then we can kill our computer and we
don't want that. But the subdivision surface helps to visualize
things more smooth without really having to apply having those
that amount of faces. And it's really cool
because then this works when you're rendering things
or when you're doing things, they're going to
look pretty nice. Now I want to add a
little more sharpness here maybe a sharpness over
here and also over here. So I'm just adding more and more lopcuts to make
things a little sharper. This one right here,
I might want to maybe create make it
a little more sharp. And then over here, I want to make it sharp as well. And on this sphere on the
bottom of this sphere as well. I think that's good also here. I want to create one
to make this a sharp. Look at that. It looks
already so good. So that's it, I don't
think we need to add more levels of subdivision.
This should be fine. And it already looks so good, so smooth, is very
close to our reference. So yeah, I think we
are done with our pun. The last thing I want you
to do is to rename it. So I'm going to make
this Be is an object, and then P and we are. P is done. So in the next video, we will be starting
with our next piece. I'll see you there.
13. Chess Project: Rook: All right, now that we
have our pond done. We are going to disable it pacifility because we
don't need it anymore. I'm going to change
the reference of the pond to the reference of the root because
that's our next piece. I'm going to go into front
view and then here we're going to decide which shape
to use to start. I feel like using a
cylinder would be the best option if we
start from the bottom up, and that's what
we're going to do. For this model, we
will be using a mix of edge modeling
and box modeling. Mostly box modeling, but we're going to be modifying
more edges in this. And this figure, the first thing is that we are going
to add that cylinder. And before we do anything else, we are going to change some parameters here on
this menu of the cylinder. Right now, we have 32 vertices, which equals to 32 phases
going around the cylinder. But this is very low
poly for what we need. I would like a
higher number that will give us more
smoothness on our model. But I also need to keep
in mind that at the top, we have these rectangles
that are equally spaced. So you need to have a number in mind that helps you create
those evenly spaces. I've done the math,
and I know that 48 is the right number
to use in this case. But I will show you why later. But it is something
that you need to always think in advance when
you're creating your models. Sometimes I would
do a quick test or something because it's something that you need to
do like on the first step. So you don't have to
add geometry later. That is going to be harder to make it into a circle,
make them even. So if you start from the beginning with the
right amount of polygons, that's going to be
the best thing to do. Now, the other thing I want to do is that if you see right now, the CAP field type is set to Engon. So
what does that mean? That means that if I
go into Edit mode, you will see that these caps are just one single phase
that is component of 48 vertices, and
that's not good. Remember that I told
you that phases should only have four
vertices or less ideally, so this is an eg basically an engon is any phase that
has more than four vertices. It's not recommended
to have it like that. Instead, I'm going to
add the cylinder again, So I get this menu. The vertices it remembers, which one I said before, so it's going to be 48, and then I'm going to
change the CP field type to triangle fan. And what that means is that
if I go to edit mode now, you will see that it
created all of these edges connecting all of these vertices to a verdicx in the middle. Now, this verdict
in the middle is also not the best topology, but it's way better having
little triangles of phases of three edges instead of one
big phase of 48 edges, and that's not good. So this is a better
topology to have. So now that we have that, I'm going to go back
into the front view. I'm going to select
everything and I want to scale it down, and I want it to be like
full the width at the base. That's what I'm aiming
for. G to make it small, bring it up, and I'm going
to put it right at the base. Okay. Because that's
what I want to do. Now, if you want to accommodate
this a little better, you can select all
of these vertices. Remember to be on X ray mode, so you select the
front and the back, and then you can move it
up however you need it. So somewhere around
here would be nice. Cool. I'm actually
going to bring this down a little bit to there. Cool. So now, what I want to do
go back to the normal mode, and I want to select
all of these faces. So again, I'm going to
select back to X ray mode. Select the faces at the top. Like that, and then I
actually want to delete them. I'm going to press X, and then you will have a couple
of options here, or now, I only want you to focus
on the first three, which is that you can delete
vertices, edges or faces. You can delete
individual components, and this is a little
more advanced, but basically now we just want
to delete the entire pace. I'm going to say delete faces. And now I have a hole at
the top of my cylinder. From here, I want
to select the loop that goes around by
double clicking, and then I'm going to
start extruding up To do the shape. So instead of
creating loop cuts, I'm actually going to
start ex strooting up. I press E Z to lock
it on the axis. I will look for the next point where the shape is changing, and then I'm going to
scale it accordingly. Something like that. Now, we could also add another one here, but that's something
that we will do later. For now, I just want you to
focus on the bigger spots, like the wider or
narrower spots. I'm going to go up
again, scale it down. Go up. Scale it up, go up, Sal it down. Just a very basic shape. I'm going to go
towards the middle, scale it down. Go up. I am following the left side instead of the
right side because it's not completely equal. But that's okay. Now I'm going to
scale it up again. Go. Go up more wide. Again, here. Scale. Go up, scale. The process is just
very repetitive, like extrude, go
up, and then scale. Now, I'm going to
stop right here at the base of the rectangles, and I will do a little pause. So right now, we have
the very basic shape of the root And then we're going to start adding more loops because there are some things that we
need to start doing. Here, we are going to
extrude this one more time. But this time, we are
going to extrude inwards. So what that will give us is the thickness of
these rectangles. So if I press and
I press to scale, I can scale this down. So I'm scaling the extrusion
instead of moving it. And then I will see how
thick I want them to be I feel like something
like that would be okay. Now, here I want to
extrude one more time. And I want to scale it. Oops. Something did not work. Okay. Extrude scale, a
very tiny tiny extrusion. And the reason why
I'm doing that is because I wanted to go down, but I don't want it
to go down right where the little
tower thing is start. So I'm creating
that little edge. And then I'm going to Here. Yes. Here, I'm going to close I'm actually going
to go down first, I wanted to have a a
little thing going down. So I'm going to go
into the X ray mode and I'm going to extrude down. Somewhere around there. And then if I go back, now I want to close
that gap, right? I don't want it to be open. So to do that, since we have all I'm going to disable
the reference for a second, so you can see it better. Um, from here, I want
to close that gap, and to do that, we
are going to press F. Since we have all
the loop selected. What it will do is that it
will create an engon creating an phase with all the
edges that I had selected. And now, again, just like
we did it with the bottom, we don't want it
to have an engon. We want it to be
triangle like this one. So how do we do it from here? With the phase selected, you are going to go at the
top to the phase menu. And then here there is an
option called poke faces. And what this would
do that it creates a verdix in the middle connecting all of
the other vertices. So that's what poking
means is that from an engun it creates a
verdix in the middle, connecting all of the vertices. Great. So now that we have that, I actually want to
create the rectangle. So I'm going to bring
my reference back. And then you will see that
we have a reference says, this is half of a like the
one of the top at the front, I'm sorry, because it's like looking from
the side kind of. So that means that we would
have one, two, three, four, but in the back, there's going to be
another two of those. So we need six of these. So in order to do that, we are going to select
the faces accordingly. Now, that means that
we will select four Phases. Then we're going to leave four phases
without selecting them, and I'm going to press shift and select the other four phases. And just like that, I'm
going to go around. One, two, three, four, I leave empty, and then
I select the next four. One, two, three, four, empty, and I select the next four. And we're going to repeat
it until we finish. Going around our tower. Let's do that here. And then we have the four as you can see they're
evenly spaced. So as you can see, the 48 polygons
allowed us to have evenly spaced like the
rectangles being evenly spaced. So that's something
that you need to be mindful of when
you're creating this. Now, this will not be
exactly as a reference, but that's okay because the reference is not
really accurate. So from here, I'm
going to go up. And I'm going to put
them over there. Cool. So now we have our
basic shape of the rook. Now, I'm going to
shade smooth this. And as you can see, it
looks really weird, and that's because we don't have enough topology so
that it smooths out. I'm going to add the
subdivision surface modifier. And as you will see, the
tangles become very smooth. Very rounded, and
we don't want that. So we're going to make sure
to fix all of these issues because it's too smooth. So here, I'm going to start I'm actually going
to disable it for a bit. So by pressing on
this little computer, that means the display. So I don't see it right now. And I want to start adding loop cuts where I want
it to be sharper. So first, I'm going to
select the one over here, and I'm actually
going to bevel it. Let's see. Something like that. So
it's a little more smooth. Okay. Ally to two, like that. Now, I want to create a loop cut here because I want
that to be sharper. And then same here. We
want those to be sharp. Actually, that one, I don't
want it. Keep that one. And then here, I'm going to
bevel it again so that it's a little smoother
Something like that, maybe even scale it up that
it matches our thing better. Here, I want to start
adding another one. Something like that. Then at the bottom, it's always going
to give us struggle because we want that
to be super sharp. I'm going to create another one. Now here, maybe
let's add a new one. I'm going to activate the x ray mode to see
how thin it should be. And one over here as well, so that it's a little
more evenly space. Here, I want to bevel this one. Not that much, one. Because I want it to
be really smooth. And then this one, I also want to pebble. So let's add something
like that. That's cool. Nice. So now I'm going
to activate it again. And this part is almost fixed. It looks pretty nice. Maybe the one over here should
be a little more sharp. So I'm going to add that like a little edge over there because I want
it to be way sharper. But that looks pretty nice. Now, the rectangles
are still not great. So that's what we
are going to fix. So first thing, I want you
to one thing we can do is, for example, add a lot here and bring it up so
that the top is sharp. Now, what happens
with that is that we would need to do it
with all of them, and that's not ideal. So what can we do instead? I'm going to select
the faces at the top. Oh, okay, I need to
go into x rate mode. I wasn't in X ray mode. I'm going to select
the faces at the top. I'm going to actually bring
them down just a tiny bit, and then I'm going to
extrude all of them at once. So that they match
our reference. Now, you can see
that made it better. But what happened? The
bottom is still in rough. We're actually going to
go a few steps back. I'm going to select all of this, and I'm going to
bring them down. That's the amount that
I want at the bottom. Now, I select the
ones at the top. If this is really hard for you, you can select the
vertices instead, and I'm going to bring them
up a not yet to the top. Then again, I'm going
to extrude them up. Right? So what I'm doing is that I'm
creating a loop cut here, and then a loop
cut at the top by extruding by doing them
all at the same time. And then let's see
how that's looking. That's looking so much better. Now, another thing that we can fix is how rounded this is. I don't like it. So what
we can do is that we can create another subdivision that goes around. See how it does it. So I'm going to
bring it closer to the edge and then closer
to the edge here as well. And it will do it for all of them because they are connected. And look at that. It
looks so much better, so so much better. And I feel like a rook
might be done, guys. It looks very smooth. It looks nice. Maybe we can
sharpen this a little bit. Here, I'm going to add one
here and scale it down. I want it to be a
little more sharp. That looks fine. And yeah, basically, the roof is done. I don't feel like there's
anything else we should do. This is very smooth if you
want it to be more sharp, which would actually
be a good idea. I'm going to create
another loop cut and try to bring it all the way
down as much as I can. So that we get that little
sharpness over here. And I think we are done. Again, you need to rename this. This is going to be
our object brook here. That's it. It is done. I'll see you in the next
listen to do our next piece. Okay.
14. Chess Project: Bishop: All right, so our next piece
is going to be the Bishop. So for the bishop,
we are going to be doing something
similar than what we did with the pond
because the top of it is a little it looks
like a sphere kind of, and that's going to be
a more complex shape. So we're going to
start from there and then go all the
way to the bottom. Now, this piece right
here has this hole, and we are going to
be doing that with bullions So since we
are doing booleans, we are going to be needing a little more
topology than usual, and I'll explain why. Let's add that UV sphere, and here we're going to
change the amount of segments and rings that we have.
