3D Modeling with Blender : Create a Realistic Subway | Cemal Yağmur | Skillshare
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3D Modeling with Blender : Create a Realistic Subway

teacher avatar Cemal Yağmur

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Trailer

      1:26

    • 2.

      Install Addons

      2:13

    • 3.

      Referances Images

      1:12

    • 4.

      Floor and First Wall

      1:36

    • 5.

      Door Column

      4:01

    • 6.

      Door and Window

      3:40

    • 7.

      Window Frame and Glass

      4:28

    • 8.

      Text Objects

      4:02

    • 9.

      Rubber and Metal of the Door

      2:53

    • 10.

      Screws

      2:27

    • 11.

      Mirror and Array Modifiers

      2:41

    • 12.

      Wall and Window

      4:18

    • 13.

      Wall Panel

      2:08

    • 14.

      Red Light

      2:20

    • 15.

      Wall Panel Objects

      2:50

    • 16.

      Poster

      1:40

    • 17.

      Wall Screws

      1:37

    • 18.

      Mirror Modifiers

      0:50

    • 19.

      Wall Window Frame

      5:25

    • 20.

      Lock Parts

      8:11

    • 21.

      Wall Window Screws

      4:02

    • 22.

      Array Modifiers

      1:21

    • 23.

      Seat and Modifiers

      5:30

    • 24.

      Air Conditioning and Modifiers

      2:29

    • 25.

      Seat Pipes

      8:01

    • 26.

      Seat Pipes part 2

      5:30

    • 27.

      Wall Pipes and Decal

      3:53

    • 28.

      Corridor Door and Wall

      3:47

    • 29.

      Door 2 Panel

      3:10

    • 30.

      Door 2 Objects

      2:42

    • 31.

      Electrical Panel

      5:46

    • 32.

      Door Lock Objects

      3:53

    • 33.

      Wall Metal Floor

      1:50

    • 34.

      Light Obj Part 1

      1:30

    • 35.

      Picture and Frame

      3:57

    • 36.

      Light

      4:38

    • 37.

      Picture and Light Modifiers

      0:54

    • 38.

      Ceiling Lamp

      4:31

    • 39.

      Light Section Screws

      3:28

    • 40.

      Top Curve Metal

      2:28

    • 41.

      Relings and Screws

      5:27

    • 42.

      Station Text Panel

      4:59

    • 43.

      Station Text

      2:06

    • 44.

      Air Condition and Top

      6:04

    • 45.

      Corridor Pipes

      8:07

    • 46.

      Mirror Modifier for All Objects

      3:01

    • 47.

      Adding Lights and Cam

      4:21

    • 48.

      Basic Render and Emission Material

      4:27

    • 49.

      Adding Material to the Door

      5:00

    • 50.

      Door Column Material

      6:34

    • 51.

      Adding Materials to the Screws, Glass and Wheels

      3:59

    • 52.

      Text and Door Number

      7:07

    • 53.

      Poster Materials and Other Text

      7:05

    • 54.

      Wall Section Same Materials, Panel and Emission Light

      4:23

    • 55.

      Adding Materials to the Pipes, Seat, Air Condition

      5:42

    • 56.

      Door 2 Section Same Materials and Lock

      4:42

    • 57.

      Creating Emergency Text Material

      5:45

    • 58.

      Creating Upper Pictures and Light Materials

      7:14

    • 59.

      Top section Railings Materials

      4:45

    • 60.

      Station Panel and Text, Air Condition

      3:45

    • 61.

      Creating Floor Material

      3:27

    • 62.

      Test Rendering

      3:05

    • 63.

      Final Render Settings

      5:02

    • 64.

      Compositing

      2:36

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About This Class

In this course, we will create a beautiful interior exclusively in Blender, from the first polygon to the final render.

Take your first steps to becoming a 3D character artist.

Whether you're a beginner or more advanced, learning the tools and developing your own creative process as you go.

You can follow the Subway model used in the course or create your own.

The course will show you how to create a great looking model for your portfolio, color it,  render it, and make the output more beautiful.

  • Create a subway from start to finish using Blender.
  • Use the free addons to shape of your model.
  • Create stunning images for your 3D Art Portfolio.
  • Learn how to create blender materials.
  • Learn compositing and effects for better rendering.
  • Learn how to use Cycles.

You'll instantly apply your new skills to real 3D models.  All project files as well as resources will be included.

I am ready to answer your questions and support your success. You have access to the Q&A section.

If you want to create detailed, realistic environment in Blender, this course is for you.  You'll learn the modeling techniques and Blender's texturing tools you'll need to create impressive, complex models.

This course has been created using Blender 3.6.1 and is compatible with newer versions of Blender.

Meet Your Teacher

My name is Cemal and I am a 3D artist, I have been teaching 3D graphics and helping others learn in 3D art for the last 7 years. I honed my skills by taking part in various freelance projects, from product designs to game assets. I have taught hundreds of students from all over the world through online courses.

I really enjoy teaching what I know to others.

See full profile

Level: Beginner

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Transcripts

1. Trailer: You imagine, that you did such a project without any help? Where do you plan to use this project? Portfolio, animation, game design. By the end of this course, you will know how to create a great looking subway, how to color it, render it and make the output more beautiful you will have learned. You will see step by step how to start modeling, how to continue. You will learn the blender tools necessary for modeling. You will learn how to create blender shaders. We will start by adding a simple object to the scene. Then we will transform it into the items we need with the help of tools, modifiers and editing mode. When the modeling part is done, we will color our scene using blender nodes. Then we will adjust the lighting and rendering settings. In the compositing section, you will learn how to make the output more beautiful. I designed this course for 3D students who want to make a nice looking interior. You imagine that you did such a project without any help. 2. Install Addons: Welcome to my course, friends. I will install the necessary plugins. All plugins are free, but some plugins work on version 3.6 and above. That's why I recommend using blender version 3.6 or higher for this course. I'm coming to GitHub website. We will download the machine tool plugin from this address. Download the file by clicking download zip. Locate zip file you downloaded. Edit, preferences, add-ons. Locate the zip file you downloaded and install. It is necessary to activate the plugin. Machine tool and save preferences. What will this plugin do? Tab Edge mode, Face mode, Object mode. We will be able to switch between modes more easily by using the Tab key. Now activate other plugins. Mesh extra objects. I will use this plugin when I add vertex to the scene. Copy attributes menu. I will use it when copying the modifiers of one object to another object. We will use it very often. Modifier tools. It will allow us to collectively turn off, on or delete modifiers of objects. Node Wrangler. It will allow use to make better connections between nodes when using the shader editor. Align tool. It