To something bigger. Now, we don't want it
to be super dense, but it definitely needs
more topology than this. And it's because when we do
bullions the shapes can get a little tricky and sometimes they need more
topology than usual. In the end, the topology that it creates is not
going to be the best because we're going to end
up with faces that have more than four vertices or
cuts that are kind of weird. And we're not really going
to worry about that. But we definitely need more topology at the
start for our sphere. I'm going to add something
like maybe 48 segments around, and then the rings, I can
do something like 24. I like to see that the
center is a little squared. I feel like I could
add maybe a few more. Let's do 60 and then
let's do 32 here. Yeah, I like that. That's enough topology
for what we need. Now I'm going to
go into edit mode, scale this down and bring
it up closer to our head, and then I'm going
to try to make the whitst part of my sphere close to the widest
part of the head. Then there are a few things
that we can do here. The easiest one would
be to scale it on the z axis so that we
try to match the shape, and it actually
works quite well. Something like that. And there's another
thing that we could use that I want
to explain right now, and it is the proportional
editing tool. So with proportional editing, we'll be able to modify not
only our current selection, but it's going to have
some sort of like a range that is sort of like a gradient
for how it is affected. So let me show you, I'm
going to go into X ray mode. I'm going to select a
few vertices down here. If I try to scale this now, it's only going to
scale the selection. But if I instead choose to have the proportional
editing tool activated, which, by the way,
the shortcut is. Now I try to scale, see how I have this
ring around my cursor. That ring represents how much the proportional editing is going to be affecting the range. If I scroll down, I'm making the circle
bigger and it means that it's going to be
affecting more topology. If I bring it closer, then the range is going
to be a little smaller. So that's something
that you can do. To manipulate more faces
and vertices at once. I'm going to make it rather
small, something like that. I'm going to see how can I make this line
match the bottom, so I'm going to bring it down a little bit that it matches. Yeah. That's good. So great. We have that now.
And I actually want to get rid of all of these faces because I
won't be needing them. I'm going to delete the faces. And now from here, I also want to delete the
ones that are at the top. I don't want these ones. And I'm going to actually wait. Only the two at the top, I'm going to get rid of those. So let's start from the bottom. I'm going to select
that loop over there. And I'm going to extrude down. So similar to how
we did the root, we are going to be
extruding down. I'm going to disable
proportional editing, and then I'm going to start
creating that silhouette. I'm also going to be using some cuts instead
of just extrusions. So it's like a mix
of both things. I'm going to go here,
extrude, scale, and then create that loop cut and scale up loops was too much. Again, I'm going to extrude down somewhere here, scale up. That's good. W one more time, scale down to here, and then I want to
create a loop cut to create this shape over here. That's good. Again, I'm
going to select the ones at the bottom and extrude
down over here, scale up, and then create
a few cuts in the middle. Over there and over here. Nice. Now, I will keep doing this process until I finish the. Until I finish all the
way to the bottom. I'm going to extrude again here, and then scale down. Tre again, scale up. Sometimes I like to bring it up if it didn't match exactly, and then I'm going to create
another loc bring it. Like that, and then I think
I'm going to do two more. So one extrusion all
the way to the bottom, to scale that up, and
then I'm going to create another lopcut here and
scale that up as well. Nice. So we have that shape. And I'm going to
do now at the top. So we're going to
do this over here. I'm going to bring
it up a little, but it matches this
a little better. Stre up, scale down, Stre up, scale up. Extrude one more time. Here, I don't want to go all
the way to the top. You'll see why. Here I'll create another lip cut
and try to do this. Then here, we have a gap at the top and a gap at the bottom. So remember that to close them, we press F, and then we poke it. We're going to do the
same at the bottom. We're going to select
the whole thing. Press F to create a
phase and then poke. Cool. So we've got our basic shape, which
is looking like this. Now, I want to shade smooth
to see how it's looking. It definitely needs more
topology down here. Just like as if we were
having a subdivision surface, the sharper things need more
geometry close to them. So things like this. And
then these things I want to bevel I'm creating a
bevel there and scaling up. Something like that,
I'm going to do it again. I didn't love it. So, something like
that and scale up. I'm actually going to
scale this down to it manually a little. Nice. That's nice. And then this
one I also want to medal. And I want to scale
it up a little. Nice. That's good enough. There are other things
that should be sharper, like this over here, and the I also want to bevel it with not too many
cuts. That's nice. There are other things that
we can do, T one over here. We can bevel this as well. I want to bevel that Okay. Let's leave it like
that for now and we can go through
the details later. But now I want to do the Bolan. To do the Bolan, I
actually want to go into X ray mode to
be able to see it, and I'm going to add a cube. Now, this cube, I'm going
to scale it down and bring it closer to where it should be. And here I'm going to
notice a few things. So at the front, you see that this cube,
it's a little thinner. I'm going to scale
this in the x axis. Trying to match it. Don't worry if it's not perfect. Then I'm going to go to the
side, and here on the side, the width should be higher than the farthest
part of this sphere. Just because it needs to
go across the whole thing. So I'm going to scale that
in the y axis farther away. It doesn't need to be exact. It just needs to be
a little farther. And then here I can go and move it closer to where it
should be and rotate it. Now, it doesn't match. We need to shape this a little. So we're going to
create some lopcuts. I think having four loop
cuts would be nice. Yeah. I'm going to keep
them in the middle. And then I'm going to select
these vertices right here, and then with
proportional editing, I can start moving
them around a little. So I can move this one. I'll move this one, and
then I can tuggle it on and off to create a better
shape, something like that. Now, these ones, I do
want to try to match them right where they should be. And I'm just going to move. These ones that are kind
of like extruding them. They don't really
matter. I'm going to move the ones a little bit, creating a better shape. That's I think good enough. Cool. So now we've got that. And now we are going
to do the bullion. Now, you can see this is
kind of a little squared. It doesn't really
matter for now. We are going to add
the bullion here. And we're going to say, go to the modifiers add a
bullion modifier, and we're going to select this. Now, as you can see, we start having these
issues right here, and they don't look too nice, but we will be able to change
them and I'll show you how. So I'm going to apply this bon, and now I can move
this object away. And now, the reason why
this is showing up like that is because of how
we're shading this object. Shade flat basically shows every single polygon and
shade smooth makes it smooth, the way this is working
underneath the hood, basically that it compares the angle between each polygon, and then if the angle is higher or lower
that uncertain number, it starts smoothing it. So the shade smooths everything, no matter how the angle is, how big the angle is, it's going to smooth everything. Flat doesn't smooth
anything at all. But then we have this option
called shade out to smooth, and that will smooth
depending on the angle. I don't know exactly
what's the degree. But basically, when I do that, see how the sharper
edges now look better, and the reason is because
this is very angled, and so it doesn't smooth
it and just keeps it flat. But the ones that need
to be smooth, it does. So it's a great tool
that we have there. Now, the downside of it. By the way, I did not
change something here. We forgot to do the
little top here. I'm going to do that now. I'm just going to select
these verdicts at the top, and I'm going to bring it up so that we create a tiny top. Now, the downside of these bullions if we
look at the topology, it's very weird, right? We have an amount of, these faces are huge, and then we have a bunch of vertices
that are not the best. A way to modify this would be to since this is equally made, we can cut them so that they are going from this
point, from this point, we can create a cut from
this point to this point, and that would be the easiest
way to fix the topology, but we're not going to
worry about that in this video because that's
not really relevant. What I do want you to do now is go and add more details to this because we are
not going to be able to use subdivision
modifier, and I'll show you why. If I try adding subdivision
surface, Look what happens. This is getting
really messed up, and the reason why is because
our topology is not great. These are the types
of things that happen when we don't
have a good topology. So we're not going to be using subdivision surface
for this one. But instead, we are
going to be adding more topology
wherever we need it. So if I want to
make this smoother, I'm going to add more loops
until I get a smoother shape. That work, I'm going
to actually level this one until we create
a smooer surface, right? So that's what we
are going to do now. We want to make this
smoother all the way. So maybe bring this down, and then do the same here. The sphere is quite right. This over here is not the best. I feel like we can level this
a little with less cuts. I'm going to do the same
here, bring it down. To sharpen it, then level
this, maybe scale it up. So just like that,
I'm going to start adding more and more
detail wherever I need it. I think I'm just going
to bring this down, create a look here,
make it smaller. Same for this one. You know, start adding more cuts to
make it a little nicer. And we can we can do as
many details as we want. But especially the ones
that should be more curvy, those are the ones that
we should be doing. I think that's quite good. Now, let's see how this is
looking. Yeah, I like it. I like how it's looking. So yeah, that's it. Now we can delete this object.
We don't really need it. And we've got our bishop. We are not really going to worry about the topology right now. That's a little
bit more advanced, but this works
perfectly for now. So we're going to rename it. This is going to be our bishop, and we are done. Nice. Now we can move on onto our
next piece. See you then.
15. Chess Project: Queen: All right, so our next piece
is going to be the queen. For the queen, we're
not going to be use any of the methods
we use before. Here we're going to
start from a curve. So we're going to add a
baser curve to start with. And then here you will see
a line, an orange line. And you might think that this
is flat, but in reality, if you go to the top view, you will see that there's
actually a curve. So we don't want it
facing the top view. We want it facing the front. So we're going to rotate it
on the x axis, 90 degrees. And now that curve
is facing the front. So from here, since
we're only going to do like one side
of our silhouette, because we're going to use
we're going to spin it later. We need to change these points. So right now, we have
only two points, but we want one of them to
be exactly in the middle. So you could probably
move this in the x axis and try to figure
out where the center is, and you can get pretty close, but it's never going to be right in the center of our world. So what can you do?
There is an option, which is the snapping tool and it's this magnet
over here at the top. If I click on that, now what
this will do is that it will snap whatever I'm moving, it can be an object,
it can be a vertex, it could be a control
point like here, and it's going to snap
it in increments. So it's basically going to snap it like one unit or ten
units or whatever it is. If I click on the properties here on the snapping properties, you will see that you
have different options. But the option that you need
to activate right now is the absolute grid snap because right now this is
right at one, at minus one. So it wouldn't really matter. But then if you
have you move it, let's say, without the snapping, if you move it somewhere here. Now the increment is not
going to be perfect. So to avoid that, you need to check
this box right here. That's it's absolute grid snap. And what this will
do is it will snap our elements to the points
of our grid in the viewport. So now if I move it,
you will see that it's exactly snapping
to the grid. So I want to snap it to
the center of the world. And then this one, maybe
I don't need a snapping, but I can just move it on the x axis somewhere close to
where I want it to start. Now, with basic curves, it is kind of tricky
to manipulate them because they
are a little hard, but don't worry here, we are going to take our time
to build the right curve. So first, I'm going to move this verdict, this
control point. I'm going to change the handles, and I'm going to rotate them
so that they're rather flat. And I want to scale them down. They're too big to meet
to control at this point. So the bigger the
handle is the longer, like, the wider the curve is going to be, if
that makes sense. For this one, it
is already flat, but I want to scale
it down as well. Now, remember that we
can extrude points, just like we can extrude faces
or edges or other things. So here I'm going to press, and I'm going to extrude it
to the next sharpest point, which I feel is this one. Now, here we're not going to add as many points as we did
when we were creating cuts. Here we're actually
going to look for when the curves are kind of
changing quite a bit. So this would be a
good point to start, and then I need to
change the handles. Now, from this point on, I do want to change the
handles with V to a free type. That allows me to
change each handle individually instead of
moving both at the same time. So here I can grab this one, for example, and bring it here. I'm just pressing G,
like selecting it and pressing G to create
those curves. Now, I'm going to select the main point and
extrude it one more time. Here on the next point that I
feel that it changes a lot. I'm going to do this,
and then I can change the handle so that we have
a nice curve over there. Now, you can take as much
time as you need because this is actually
quite a lot of work. But I'm trying to go
a little faster so we don't take that much time
just building the curve. I'm going to extrude
it one more time. They should go here, and then this one should go
somewhere like that. Let's extrude this
one all the way to the top and let's change it. See how I can do a big curve by just extending
the handles a bit more, and then I have a perfect curve. Now, you want to
do this. You don't want to add too many points. Because the more points you add the less smooth
is going to be. You got to be careful with that. Now I'm going to do this one, make this one smaller,
same as this one. You know, start building
those curves very nicely. I'm going to extrude
it one more time. Something like that. And then the one should be,
something like that. C. That's good. Surely one more time. Here. So if they are kind of like
aligned with the curve, that's going to make them flat. So that's a good thing to know. So the more aligned they are
to where it needs to be, the more flat and less
curvy is going to be. So let's extrude
it one more time. So here, it's almost straight. So this is what I mean. The closest they
are to the curve, the flatter the curve
is going to be. Okay. Let's do it one more time. This is way too long, so I'm going to shorten it and try to make
it match. Cool. Now, this point all
the way up here. Let's try to make this work. Look, it's perfect. I don't
need too many points. Just with two points, I
can create a nice curve. That's a good thing
about curves. I'm going to do this here. Move it somewhere there. Now, this one should
go all the way here. I'm going to move
this one so that it's flat facing the right way. There, and then extrude
it one more time. This one is super long, so it needs to go a little
down and manipulate those. And lastly, we're going to bring this one here and remember that we can
snap it to the grid. So I'm going to hit
that snap button and make sure that it's snaps. Now, from here, I can just
bring it down on the Z axis, but I know it's
centered rightly. And I'm just going
to move this one, change this one as well. Modify a bit. And I think that's good.
So we've got our curve. Now, you can make it
a little more detail, but I think this
works well for us. Make sure that when
you rotate it, rotate the viewport is perfectly
aligned. I think it is. So now from here, we can add a modifier, the screw modifier
that we saw before. And right now, it's not at the right direction,
but don't worry. We just need to change the
axis and see which one works. In this case, it's
going to be the y axis. The reason why is because we rotated the object
in the first place. And so it's not going
to be along the C axis. Is going to be along the y axis. And then from here,
right now it looks nice. But when you look
at it from the top, you'll see that
it's very squared, not very circular,
like smooth and round. So that is because
of these steps. I want to bring it up.
I'm going to choose 48, and now it's way more smooth. But make sure to also do it on the render version because
yeah, we want both. If you want to render
this out as a curve, you need it also here. Otherwise, it's just going to be a little blocky,
like you just saw. Cool. So now we've
got the queen. It looks really nice. And what can we do now? Now, we can change the curve if there's something
that you don't like. This is your chance
to modify the curve. But if you're good with it, you feel like that's nice. We are going to convert
this into a mesh. So we are going to
right click and then we're going to
convert it to mesh. That way, our
modifier disappears. And now we have a normal
mesh like we did before. Now, the downside of this
is that you're going to have way more loops that you might not want. But that's okay. It's still pretty low poly and it works fine
for us right now. Now, the last thing I want to do is that if you
notice our reference, you'll see that it
has this type of indent in this part to make
it look like a little hat. And we don't have
that right here. So we can change that by
going into edit mode, and I will select all
these lines like a line. Let's see. Is it here. Okay. So I'm going to select it from here probably all the way here. Now, to select a portion, you can just press
control shift, and then you will select the little portion
that you need. Yeah, I think that's good. And now I want to go
around every quarter, so I'm going to count
from the line that I did. I'm going to count one, two, three, four, and then there, I'm going to hit shift to
select the next line and then control shift to select
like the whole section. And I'm going to do that all the way. I'm going to go around. So one, two, three,
four, select, and then here tricky to know
exactly which one to select. So take your time
while doing this. One, two, three, four, select, and then where you should
go somewhere like there. Now, there's an
easier way to do this with a symmetry option, but here, we're just
going to do it manually. One, two, three, four, select, and then we're going to check, it's going to be
all the way here. One, two, three,
select, and then here. One, two, three select, and then it goes here, one, two, three select. This is why I like having
the amount of polygons to be a multiple of
four because it's easier to understand
how many you should do? I'm going to go this
one all the way here. Now, this one, here, and then I think I need
one, one, two, three, four, here you can see
they're exactly separated. And then from here, I
want to scale them down. But I'm going to
scale them down with proportional editing so that it is a little smoother
and a little nicer. I'm going to activate
proportional editing, and then I'm going
to scale them down. Now you can see this
might be too much. I don't need it that much. So just a little bit.
Something like that. Maybe that's too much. I wanted a little bigger. Yeah. Something like
that. Now you can see we're doing it. Cool. I like it. That looks pretty neat. I think I want to do it a
little bit more intense. There. Nice. We
have a little hat. And then if you wanted to make it a little
bit more smooth, you can always add the
subdivision surface modifier as long as you don't apply it, it's going to look
nice. And that's it. That's our queen. Looks nice. So yeah. That's how
you do it with curves. It's a different
method. Sometimes it can be a little easier, sometimes it can be a
little more challenging. It depends on the
silhouette that you have. But basically, that's
how this works. So that's it for the queen. Let's rename it as always. So this is an object. Object Queen. And that's it. In the next video, we are
going to do the king. Okay.
16. Chess Project: King: All right, people.
So the next piece we are going to
build is the king. For this one, we're
going to be using similar methods that
we used before. But I also want to
show you other tools that I want you to learn that we haven't
really used before. But I do feel like it's
important that you know them because they can be very
helpful when you are modeling. So for this one, we are going to start
with a cylinder. And make it 48 vertices, and then we want the CAP field
type to be a triangle fan. And then now we can
start from here. Now, I'm going to be using
the same method that we used for the paw. But you can use any of the
other methods that can get you up to the base of the cross. So don't worry about
the cross now. We want to just have
the base ready. So I'm going to just bring
this up to that base. And then from here,
similar to the paw, I'm just going to
be creating cuts along the oops,
something like that. I'm just going to be creating all these loop cuts
that I need to have and scaling them down. I will try to go a little faster here because we've
seen this before, and this is a good practice
exercise that you can do to just use whatever method
you prefer and practice. So I'm just going to be
creating a couple of cuts to generate the basic
like the general shape. But I'm not trying to be
super accurate to this because I do want to explain
you the other tools. So I will try to go a
little faster here. Okay. Almost there. Remember that for Curvy
place curvy things, you need more loop
cuts and normal. And then I'm going
to create these ones right here. Almost there. Most almost there. And we're
missing one over here. That is we don't
want that one here. If that happens to you by
just pressing Control Z, you can just go back
to the previous step. Cool. So now we
have a base. Nice. Now, I do want to forget about
this object for a second. I'm going to hide it.
To hide an object. You can either like
we've done it, you can press on the
eye in the outliner, or you can select the
object on the scene and press H that will hide it. As you can see, the
eye is not disabled. Now I do want to
focus on the cross. I'm going to create a new mesh this time I'm going
to be using a cube, and I'm going to scale
it down and bring it up. It has to be centered.
That's important. Usually, I just move it
around in edit mode. And I'm going to select the x ray mode so that I
can see what I'm doing. Cool. Now, here, let's just
bring this up a little. It doesn't have to be perfect. We're going to take
care of this later. And then maybe I can just grab. What I want to do now before
moving forward is that I want to create a cut
right in the middle. So that I can only do
half of the cross, and then we'll just mirror it so that we have equal sides. So I'm going to
create a loop cut. Remember that if you move
it by just right clicking, you can snap it to the
center of the face. Now with the phase selection, I'm going to select that half and I'm going to get rid
of it. So delete phase. Now, I want to select
this space over here, and I want to bring it in so that it is closer
to the top reference. Now, from here, I want to create a couple of loop cuts
to extrude this part. So I'm just going
to create a lo cut here and a cut over here. Now again, I want to select
this face and extrude it. But before I do
that, I'm going to select the whole thing by pressing A. I'm going to
go into the side view, and this is like wide for
the object that we have. I'm going to bring back that
cylinder that we just hit, and here I do want to scale it in the y axis so
that is not as thick. I'm going to go somewhere
here, maybe that's good. I don't want it to be
super thin either. Maybe a little more. There. And then I'm going to go
back into the front view, and now I'm going to
select that single face, and I'm going to extrude it. Cool. We have the
base of the cross. Now we need to change this, so I'm just going to be
adding a couple of loop cuts. Actually, before I do that, I want to add them
with scrolling. Maybe that's fine. And now, I don't want to
select the whole thing and scale it because if I do that, that would change the center of the verdicts, and
I don't want that. I want all of these to
be right in the middle. So I'm going to only
select the ones that are towards the edge
and just move them. So I'm going to move
them to the right. Same this one, move it
a little. Like that. Okay. And then this one as well. Nice. So I have that
this a little too much. Something like
that. So from here, let's see if I can bring
this in a little more there. We have half a cross,
as you can see there. What do we want to do now? What we want to do is combine these two objects
so that it can be a single one and I don't want
to have two different pieces. Since this cross has
only half of it, I'm going to do the same
thing for the cylinder. I'm going to going
to edit mode into face selection X ray mode so that I can select
the pack as well, and I'm going to
select all the faces that are on the left side. I try to go as close as
I can to the blue line, which means that's the
center of the world. And then I go closer to check that I'm actually
selecting all of them. See how we didn't
select all of them. So I'm just going to go back and select those
by pressing shift. And that way, I selected
the whole left side. Now I'm going to press X and
faces to delete all of that. Make sure that you don't have
any other faces at the top or at the bottom and your set. So now what we want to do? We want to connect both the cross and the
cylinder, the base. But before we do that,
I actually also want to delete See how we
didn't select this one, so I'm going to get rid of that. You got to make sure that you are selecting
the whole thing. Cool. So I also want to
delete all of the top cap. So there are a couple
of ways you can do it. You can select the
first phase and then press control and
select the last one, and that will select
the whole thing. Another thing you
can use is if you press C on your keyboard, You see how my cursor
is now like a circle. Now with my click
holding my click. I can start painting over
what I want to select. And if there's
something that I don't want by pressing
the middle click, you can get rid
of the selection. So this is another
pretty useful tool. And then when you
are good to go, you just press Enter, and then you've selected
the whole thing. So two different
methods for selecting. And I also I'm going to
get rid of those faces. Now that we're there,
let's see the cross. For the cross, I also want to get rid of the bottom phase. I'm going to go
into the edit mode, select that single phase at
the bottom and delete it. And then what I want to do
is that I do want to select these vertices right here
and I want to attach them to the top of my cylinder. So to do that, I'm going
to select both objects and press Control J to combine
them to join them. Now, I'm going to select
these four vertices. And I want to snap them to
these vertices right here. So remember that we can
do the snapping tool. Now I want to select verdicts
instead of increments. And I'm going to
press G and then. That should snap it
if you see how it in creates that
square over here, you can select the verdicts
where you want to snap. But any of them will do
because I want to level them. So by just clicking, you will see that now
they are aligned. Kind hard to tell,
but they are aligned. And now what we want to
do is that we want to connect all of these
faces with the cross. To do that, we need
to create a lot of cuts on our cross
Because right now, we only have three edges. But over here,
since this is half, it means that we have 24 edges
that need to be attached. What I will do now
is that I want to create maybe maybe even more, maybe six faces over here. In the middle. And
then I want to connect them to the
ones over here. The ones that are in the middle, I'm going to connect to the
ones that are in the middle. So I select that edge and
the edge that's outside, and I'm going to press F. Now, from here, you can
repeat that process, select both and press F, or you can just select the line that should
continue the next phase and press F. That will connect it with the edges that
are attached to it. So I'm going to do
that one more time. And I'm I'm going to
do the same over here. Cool. So now we have we need
more pass to attach. We can count them. It's
one, two, three, four, five, six, seven,
eight, nine phases. So that means we got
to create a cuts on our cross to attach all of
them. So let's do that. Since this is looping, it will do the
same for the back. So that's two, three,
four, five, six, seven, eight, and I'm going
to keep them in the middle. Now I can do the same, select these two or just
keep doing the border like we were doing it by just pressing this edge
and going around. Now, if I did the math right, this should be connected nicely. And we're going to do the
same to the other side. Pressing F until
we reach the end. Cool. That way we have
connected two objects as one. Now that we're here, there's a couple of things
we need to do. First, I want to mirror it. So you can add a modifier, go to generate and
then say mirror. That way, it just
creates the other half. Now, if you for some
reason rotated the object, you might need to change
the axis of the mirroring. So this is attaching it
from the bottom and so on. So right now, the x
axis is working for us. And there's one thing that
you definitely need to do, and it is activate clipping. So clipping means that
the verdict that's right in the center is going
to be converted into one. If we don't activate that, then we're just going
to have two vertices placed in the same position, and that can create a
lot of errors later. So you want to be
clipping this object. Now that we have
that, we are going to add a subdivision
surface modifier, and this is where we're
going to know that we need more detail on our model. So for example, as we always do, this is snapping, so I want
to deactivate this napping. And I want to bring this
closer to the bottom. There are these things
that should be leveled. Something like that.
Same as this one. We should have a little eval Like that. Another
thing that you want to do is to shade
smooth. Like that. And then on X ray mode, I like to see where I
need more geometry. So let's say something here,
something at the bottom, just like what we've been
doing with the other models. Whenever you want
a sharper edge, you will create a
lot cut over there, and if you don't, then
it should be fine. So let's say this one I
want to bevel it a little. Something like that,
and then create a lop cut so that
it's more sharp. I try to do this also fast. To see how much we need it. Cool. Another vevel over here. Here as well. Then another
loop cut over here, another one over here. Then this one there. We want it here. Want it
really close to there, and then the same applies here. We want these loop cuts
to be really nice. Okay. We're almost there. This one needs a
big cut over here. For this one, we're
also going to be creating a sharp edge there. And then for the cross, we need a couple of
a couple of cuts, usually close to to the corners, something like that,
and then one over here. Let's say we also need
one of them here. I think that's pretty good. Now, these ones right here. Instead of adding, we can
actually do to one here. I think that's what is great. That's good. Now, instead of creating another
loop cut here, if you want it to be sharper. If you do that, you will
be creating a loop cut all over our cylinder and we
definitely don't want that. If I do that, then I'm
going to be creating the sharp edge there,
and that's not fun. We are going to get rid of that. Instead, we can simply
move these cuts. So I select this and move it in the y axis a
little closer, can do that. Nice. That's a little cross. Now I need another lip cut here. I think that's quite
all right. Let's see. Oh, maybe we need one over
here to make it a little sharper down here
and one over here. But that's pretty neat. It's connected to our object. We have the subdivision
surface, we have the mirror. It's pretty much done. If you want to apply the
mirror, you definitely can. I actually suggest that you do, but only do it when you are sure that you are
done with modeling, like the whole thing. If you are completely
sure that it looks fine, then you can just app on
your mirror modifier. And now we would have
geometry on both sides. That's it. That
looks pretty nice. We have the subdivision surface and that should be our king. We only have one extra piece
and we're going to be done, so I'll see you in
the next video.
17. Chess Project: Knight Part 1: All right, so we're down to our last piece,
which is the night, since this is a
more complex shape, we might take a little
longer to finish it. But I will ensure that I show you every single
step that you need to do in order to achieve
a shape like this. Now, for this model,
in particular, we are going to be using
the edge modeling method. And then for the base, we are going to be using
other methods that we use before for other pieces. Since we want to do the
horse with edge modeling, the first thing we've
got to do is to add a plane as our main shape. Now, here, I'm going
to go into edit mode. I'm going to rotate
this in the x axis, 90 degrees, and I'll scale it
down and put it over here. Now there are some things
that you need to think about. Generally, for complex shapes, you want to start from the bigger shapes into
the smaller detail. So we could start
from doing the belly, doing the general shape
of the body up to the head and then start creating
more detail from there. But We could also
start from the detail, and then that would allow us to know exactly how many faces we need to get to that detail. And then from there we can start creating the
rest of the body. Now, ideally, for the majority of detail objects like this, you want to start with
the bigger shapes. But in this case, in particular, I actually want to
do it the other way around because I
want to show you how topology works and how
important it is to think about the amount of
polygons that you're using, where you're cutting,
where you're doing things. I want to do an inverse
engineering kind of thing where I show you
where do we want to get? Where do we want to get
and then from there, start creating the
bigger shapes. So that means that
we are going to start with the eye
and with the nose. And then from there we can
start building up the rest. So I'm actually
going to activate the x ray mode so that
I'm able to see better. I want to bring the
square up and then scale it down to a B about
the size of the eye, and I want to rotate it
facing the eye a little bit. Now here, I want to
create two cuts, so one going this way right in the middle and one going
this way in the middle. Then from there, I'm going to
start moving these vertices around to the closest
pot in the eye. So again, I'm not adding
too much topology. I just want to generate
the general shape. Then from here, I'm going to select these two
edges at the top, and I'm going to extrude
them up and move them somewhere close to the part of the head
to create that shape. I'll do the same for
the ones at the bottom. I'll extrude them down and try to place them
somewhere on the jaw. So, something like that, it's good enough for now. Now, I'm going to select these two edges at
the front of the eye, and I want to extrude
them all the way to the front of the whole head. So I'm going to extrude
this over here. And then I'm going to move them. So that they kind
of fit the size of the nostril doesn't
have to be perfect, but somewhere close to it. And then here I want to create other lopcuts to
create the nose. So I'm going to frame it. Frame the nose, and
then I want to have that single vertice
in the middle. So I'm going to create another
loc right in the middle. And then here I'm going to shape the nostril with the
vertices that are around. Something like that is good. We have the nostril
and we have the eye. Now, from here, we are going to extrude the top edges
like we did with the eye. I'm going to extrude these up. And again, I'm going
to shape them. It doesn't have to be perfect, but somewhere there,
and I'm going to do the same for
the bottom ones. I'm going to extrude them down. Actually, you're going to move
this somewhere over here. I want it to be the
corner of my mouth, and then I can
move it over here. Now, to complete these faces, to complete these
holes, I'm going to ex And then I'm going to
move verdx over here. But this one over here. I don't want to have this
triangle in the middle. I actually want to combine these two vertices
into a single one. That's called merging. And to merge our vertices, we can select both press on our keyboard and then
say merge at center. That way, sing
those two vertices and converting them
into a single one. I'm going to do the
same for this one. I'm going to extrude Move this vertice where
it needs to go. Yeah. Somewhere shaping
them out a little. And then I'm going to select
both vertices, press M, and say at center and then
just move that around as well. Okay. Cool. So we
have this part done, and now I want to
connect these two parts. So I'm going to show you
another thing that you can do. I'm going to add some loop cuts here because this
face is really, really long like these
faces over here. I want to add a
couple of loop cuts. I think about four
should be nice. Then instead of doing extruding all of these four and
merging the vertices, I actually only want to extrude
the three in the middle. The three edges in the middle. I'm going to extrude them up. I'm going to shape them. And then I'll select
this edge and this edge and press
F to create a phase. Select the two and press
F to create a phase. We're going to repeat that
process for the bottom. I'm going to extrude them
down, move the vertices. Then I'll select these two, press, select the two and press. Now, I do want to shape
these lines a little better. The one that's right in the
middle, I think it's okay. Maybe I can make it more organic because this angle here
is not as good and that's because it came from the eye, but it's not as good. Then from here, I
actually want to shape this a little closer
to the bottom. Doesn't have to be perfect, but somewhere closer to that. I'm going to do the
same for the top one. The idea is that the faces
should have a similar size. It doesn't have to be perfect, but that's closer
to what we want. Now, here I want to
create the mouth, and I'm going to select
these two, extrude them. Move the vertices
all the way down, and then I want to create
a couple of fluke cuts, I think with two, it's enough and shape the
rest of the mouth. Shape them a little
bit like that. And that's good enough. Now, we need to finish
the rest of the head. So I'm going to select
these four edges, and then I'm going to extrude them to where the ear starts. I'm going to select these
verdicts at the bottom, and I actually want to create
a little corner there. And then I'm going to move
this as well a little bit so that they
are a more organic. Then again, I'm going to
select the four edges and I'm going to extrude them one more
time somewhere over here. I want to move them
closer to the back. So it doesn't have
to be perfect, but something like that,
I think works fine. This one I can probably bring
down a little more kind of following that shape.
So that's good. I feel like that's good
enough. All right. So now I want to create more loop cuts over here because I feel
like these ones are too big, so I'm going to
create two loop cuts in the center and then I'm
going to create one over here. Again, I'm going to
shape those in the back. To whatever gives
you a better shape. I feel like that's good enough. Now, from here, my that. Now, I want to create
the base of the ear, so I'm going to create
another loop cut and then I'm going to move this up to shape that back
in the start of the ear. Again, I just move
this a little bit. Now, from here, I'm going
to select these two edges, and I'm going to ex down
all the way to the bottom. Now, here I want to place them. Somewhere close to how
that shape should be. And now we can create a couple of loop cuts to shape the belly. So I think I'm going to
create maybe four loop cuts. Yeah. And then I'm going to move them and then shape
them individually. Where they should go. Now, I feel that I need a
little bit extra topology, so I'm going to add a Lubeca I think in the
middle of each one. Again, you want to
have those nice curves in your topology. You don't want
those sharp angles. So this is very sharp. You want to, you know, change those so that it's
a little more organic. So something like air. Yeah. You want that nice curve. Then we can shape
these ones as well. Just a little bit like that. Cool. So that's basically
the main shape of our horse. Now, we might want to add a
little bit more geometry. But for now, I feel like
this is good enough. I'm actually going to select all of these
urgics in the middle. And I'm going to move
them a little bit so that they are right
in the middle. I'm to move this like that. Just you arrange them
a little better. This angle right here,
I don't like it, so I'm going to get rid of that. You know, and just
have a nice curve. So now that we have the
shape of the horse, we can continue with the
rest of the details. I'll see you in the next lesson. Okay.
18. Chess Project: Knight Part 2: Okay, so we're going to
continue building our night. So the next thing we want to do is that as you can see now, we have a plane, basically, a very flat plane with
the shape of a horse. And this needs to be a
three d object, right? It needs to have
some sort of volume. So what can we do now? We can select all of our faces. Go to the side view,
and as you can see, it's a single line
because it's really flat. And I'm going to extrude
it to the front. Now, what you need to keep in
mind is that we don't want to create the whole
thickness of our horse. Instead, we want to do half because we're
going to mirror this, and we're going to not
mirror it on the x axis, but we're going to
mirror it on the y axis. So here, I'm going to
do something like that. I feel like that's
a good thickness. Maybe about two
spaces in the grid. I feel like that's good enough. Now here, I actually want to
create that mirror modifier. But before I do that, I want
to select all the faces and vertices that are right in the center and where
the blue line is, and I'm going to delete those. So I'm going to get
rid of those faces. Now we have I
disabled the night. You can see that we have a
how volume kind of thing. And now from here, I want to add a modifier going to
go into mirror modifier. Now, I don't want
it in the x axis. I want to change that
to the y axis and alla. We have that little horse being
duplicated on the y axis. Now, again, as I
told you before, you need to activate clipping. I'm going to show you y. Maybe I didn't
explain that before. If I move this forward, can you see that
they are separating. If I activate clipping and
now I try to move them, now they're going to be sticking together in that middle point. So that's why clipping
is super important. Unless you do want to
have separate pieces, but generally, you
want them together. So clipping should be activated. Now, from here, we have a horse. Now, this needs much more improvement than
what we have now. The first thing that
I want to do is that I want the front of the face to be a little more
thin than the back of it. I actually also want to make
it a little more thick. I'm going to select all
of these vertices with X ray mode and just move them a little farther. That's
a little better. Now, I do want to select these vertices in the front of the face and I want to
bring them together. So if I just select them and press G and y and
bring them together, I'm going to get this sharp, weird shape and I
don't want that. So what can we use? We can
use proportional editing. Remember that we can
activate that button, and then if I bring them closer
and scale that thing up, the radius up, it's going to modify a bigger surface
more organically. Now, as you can see now, the vertices in the body, like in the belly are also changing, and
I don't want that. I'm going to go
into the properties of the proportional editing. And I want to select
connected only. That means that only the
vertices that are closest to the are somehow connected
within that radius, those are the ones that
are going to be affected. So I'm just going to select
that and do it one more time. So I'm driving in
the y axis and see how that's not moving anymore.
That's what I wanted. Now, that I think that's good. Now I want to select only
these ones at the front. Maybe even the one like
this one over here, and again, I'm going
to scale them, but with a smaller influence. Now, you can also go
to the top view and change them without
proportional editing, you can change them a little
so they are more organic, but I feel like overall, this is a good shape. I'm going to go back
to that front view. I feel like that's good
enough for our horse. Now, I do want to at this point, add a subdivision
surface modifier just to check the general shape
and how that's looking. No, I know that I need to add more geometry and that's
going to affect it. But in general, I want
to see how that's looking and maybe
smooth it better. Feel like the size of the
mouth is pretty good. Yeah, I like it overall, and it's good to
check this before you start doing more things. It looks okay. Now I can disable it to keep working with
the shape that we had, and I actually want
to shade out too smooth so that it's not
affecting me so much. Then here, we can
extrude two things. So we can extrude our. So I'm actually going
to select these faces, go to the X ray mode, activate my reference again
because I disable it. I'm actually going to
scale this a little bit. Then what I want to
do now from here, actually, I want to do that
with proportional editing. Not so much so that the faces and the other
vertices move as well. Just about there, I want to create some sort of
thickness around the eye, and then here I'm
going to inset it. So remember that by pressing, you can create an
inset and just bring that down to the regular
size of the eye. That way, I got
this little frame that will help us to
have a more defined. And then from here, I want to extrude that inwards. I'm going to press
and extrude it in. Now, if I check this again
with the subdivision surface, you will see that our
eye is pretty round. So and very smooth here at
the end, I don't want that. I actually want to create
a loop cuts to that edge, so that it's a sharp. I'm going to create
another one over here, and then check it again. I think that's better
closer to what we want. Now, again, with the
subdivision surface modifier, you can still go back and select those edges and move them up so that it has a closer
closer shape to the eye. Can be a little difficult. And if you need more topology, you can always go
ahead and add more. We are going to do the same
thing for the nostril. So I'm going to select
these four phases. Again, I'm going to make them a bigger with
proportional editing. So we don't want to
be modified too much. Something like that, and then do an inset around the
shape of the nostril. Then here again, we are
going to extrude them in. I'm going to do a big
extrusion over there. Again, I want it sharper, I'm going to create
those cuts near the edges and see how
that's looking Cool. Is a little strange, but I think it will work for us. I'm going to smooth
this one more time. That's looking pretty good.
Now, I think we might need to add another subdivision
to have that sharper eye, but don't worry much about it. Okay. Now from here, there's two more things that we need to do
to finish the horse, which would be the
ears and the back. So for the ears, I'm going to disable
subdivision right now. And I actually want to
create some cuts over here. So the first cut I'm going to
do is going to be the ears. So the size of the ears, they're not exactly like the whole width that
we have right now. So I want to create actually. Let's add two loop cuts
see if that's enough. Yeah. Maybe I want to move
them a little bit, to make the ear at more wide. I think that's good enough. Then I will select
that single phase, and I'm going to extrude
it up to create the ear. Now, with the X ray on, I'm going to move
I'm going to disable proportional editing
and just move these tic where I
need them to be. I'm going to create two loop
cuts and then shape them. And now, I'm going to activate subdivision surface
to kind of check how that's looking so I can
bring them up if I need it. I'm just going to collect both of them and make
it a little more. Wide. Nice. So, we have the two ears. You can also modify these
vertices at the bottom, bring them a little closer
to make them wider, and then this ones at the top. I do want to be at this one. I want to make them
a little smaller. I think that's good enough. So we have the ears. And now, what we can do is
that we can generate the back. So we can select these spaces, all the way till the end, the bottom, and I am
going to extrude them. Now, this might be a
little more tricky. But let's see. We can start shaping this. So let's go into the verdicts
mode and then just start shaping those vertices
as we need to. I'm just going to do
it very quickly and then see if I need to add
any more topology somewhere. Sometimes that's the case. Sometimes with the
ones that we have right now, they're good enough. I think they will
be good enough for what we need. Perfect. So now if I go back,
it's not perfect. There are some things
that you could probably change make
this a little more. Let's see. Did I select both? Okay. So you make that angle on without the
subdivision surface, and then you can shape this a. A little more. Now, it's
not going to be perfect, but it's close enough
to what we need. Good. Okay, that's good
enough for the back. Now, another thing you
can do is that you can select all of this edge right here and make
it a little wider. I'm just going to
move that like that. Move them in that axis. So that it has more of
a point pointy thing. Maybe that was too much,
bring it back again. Now I'm going to
select these faces. Oops that here. Oh, I think it's selecting
more than I need. I'm just going to do it.
Try to do it manually. This is better. Then these ones, I want to scale them in
the y axis a little bit. So that they are a little
more sharp right there. Nice. So we basically have
our horse ready. Now the next thing
we need to do is to create the base and
we should be done. So I'll see you guys
in the next video. Okay.
19. Chess Project: Knight Part 3: Okay. So now that we have
the horse part ready, we can work on the base. The first thing we got to see is that you see the
bottom of the horse, it's very flat and
almost like a rectangle. But we want it to resemble
more of a cylinder or like a circle so that for our
c or cylindrical base, we can join them so that it's easier and
it looks more organic. So what can we do
to change that? First here, I want you to delete These faces these
six faces over here. We don't want them. We want it to be whole. So we're going to
get rid of them. And now we have kind of like
that hole at the bottom. Now, from here, I want to create more
topology, because right now, as you can see, we have
three faces on the side, which means we have six faces at the top, like at the front. And then on the side,
we only have two. And so I think we should have
at least the same amount. I'm going to create two
loop cuts on this side, and then two loop cuts
on this side as well. And that way, We can have
six faces on the side. Now, what this will allow
us to do is that we can modify this a
little bit more. So you're going to go
into the X ray mode. You can start creating
a better shape here. You can actually modify
this a little bit more. I have to be perfect, but
closer to what we want. The more topology we have, the better results we can get. The more detail it is, but also the more difficulty becomes to manipulate somehow because we have more topology to work with. This is good for now. And now that we are ready. Hopefully, you feel good
with your overall shape, and when you are ready, we are going to apply
our mirror modifier. I'm going to go into the
mirror and just say, apply. That way, we now have a single shape it doesn't
have the mirror on. Cool. So now what we
want to do is that we want to select this
loop at the bottom, and we want to convert
that into a circle. How can we do that? There is a tool in
blender that allows us to transform this shape
into a more circular shape. It's not perfect, but
it does a good job. So I'm going to go up
here into the mesh menu. Transform then you see here
that it says to sphere. Now, when I do that, if I
drag up and down my mouse, you will see how
that's changing. Now, I can't really see here because of the
perspective that I have. So I want to go down. And actually see it,
so I'm going to select two sphere and see how
that's becoming a circle. I'm going to do
that. I'm going to make it the most circular I can. There's like a limit that where it snaps, I'm
going to click. And as you can see our shape,
it's a little screwed. We don't want that we
want it to be over here, so I'm going to scale it up until I have something more
similar to what we had. Now, it's not perfect. As you can see,
it's a little more like an oval instead
of a circle. We can change that by scaling it a little
bit on the y axis, making it more circular. We can look at it from the top. It looks pretty circular to me. But now this shape here,
it's kind of weird. Now, we could have used proportional editing
to change it, but it actually creates
a very weird thing. I've tried it before
and it's not perfect. Another thing that
you will notice is that this is not straight. We want it to be as
straight as possible. So I'm going to scale
that in the C axis, that it's a little
more straight. Not going to be perfect, but the more straight, the better. Now, I'm going to
select the next loop, and I'm going to
repeat this process. I'm going to go to mesh, transform to sphere, and then make it as
spherical as I can. I'm going to go all
the way to where it's snaps and then go back a little. Because I don't want it to
be completely circular. I want it to be a circular.
Something like that. Then here I'm going to
scale this as well as I need to and then
scale it in the C axis. I want it to be more straight. Something like that. Now,
we're getting a better shape, and we're going to
do it one more time. Over here, just one more. We're going to
transform it to sphere, make it a little
spherical not so much, and then just change
that on scale it evenly. Cool. I think that's better.
That's a better shape. It's pretty organic.
I like it a lot. And I think we are good
to go to create the base. So, to create the base, we got to see how many polygons
we have on our bottom. So I'm going to select that loop code at the
end at the bottom. And instead of going
and counting manually. That's very tedious. So there's an easier
way if I go up here on the viewport overlays, is this arrow right here, and then I check the statistics, you will see that I can see how many edges
I have selected, and that's 24 at the moment. I think that's pretty good because now we can
create the base. So we might want to We might want to change to have the same
topology at the bottom. So I'm actually going
to create a cylinder. And then on the properties, I want this to be 48. The reason why I'm choosing
48 is because we have 24, and I can easily double that. And 48 is the next is the most obvious choice to make our cylinder right now. 24, I can double that to 48, and then I would have a
pretty smooth surface. Why not 24? I feel like 24
is too low for what we need. So I think 48 is
the right number. And then it depends, if you have, I don't know. 32 at the end, that's
how you did it, then you would have
maybe to add this up to 64 and then just something
that makes sense. So now I want to change the cap field type
to a triangle fan, and now we're good to go. So I'm going to scale this down, and just like what we've done before, I'm going
to bring it up. Actually, I'm going to
do this, scale it down. Somewhere there, and then select this and just how we've done how we've
done things before. Now, actually, let's
do the easiest way, which is to do the whole
thing and then add lopcuts. Feel like that's the
faster way to do stuff? I'm going to bring this there, create another lopcut here. Maybe here, scale it down. Doesn't have to
be super perfect. But let's see if I can
create another one here. I think that's good enough. And then we are going
to join the two things. So as you can see, we have the base and
we have the horse. So to join them, remember
how we did that the other time where we combined. So we also need more geometry here to like here at the bottom, and the normal
things that we do. Right now, I want to join them. Now, if I do it at
this very moment, you will see that we don't have enough topology at the bottom. We need to convert this into 48. Now, the easiest
way we can do it. Especially this is some
more organic shape. It's valid to do
something like this. I'm going to go to the
subdivision surface modifier, and I'm going to bring the
levels down to one on both. Then here it's basically adding doubling the amount of
faces that I've have. So I'm actually going to
apply this subdivision. And this will create a lot
of faces to work with. Right? So now, what can I do? First, having this more topology allows me to give more detail on the eye and the
certain places where we might be
lacking a lot of detail. You can also sculpt when you
have the amount of faces. And then the other
thing that will allow us to do is that
we can join these two and we will have
the same amount of vertices to join up and down. So here on this base model. I'm going to select
on X ray mode, the top faces and I want to delete them. I want
it to be whole. Now I'm going to select the horse and I'm going
to select the base, and I'm going to press
Control J to join them. Now, here's going to
be a tricky part, and it is that these
faces might be too close, and these ones might
be too separate. So I want to start with the ones that are
right in the center. I'm going to select
this one right here and I'm going to press
F. Then from that point on, I'm just going to press F. Until I finish, see how
that's doing a weird shape. Don't worry about that.
Until I finish the horse, we are going to keep pressing
F until we close the gap. Cool. We have joined two things, and it's not that bad. I feel like this is
working pretty good. Now here, I actually
want to smooth that a little The best way we can do that is by
going to scope mode. And then we're going to
select the smooth brush, which is this one over here, and very slightly, going
to bring the string down. I don't want it to be too much. I want to also do it at the
same time on both sides. I by clicking this over here, I can have symmetry
on both sides. Since this is symmetrical
on the y axis. That's what I'm going to select. And I'm going to smooth
that out a little bit. Just so that my vertices
are a little more defined. Were like equally separated. That's what I want to
do. See how that did it? It's pretty pretty nice. And I'm going to do
the same a little ear. Okay. Now, I'm doing this with a mouse,
which is not ideal. It's probably what you
guys have, so it's okay. But just smoothing
that out a little bit so that it has a
more organic shape. Now, when I look at it,
you move the vertices a little to have a better
shape when it is connecting. Now, you can go back to your
reference and try to change that a little see how we
lost the edge over here. So I want to scale that scale
that in actually again. Scale it on the C axis so
that it's more straight. Like that, and then
maybe bring it up. And I will actually create
a new lip cut here and scale that down so that
it's a little more smooth. Okay. I think we got it. Let's go
back to the object mode. See how that's looking. I think I want to add another subdivision to avoid
the faceting happening here. But we can also go and
change those faces. Change the shape a
little bit of the. I'm actually going to activate proportional editing
and try to make it. I'm going to make it smaller. A little bit more defined. Doesn't have to be
perfect, but you know, Just trying to move this so
that is a little sharper. Okay. And a little nicer. Okay. Okay, I think that's good enough I think this
one is pretty good. And I think we are ready. So I'm going to add that other subdivision
surface modifier to have a surface in general. And I think that's it. Let's see if we can maybe
add some definition at the bottom, especially here. And let's add a
pebble over here. That's acting a little weird. Since we have more
geometry that can happen. Something like
that. That's good. And let's see this one, I
think looks pretty good. Maybe I want a little
more definition over here where it is connecting. But I feel like that's
it. We have the horse. Now, you can also go and change this now that we
have more geometry. You can change these vertices to make them a little
sharp just go in there and create a better shape. Again, having that
proportional editing on really helps with the top
with moving topology. So I can create that
definition that I wanted. Yeah, I think that's good. I bring this in a little. You know, just do a
couple more extra. Extra detailing, but that's it. That's our horse. That's our
knight. Here we have it. And with that, we
end the pieces. Make sure to rename it. So again, this is going to be objects Object and this is
going to be the knight. And we can add it to our
collection. And that's it. We have all of our pieces ready. So the next video, we're going to focus on how to, you know, put this in a scene
and make it a little nicer. We're also going to be building
the board so that we have a place to put this on
to put these pieces on. So I'll see you then. Okay.
20. Chess Project: Chessboard: Since we have built all of
the pieces of the chest, now there are a couple
of other things that we need to do in order
to finish our project. The first thing we're going to do is that we're going to build the board where the pieces
are going to be standing on. So in order to do that, first, I'm going to bring back any of the object that we
have already built. And in this case, I'm going
to bring back the knight. This is the last piece
that we just built. And here, I'm going
to bring it back for reference so that I know how
big our board should be. All of the pieces should
have a similar base size. So they should fit within
the same size of square, and that's what we're
going to we're just going to bring one piece
to have it as reference. So now here, I'm going
to add a plane And as you can see the square
that we have by default. At least in my case, it is fitting pretty
well with the base. I think it's a good size for the size of the night
and our pieces. And you can check under
here in this corner, you can check the
properties of that plane, and it says that the size
of the plane is 2 meters. The meter situation is not
really relevant right now. It could be 2 ", 2 centimeters, Blender by default
works with meters. So that's why we see
the M right there. But it does it's not really important unless you are working in architecture where you need real measurements or if you're going to
print this out, it might become relevant. But if you're just
working digitally and you just need it for a
render or an animation, the size is not really relevant. So you can just see
that this is two units, no matter what it is, it's
going to be two unit. And that means that each
edge is equal to two units. So usually a chess board has
eight squares on each side, so that in total,
it has 64 squares. As this is 2 meters long. That means that we need
eight of these ones, and since each one is two, that means that
the size should be 16 meters long for each edge. And that would be a good
size for our board, 16 meters, 16 units, whatever it is that
you're working with. Right now, I'm going to disable the visibility of the night because I don't need it anymore. And here, I'm going to
go into the edit mode. As you can see, this
is a single phase, and I actually want
to divide this into the squares that we
need for the board. So if I click and hit subdivide, you will see that each edge
will be divided in two. That way we will have
now four squares ses. Each edge is being
divided on two pieces. If I hit subdivide
one more time, it's going to create
the same thing. For each edge is going to be it's going to be
splitting that into two. So if I hit subdivide, now I have four squares within
each of the other squares that we had making four
squares on each side. If I subdivide one more time, remember that I'm right
clicking and hitting subdivide. Now I will have eight
squares on each side, having a total of 64 phases. As you can see over here, you can check that
on the statistics that we have 64 phase. So that's what we're going
to need for our board. Now, I'm going to make
a very simple board. You can go as crazy
here as you'd like. I know there's people
who like to bring it up, you having different
heights for the squares. You can do crazy things here. I'm just going to
do a simple board. And the way I'm going
to do it is that I'm going to select all of it. I'm going to give
it some thickness, I'm going to press
and scale it down. Doesn't have to be too thick. And then I want to
select the border. So that I can extrude
that outwards. I'm going to go into the top. I'm going to press and scale it. So by double clicking, I select the whole loop, and then I press
and to scale it. And I'm going to just do a
very little extrusion there because I wanted to give some
sort of frame to the board. That's flat. But now I want to extrude again because
I want to create a bigger frame
that has some sort of wall so that it's
more like enclosed. And I think that's
a pretty good size, maybe or something like that. And now I'm going to select that loop that we just created. So I'm going to
double click and so I can select the whole loop, and I'm going to go into the
front view and extrude that upwards. It doesn't
have to be much. Something like that
would be good. Great. So now that we have that, as you can see, we have
this loop cot going around. But this loop cod is
not really doing much. If you see the places are
pretty flat on the side, which means that if
this was scaled up, I would be needing that edge because it's giving
me the shape. Since this is completely flat, I can easily get rid of it because the less
geometry you have, the better, the more efficient
the model is going to be. It's going to be easier to render better for your computer, less memory has a
lot of benefits. So I always tried to
keep the less amount of faces possible without
affecting my shape. So we can delete this by
pressing X and you might think that we just hit edges since
we are getting rid of edges. If I do that, you will see that suddenly my faces disappear, and it's because the computer thinks that we need that edge in order to create the face. And the reason why is
because if you see these edges are
still split into. The vertice already
is also there, like it didn't get
rid of the vertices that we're in the middle.
And we don't want that. So the real way to do this,
I'm going to go back. And I'm going to press X, but instead of saying edges, I'm going to say
the solve edges. This will get rid of the edge
without affecting my faces. As you can see, this is a
single face with four vertices. I got rid of all
the vertices that was splitting the faces before. So that's the right
way to do it. Now from here, This is the very basic
board that you need. I do want to add a
couple of things, and it is that
usually in real life, our sharpest objects
are never like 90 90 degree sharp,
like you see here. There's always some sort
of beveling going on. And this is important
because when you're shading, you're
creating materials, and you're lighting it,
you will see a difference when things are more smooth
and not completely sharp. So I'm going to select
the top and bottom loop, and I want to bevel
that a little bit. So I'm going to press
Control B and just create a pebble with a
couple of loop cuts. Doesn't have to be super big, something just like that, so that it has a
nice curve going on. I'm going to do the same
for the inner ones. So this one and
this one over here, I'm going to create
a little pebble. So something,
something like that. Would be good. So that
is not super sharp. And that's it. That's all
we're going to be doing now, and we have our model ready. In the next video, I will
show you how can we do the actual chest texture that we usually have on the
boards. So I'll see you then.
21. Chess Project: Intro to Materials: All right, so now that
we have our board ready, we want to give some materials to this thing so that we can actually have something that
resembles a chess board. Right now, this is
just a simple board. We don't have the
checker texture that we usually
have on the board, and we can only do
that with a material. So I'm going to do a very, very simple introduction
to materials. I really don't want
to go deep into it. But the first thing you've got to do to see your materials, is that right now
we are looking at our view per shading
that's solid, which means that it's
always going to be a simple plain plain color. And I want to change that
to the material preview, which is the next sphere, like the next circle
that you see over here, that's going to be our
different shading view. So I'm going to click there. As you can see
this is very wide, and it is because we don't currently have any
material applied to it. So how can we add
materials to our objects? If you go under the
properties nel over here, You will see this red
sphere over there. That's the material properties. We're going to go there,
and here we are going to create a new material that we are going to
assign to the object. Since I'm on this
object already, if I create a new material, that's going to be assigned
immediately to the object. How can you know if
this is assigned, if I change the base
color to anything, you will see that it change. So you know that this material is being applied to
the whole board. I want to make this actually
put this in RGB, let's see. I want to bring closer
to a gray color. So let's just the
same on each one, so that we go back
to the center. And I'm going I don't want
it to be completely black. Maybe I do. Let's see. Yeah, no. Actually, I'm going to keep it
completely black. And as you will see this material is being
applied to the whole thing. Now, what are some
things that we can check with our material? We can change the
base color of it. We can change how
metallic it is. The roughness means
how shiny it is. So basically the
lower the roughness, the more shiny it
is going to be. The bigger the roughness, the more mat is going to look. So I want to bring the
roughness at more down. Maybe 0.2, it's good. I want to make it
a little metallic. Not so much. And then I'm not going to explain what
the IOR in the alpha is. It doesn't really matter
for us right now. So we're just going to
focus on the base color, the metallic, and the rob. So now we want to create
the pattern that we have, usually, the white
and black pattern. So I'm going to an
this material black. Actually, I'm going to give it a prefix mat that I know
this is a material, black. So now that we have that, we can create a new material. One way we can do it is that we can add a new material here. And then we can select the
same one that we just created. Um and create a copy of it. So this will create a copy. If I click on two sheets
of paper over here, that's going to duplicate
the material that I'm using. I'm going to name
this Matt white. So I duplicate it because I don't want to change the metallic and the roughness. I want it to be
exactly the same. But now I'm going to change
this base color to white. As you can see,
nothing's changed, and the reason why is because the whole object has
these material applied. We need to apply this white
material to specific phases. So if we go into edit mode and I select the faces that are going to have
the white material, I'm just going to go and
select them very quickly. So I select all of the faces that should have
that white material. So we go like that. And now I'm going
to say Mt white. I'm going to stand on the
mat white and say assign. Once I do that, you
will see that we have the checkerboard
right there. We have the pattern
that we needed. And that's why I created
the faces because I needed to select each
face individually and assign a different
material to each face. And that's it. We
have our board, which is pretty nice. That's pretty much, can you can add as many materials
as you want if you want the frame to have a
different material than the black and white
that you had there. You can also do that, make
it any color that you want, doesn't have to be
black and white. But this is basically
how it works. Now, this is a very simple
way of creating materials. We're not really going
into the details. But actually, in the next video, I want to show you how this could be achieved differently. To not have all these spaces that are just creating a plane. And instead of assigning
the each material, we can actually have a texture, and I want to show you
how that would be done. So I'll see you in
the next video. Okay.
22. Chess Project: Intro to Texturing: All right. So we have our
board ready with materials, but I actually want to show you a different way to achieve this checker texture here. So what we did was that we assigned we had different faces, and then we assigned a
different color for each face. There is a different way
that we can achieve this. So I actually
duplicated this board, have it right here
without any materials. And what I did to the
model was that I got rid of all of the intersections that were creating the squares. We needed that amount
of faces because we were assigning a different
material to each phase. In this case, I'm
actually going to keep just one single phase at the center and that's
going to be my board. I left the details similar
to what we had before. But I got rid of all
of these intersections that they weren't really
modifying my topology at all. We just had those because we needed different
materials for each phase. What I want to do now
is instead of assigning a different material for
each individual phase, I actually want to add a
texture to the board instead. So I'm going to show you For the whole
thing for the border, we're going to keep the same
material that we had before. So to reuse one material that
you have already created. Under the material properties, you can go underneath here, the arrow and just
search for it. If you have a lot of materials, you can actually type them here. And that's why I'm
telling you that it's important to name things accordingly because
sometimes it's easier to just find it
through the search bar. But right here,
we only have two, so I'm going to
select the mat black. And that's the same material
that we were using before. Now I want to create
another material. So I'm going to
click on this plus, but on the right, I'm going to create
that new material, that new space to
assign a material, and then I'm going to
create a new material. This one, I'm going to call it check Texture you'll see why. Actually, this is a material, so again, checker texture, what I'm going to
do now is that I'm going to select the face, the single face,
and I'm going to assign that material so
that we're able to see. Right now, it's just
an empty white color. But what we can do
now is that we can connect a texture
to our base color. So instead of having
just like a solid color, we can actually have a texture. Right now, I'm going to show you just a very
easy way to do that. I'm not going to
go into details. But when you click
on the yellow dot, you will see that
you have a lot of things that you can
connect to the base color. Right now, I want to
go under texture, and under texture, there's something called the
checker texture. There are plenty, you
can add an image if you had an external image that you wanted to apply but for now, we're only going to be
using the checker texture. As you can see, we have a similar pattern to
what we had before. Now, the color so you
can change two colors here by the fold it has
it is white and gray. So I want to bring the gray
to be completely black. But as you can see the amount of squares is not the
amount that we need. Because of how we build the object and we haven't really scaled
it up or anything. We knew that this is 16 meters by 16 units by
16 units by 16 units. So the scale here is
actually going to be eight, and I know this
because I've tried it. I don't want to go
into detail for the how these things work because it's a
very complex subject, and that's not the
purpose of this tutorial, but as you can see, we have more squares now, but they're not really in place. And the reason why is because there's something
called mapping, which is how our textures
are applied to the object. And right now that
mapping is not correct. To make it correct. It's like it is a
little offset it. And we don't want
that, so I'm going to go to vector to that purple dot. And then here I want to go under texture coordinates
and select the UVs. So maybe you don't
know what UVs are. UVs are basically the way to map three D objects
into two D spaces. So basically, it's
like converting a three D object into
a two D image kind of. I'm not going to go into
details about UV coordinates if you want to you know,
learn more about it. You can always do
your own research. But basically, what
this is doing is that it's grabbing those UV
coordinates that the plane had, our cube had the fold, and then using that
to map the texture. As you can see now, we do have the amount of
squares that we needed. It is eight on each side. And by total, we
have 64 squares. So what's the cool
thing about this? It's nicer to have
textures because that way, you don't have to have as much
topology as much geometry to have the desired
texture, right? So it's just a single plane
that has the texture on it. Now, we can change the
material properties again. I think we had the roughness down and then the
metallic a little bit up, and then we have something
similar to what we had before. If you want to do it this way, you totally can or
you can just stick to the other version where we just assign a material
to each square, but I just wanted
you to be aware because this is a little
bit more advance, but something that is used a lot when working on
like in three D and when we're texturing and when we're creating the look
development of the objects. So I just wanted
to show you that there's another way to
achieve the same result. But yeah, that's basically it. So now we need to assign materials to our
objects to our pieces. So I'll see you guys then.
23. Chess Project: Pieces Materials: All right. So now
we are going to add materials to our pieces. I'm going to bring the
first one on the list, which is the Bishop, so I'm going to enable the visibility. And then we are going to be creating two
different materials. Remember that a chest set
usually has two sides, so it's one light and one dark, and we want to create
those two materials. And then once we
create the materials, we will be able to duplicate
our objects and just focus on the layout
of the chest. So Here, I'm going
to grab the object, and I'm going to
create a new material. Now, this one, I'm going
to call it material. Let's say piece, and then
I'm going to say light. So I want to bring actually the board just to compare
how it's looking. And then I don't want this
to be completely white. I actually wanted to
have a more Like, more yellowy color,
not super yellow, but more like a cream
color. Let's see. Something like that. And then I want this to be not that rough, so I want it to be more shiny. Something like that. So you
have to think about what's the material of the piece. Like, it could be
completely metallic, it could be plastic, it could be wood. It could be, you
know. And depending on the material that you choose, the properties are
going to change. So let's say if I want this to be some sort of like metal, I'm going to bring this
all the way to metallic. And then from there,
I'm going to change the roughness to make it
maybe not that rough. And then these would be,
I don't know, like gold. And it depends on the
color, it could be copper, it could be silver, it
could be another thing. I actually don't want
them to be metallic. I'm going to bring the
metallic maybe up to that, just so it's a
little bit metallic, and then I want it to be
more like plastic key. So the roughness needs to be yet high. Yeah, something like that. Then the easiest way to create the other material that I'm actually going
to grab another piece. I'm going to bring the
king, disable the bishop. I'm going to select the king, assign the material
that we just created, which is the piece slight. Then I'm going to duplicate it. Remember that to duplicate the same material we're going to hit on the sheets
of paper over here. I'm going to rename this to dark And now I want
this to be more black. Then again, you can change the properties to make it more appealing for
that particular color. That looks pretty nice, maybe a little more less rough, so it's more plasticy. Let's see. Yeah, something like that. And that's it. We have our
the color of our pieces. Maybe the color I want
it to be not as yellowy, more blue on the blue side on the blue spectrum and
make it a little darker. Thing like that. Cool. So I'm going to bring the ta and just compare the two, so I'm going to move
this over here and just see if that looks
good. I think it does. Looks pretty okay. So yeah, that's basically it. Now we can assign the
materials to all of it, but I think that initially, we have the two
materials created. But now we got to focus on duplicating these
objects as many times as we need and then assigning the materials to one. So I'll see you guys then.
24. Chess Project: Layout: All right, guys. So
this is where we left. We created two materials
for our pieces. But now we got to
put them in place. We got to do the
layout for our chest. So right now, I'm going
to actually disable the visibility of the
bishop and the king, and I actually want to
start with the rook. So we haven't applied
any material to this. I'm going to start with
the light section, so I'm going to
select the material, assign the material
to the object. And then I want to go on the
top view by pressing seven. Then here, you can move this
to where this should be. Rooks are usually
on the corners. I'm just going to select G to move it and
put it in place. Now, from here, you can put them make sure that they
are kind of in a good spot. So you can look
at the properties here to see the location of it. I actually want to
do this evenly, so minus seven and
then minus seven here. Just so that I have like just a number without any decimals or something
easier for me to control. And then now I'm going
to duplicate this. So I'm going to select it
press shift to duplicate it. I'm going to right click to
leave it at the same spot, and now I'm going
to press G and move it on the x axis to the side. Now here, you can see
that the location, we can just press seven, and that will be
equally distance. Now we can select the two, and we're going to
duplicate it one more time. Press right click to leave
them at the same spot, and now I'm going to press G and y to move them
to the other side. Now, as you can see,
they are not in place. You can say here how much
you want to move them. In this case, it would be 14 so that they're
equally distanced. Now for the two, we are
going to select them and we want to change the material. It's going to be Park. I'll do it for each one. And there we have it. We
have our rooks in place. Now, we are going
to rename this. These two are the light,
I'm going to be object, light, rook, and then 01. I'm going to copy of this and do the same for
the second one. The light rook two. Then for these others, they would be dark 01, copy that, and then
this would be our 02. We could also do left and right
if that's easier for you. But it's good to keep them separate and
knowing what you have. Also, we can create
new collections. I'm actually going to do that. Under these objects collection, I'm going to create
a new collection, and these are going
to be my dark pieces, and I'm going to create
a new collection. And these are going to
be the light pieces. Super important that you
keep everything organized. And I'm going to
grab the dark pieces and bring them into
the dark folder, and then the same
for the light ones under the light pieces folder. Great. So now we
have that and we can start putting
the other things. I'm going to keep doing
it with the night. So the night we would
need to rotate it, but before we do that, let's assign the material. So the light material, go to the top view. I want to place it here. We know that they should
be at minus seven. That's not what I wanted. Let's do it from
here minus seven. There we go, and
then I guess minus five would be pretty accurate. Now I actually want to
rotate this on the C axis, 90 degrees. It was
actually the other way. I'm going to rotate it one
more time on the C axis, 180 degrees so that
it is facing forward. Now I'm going to duplicate, do the same process
that we did before, move it on the x axis, where it should be on five, and then we can grab the two, duplicate, move
it on the y axis. And here, I'm actually going
to rotate it individually. So first, I want to
change the location to be seven and then I'm going to rotate this on the axis 180 degrees and
the same for this one. Oh, I didn't rotate. Okay. There we go. I'm going to assign the material
for each one. So this is the dark this
is the dark as well. I'll select the
two, bring them to the dark pieces and then select these two and put them
in the light pieces. I'm actually not going
to keep renaming them just because I don't want
this video to be too long, but you should be
renaming all of them. The next one that we
have is the bishop, we're going to bring that and this one has already
the light color. I just want to move it in place. So they should be
at minus seven. And then the location
at minus three. Now I'm going to move
this, sorry, duplicate it. Move them on the x axis, and then this is going to
be a three positive three. Then I'll select the
two, duplicate them, bring them on the y axis. The process is very
repetitive, as you can see. This is going to be at seven. And You could
probably rotate this, but I don't feel like it's
necessary, with the nights. But we're going to
change the color, so it's going to be the dark
it's going to be the dark. Then again, I'm
going to bring them into the folder
where it belongs. That's it. All right. Now we have the queen. So for the queen, we only
need one on each side, and it should go I'm not wrong, it should be on this
spot over here. So let's see, it
has to be at minus seven and then at minus one. I'm going to duplicate that
and move it on the y axis, but here it actually
has to be at seven, but this is going to
be on the other side. So it should be at one. And then I can assign the color and we will
have the queen like that. Now I will bring them into the corresponding
folder like that. Now we need to put the king, so I'm going to bring that here. Now we have the
dark version here, let's actually move
it where it belongs. Then here, let's see, it should be at minus
one and at seven. Now I'll duplicate
it and then bring it into the right and it should
be at one and minus seven. I'm going to change
the material one more time, over here. The light one. There we go. That looks pretty
nice. Again, we're going to move them into
the corresponding folder. Now we're missing the pawns. I'm going to bring one pwm going to start with
the light pieces. This might be a longer process. I'm going to bring it here on this pot it's at minus seven, and then at minus five. Then I'm going to
start duplicating that and I'm going to move
it two digits every time. I'm going to duplicate that, move it on the x
axis, two times. I'm going to do
that one more time, move it on the x
axis, two units. Then what I can do now
is select all of them, duplicate them,
moving on the x axis. I guess that's too much. Okay. Here they are. Let's scrap them. I think I love them. Oh,
look, where they are. I'm like, where are they? Okay. So they should be
let's see minus 57, I did not work how I wanted
it to, but it's okay. Should be at five minus five. Three and minus five. And then one and minus five. So now we're going
to select all of them and duplicate
them not the board. Let's do that one more time. Move it on the y axis, and then it should be
ten that we move them. They should be
fine. Let's check. Yes, they are perfect. Now let's change, I actually have to do
this individually, so we're going to assign the material for
each one of them. Let's see. This is a very long process.
I can take a while. But we are ready. Again,
we're going to select all of these pieces and move them
into the right folder. Let's just bring this up. Into the dark pieces
and then let's select the other ones
into the other folder. All right. That's it. We have our chest set in place. Now you can always arrange
the scene to be different. You can move them so that
it's more dynamic for note, I'm just going to keep it like this as the starting position. That's it. We have
our layout done, and now we need to
render this out, so we actually have a
cool image to show. I'll see you then.
25. Chess Project: Camera: Okay, so now that we have our layout ready and our
pieces are in order, we would like to maybe grab
an image from this, right? Because we can maybe grab
a screenshot from here, but it doesn't
look very nice and we could actually
improve this quite a lot with some camera position and some lighting so that
we get a nicer result. Now, by default, when
we are looking at materials with this
render option over here, this is the model, and
this is the shading. But with the shading,
we are looking at a general lighting
that Blender has. You can change the
visualization by changing these are called HDRIs a little bit more complex. But basically, all of these little spheres will
have different lighting. As you can see, the
things will look a little different depending on the
ones that you're choosing. So it depends, but the fault one is like this one over here, the third option, and we want to make the lighting
from our own. First, we got to do the camera. To add a camera, we're going to hit a shift A, and then we are going
to select camera. Now, you can barely see
it. It's over here. I'm going to bring it up so that you can see what
the icon looks like. You can't really tell
what are we looking at. To look at what the camera
is viewing right now, we're going to hit zero And this is basically
what the camera is looking at at the moment. It's very strange to just
kind of go back and forth. So I'd like to have
a split screen where I'm going to
make this smaller, and I'm going to
create a new screen so that I can look at both
things at the same time. So to add a new kind
of window here. If you go to the right corner, you will see of this viewport, you're going to see that my
cursor changes into like a cross kind of By doing
that and you drag, you are able to create a second window and you can create as many
windows as you like. Whenever you approach any
corner of your windows, you can add more windows. But just two would work
well for our camera. And what I'd like
to do is keep one where I'm looking at what
the camera is viewing, and then just the normal perspective so that I
can move this around. So I actually want to do like a quick setup here of how I
want this to be looking at. So maybe something
like over here. Let's see. If I rotate it, something like that
and bring it down. I like to play around until I have a nice view of what I want. So it really depends on
what you want to what you want to portray with the scene. Just like a general idea. I don't want it to
be too far away. I want it to be rather
close because I don't really want to worry
much about the background. So those are the things
that you have to keep in mind when you are
setting up a scene. Let's see this looks a little bit. I'm going to change that. I think something like
that would be nice. And that's pretty much it. You are going to
set up the camera like that by just
moving this with your normal transformations
and then setting up the view of the camera. Once you have that, as you can see, this is
in the wrong place. I'm actually going to bring it out even out of this collection. Because it's not an object. Yeah. It should be just
outside. And that's it. You can lock this
object if you want to to not move the
camera if you're happy. I think I'm pretty happy
with this setup right here. But again, you can do
anything you want, you don't have to
do this exactly. You can change the position, you can change the places of the pieces, anything you want, just do like a cool scene
with a nice composition and think what looks better and what works
better for your scene. That's it. That's the camera
set up on the next video, we're going to start
with lighting.
26. Chess Project: Intro to Lighting: All right. So now that
we have the camera set, we are going to start
working on our lighting. So there are a couple of
things that you need to keep in mind when working
with the lighting, and it is that Blender has
two types of renderers. As you can see, if
you open up here. If you open up this menu
over here on the right, and you go to the camera icon, which is the render properties. You're going to see that you
have a render engine here. Now, by default,
Blender works with EV, which is a real time renderer. It's faster. Real time is what usually video games work
with to make things easier. And the good thing
about it is that it is very efficient and it optimizes how the computer does all the calculations and all the things
for the lighting. But there is a downside
to it and it's not as realistic as other renders
that are not real time, but that they use
rate tracing instead. So if we have a list over here, we're not going to worry
about workbench for now, but you see the third
option is called cycles. Now cycles is the
rate tracing render that Blender uses to make things a little bit more realistic and a
little bit prettier. Now you can choose to work with EV or with
cycles and actually, Before I do anything, I'm actually going to
show you the difference. So I'm going to go into the
render option over here. Right now, you can see the
scene looks very bland, and that is because
we don't have any real lighting in here. So I'm actually going
to add a light. So we're going to hit S A
and create a sun light. Now, don't worry much about where it is located or anything, but now we can see
the lighting here. Now, if I change this to cycles, you will see that it takes
a little long to compute. And it looks a little
prettier, right? It has a more nicer effect, and I haven't really
modified the light at all. This is just a straight
light coming from above. It's a sun. And What happens here is that it
takes longer to compute. If you don't have a
very strong computer that can handle this
type of rendering, I suggest you just work with EV, which is going to be faster and more efficient for
your computer. But if you have a
nicer computer with a good GPU and a good
CPU and that it can handle the stress of rendering, Iggest you work with cycles because it's going
to look a lot nicer. But it also depends on
what your necessities are. So what I do recommend, though, is that you never
work in cycles. Like you don't modify
the objects on the rendering option
when you're working with cycles because it can really
slow down your computer, and you don't really want that. Just for looking how things are being lighted,
you can do that. But generally, I would
work on this option. Instead, I'm going to change
this to not have the HDRI, this image right here as
the lighting, but instead, I want to choose the scene
lights and the scene. And you're going to
see what this does. Basically, this would
be the same option as having activated on
our rendering option, as you can see, is
pretty much the same. But that's what I
like to work with. Now I'm going to grab that
light that I added before, and we are going
to change it now. As you can see, because
this is a sun light. If if I change the
location of the light, it's really not going
to affect anything. The reason why is
because the light also it's only affected
by the rotation. And not the location. So no matter where I have it, it's going to be the same. What matters is how
I'm rotating it. So one thing that you have
to keep in mind is that usually you don't want the light coming at the same, like, I'm going to do this and show
you what you shouldn't do, and it's have it like in the same direction
as the camera. And that's because that
would look very flat. That would flat our
image and not give us the three dimension
feeling that we like. So that's something that
you should always avoid. But other than that,
you can just rotate it however you want it and put it somewhere that
you feel like it's going to be nice and
do it from here. You know, you can just
try different options. Of how the light is looking. I think something like
that would be nice. And then we can change
the light property. So if you go on this panel on this light bulb over
here is a green icon, you can change the color of the light and the
strength of the light. Usually, there's a system called the three point lighting, and it is that you have
three different lights to light any scene. Now, this is just
a general rule. You don't always
have to follow it, but it actually
gives great results. So one of the lights that you always want to
have is your key light, and that's what we
are creating here. So the key light usually is the main light that
is going to give us the direction of kind of like where the
main light is coming. So you want that to
be a little strong. I'm going to put this at 1.5. And then I actually want
to change the color. Usually, lights are
never completely white. They can be, but kind of rare. I want it to be a little
yellow but closer to orange kind of so that
I get a warmer color. And I think that's
pretty much it. What I want to do
with the key light. Now, the second light that
you always have to have, it's a feel light. The feel light is going
to basically feel all the parts that are not
being lit by the keelight. Now, I'm going to check how
this is looking on cycles. Just to I didn't
change the engine. Just to see how that
kelight is looking. I think it looks pretty nice. I like the warm color of it. So the flight,
it's going to feel the lighting over here of places that is not receiving
much light. That's what the felt
is going to do. And a cool trick that I
like to do is that our felt is not an actual
light but an HDRI. Now, this is a complex
topic that I really don't want to get much in depth about. But it's basically
creating a dome that brings light from an image that's surrounding the
whole environment. To do that, we are
going to go under the world properties,
which is over here, this red icon with
a world over there, and we are going to
change the surface. So under the color yellow dot, we're going to click
on that and we actually want to have
an environment texture. What this will do is that
it will create a dome with an image around now because we don't have an image
right now it looks pink, so don't worry if
this happens to you. We just want to add an image. Now, this image, I'm going
to be giving it to you. But if you open an
image over here, I'm actually going to
go under this folder, and I'm going to select this
image now so you can see this is HDRI format, which means it's
meant to be an image that surrounds the world. You can find this
easily on Google, if you look for free HDRI. But this is what we have now. And as you can see, now, we have an image on the
background that's giving us some light on the
objects, basically. If you cannot see here because I don't have
the render activator. Actually, I think you can
only see through the camera. So you can't really see
what this is looking like. But basically if I
go a little farther, you will see that this is
the image that is grabbing. And this will help us create more light
coming from the image. Now, if I go into
the render option, We can actually disable
the background. I actually don't want
that, so in the world, I'm going to go into
ray visibility, and I'm going to
disable the camera. So I don't want to see the
background on the camera. I only want the lighting
to be affecting the diffuse and the
glossiness of our objects, but not the background. So this is how
that's looking now. It's looking a little nicer. Now, I don't want
it to be as strong. I'm actually going to bring
this down to maybe 0.5. Just because I don't want it to be super strong on my scene. And that's it, that's
our feel light. Now, another light that you
need to add is the rim light. So for the rim light, I'm going to go back to
the option over here. The rim light is what's
going to give us the edges. The nice edges, usually you
would see rim lights on portraits where you see the
strengths of hair being like looking like very angelic
or something like that. It basically is the light
that's coming from behind. And that's usually
our strongest light. But the thing is that since
it's coming from behind, it's only going to illuminate certain edges of the object. So we are going to add
a spotlight for this, and I'm going to see
usually I like it to be opposite to the kilight or
opposite to the camera. That's how it should be usually. I'm going to rotate this, trying to see where it
is, something like that. Bring it all the way here. Something like that. And then I want to see how
this is looking. The power it's right now ten
watts, but for spotlights, they need to be way way up high, and that's because it computes it different than sunlight. I'm actually going to do it like 100,000 or
something like that. And that's when you
can start seeing the rim light coming here. Now, if you really want
to see what you're doing, actually the lights are in the wrong place. I'm
going to bring them out. I'm actually going to disable
the sunlight for now. So I don't see that.
And I'm going to bring the world
strength to zero. So I just focus on
that rim light, and I can see where it's coming
from and what it's doing. I'm actually going to rotate this a little bit, like that. I like that, and
you see how we're getting that nice
rim on these edges. It's pretty nice. That's
what we want to achieve. Now you can change
the properties of the spot light by changing
the size of the spot. So bigger or smaller. You can change the radius
of where it's starting. And that's going to
affect certain things. You can see how much is
like diffusing that cone. Yeah, there are different
things that you can play around with the spotlight. I'm not going to
go into details. And then I'm going to check
it on my render option and just kind of check how that room light is
affecting my object. Feel like I want the radius
to be a little sharper. So the smaller the radius, the sharper is going to be. Usually, And then the spot size, I think that's pretty good. Now, the bland, I don't
want it to be too soft, and then let's check it out. Yeah, I like that
a little better. I like how we get,
like edges over here. Looks pretty nice. So
now we're going to activate the sun again
and the environment. And we're going to
check it one more time. And yeah, that's pretty
much the lighting. I feel like this might
be to pride, maybe. So we can try to make
it a little farther or change the keelit
to be less intense. So we can do that. Let's go to the sun and check
the properties. Let's just keep it at one
and see how that's looking. Yeah, I like that better. It's a little less
intense over here. You can always
change this again. You can change the location
of your spotlight. So I'm going to bring
it a little farther away because that is not
as close to this object. Let's see how that's
looking. Yeah. I like that. I like how it's looking. And that's
pretty much it. Now, you can add a floor if
you want to or just render this as it is and maybe just add a plain color
on the background. But yeah, this is
pretty much what you have to do.
Looks pretty nice. Look how nice the
shadows are looking, and this glossiness. It's looking pretty nice
with the reflections. So yeah, that's pretty
much how lighting works. Now in the next video, I'm going to show you how to render this out so that you can
actually have an image. So I'll see you then.
27. Chess Project: Rendering: All right. So now that
the lighting is ready, we are going to start rendering. So for the render, I do actually want to create
some sort of background, I don't like I don't
want this to be empty. So let's do that
by adding a plane. I'm going to scale that up. Make sure that is pretty big. Something like that would work. And then I do want to select these edges over
here in the back, and I want to extrude them up to create some sort of wall. I want to extrude them
up. Something like that. Now I'm going to
select these edges at the border and I'm
going to level them so that I can actually create a smooth surface.
Something like that. Okay. And then I'm going to go on object mode and
say shade smooth. So that's actually a
smooth background. I know for like a photo
session or something. Nice. Now I'm going to
add a material to it. I'm going to create
a new material. It's going to be the
material for the background. And then I'm going to check the object to see where it's at. Right now it's under the light pieces and we
don't want it to be there. I'm actually going to bring it up just outside on the objects folder right there
and I'm going to call this object background. Nice. And then here, we can check how
this is looking. And let's see. You can see we have the background
pretty nice. I do want it to be a
little darker though, and I do want to get
rid of that high, very bright spot that's being created because
of our rim light. So let's work on that. I'm
going to go into the material. I'm going to make it a, something like
that. Not too dark. And then to avoid having
that bright spot, what we can do is that we can tell splendor so that the slide doesn't affect my object
like my background. I can just kind of trick this. This is something that you
cannot really do in real life. That's why 30 is so cool. Because you can trick the
lighting and be like, Oh, I don't want this light
to affect this object, and you can actually
disable that. So to do that, I'm going
to select the light. I'm going to go under
object and then go under shading under
the light linking. And here you're going to
click on this icon and select the objects because this
is where my background is, and I'm going to disable
that background. By doing that, if I go
under the render again, you will see that the rim light is not really affecting
my background. I don't really like and
then we have an issue. See how we have this dark spot, and we don't really
see the checkerboard. That's because I
personally had two boards, one with the faces assigned
with different materials, and one with the texture. And it is rendering both. So it's kind of
creating an error. So I want to disable the camera for the one
that I'm not using, and then we'll see
how that's looking. Oh, I see what's happening. So another thing is that
this is not under the board, so I need to bring it down so that it matches
and it goes down. Let's see if that makes it. Yeah. That was our issue. Now that we have that, it looks much better. I like the background. I might want it a little lighter, maybe. Now that I think about it, I think lighter would
look maybe better. I'm going to just change the
material, bring it a little. I'm actually going to go into a it looks a little more blue. See how that looks. Yeah,
that's pretty nice. So you can change this
color to be anything. It could be pink, it could
be green, blue, anything. So this looks pretty nice. And when you feel confident about your
picture and how this is how it is
looking, you can go. I actually want the material
to be a little not that. That's another thing I want to. Let's see if I can
change the roughness. Okay. Actually, no, I don't
think it really matters, so I'm going to
make it more rough. All right. So once you are ready and you feel confident
with your picture, you can actually
change the settings of the render and make sure
that everything is okay. So we're going to go
under the camera. You're going to make sure that the render engine that you're using is the
one that you want to, if it's either EV or cycles. If you have a better
CPU, choose that, but if your GPU is stronger, maybe you have a laptop, Rendering with your
GPU might be better. But it depends. Then here's where you're going to
create the samples. The more samples you have, the longer it's going to take, but more neat the picture is going to be the more
defined and with less noise. By default blender uses 1024, like 1024 samples
for the viewport. So when I'm doing it here, that's going to do
it compute basically 1024 times until it reaches
that and that's all. But when you actually
do the render, by default is 4,096 samples. That means that it's
going to be better. You're going to have less noise, as you can see, right now, this is computer and
it is up to 40 44. It goes pretty slow and
since I'm recording, it goes a little slower, but it's basically
getting rid of the noise that we see here. Doing 40 96 could be worth it, but it might take longer and sometimes some computers
might not be able to do that, or maybe they just crash if
you try to do it that high. J keep in mind, how the rendering is done, and this is 1024, so
it's not really much. You can bring it
higher or lower, and this is more about testing
what your computer can handle and how much
samples your scene needs, depending on the
materials, the lighting. When you have shinier materials that's going to
create more noise, you got to keep those
things in mind. And then the other thing
that you have to look for is underneath the output here, you're going to
check the format. Right now, I'm rendering
an image that's 920 by 1080 pixels.
That's the default. You can make this
smaller by bringing it to 50% that's going to be
half of the resolution, or you can make this
four k if you want to, there are different
things that you can do. Then here's where you're going
to tell Blender where you want to save your image. You can also This is important if you're doing an animation. But personally, I enjoy just
doing the render if it's just an image and then
saving it myself instead of telling it where
to do it beforehand. So now that I'm happy with this, I'm going to render it. So to render it, you can go to the render tab up here on the
menu and say render image, or as you can see,
you can just press F 12 on your keyboard
and that will do it. Let's do that and then
you'll get a new window, and I'm going to fast forward this because this
might take a while, but you will see all the time
that is taking the samples, and when this is ready, you will see that you would say 40 96 out of 40 96.
I'll see you in a bit. All right. The render took about 21 minutes and
the image is now ready. Now we can just save it by going here under image on
the render window, and here we're just going
to say save or save as, and then you're just going to choose a folder where
you're going to save it. I'm going to go and
do it just out here. I'm going to say ch render. Now you can change
the file format. Right now I'm saving a PNG, but you can change it to JP or a Targa or whatever it
is that you need or a ti. So I'm just going
to keep it as PNG. Then you can change
this as well, but I recommend
you don't do that, choose the file format
that you prefer, and then just say save
as image, and that's it. We have our vendor ready. You can create as many
different images as you want. You can create different
cameras or just move the camera to have maybe
some close ups or something. But yeah, that's pretty much it. We're done with the project. I hope you learned a lot. Thank you for following me
throughout this journey. Yeah, we have our chess ready. I hope you enjoyed it.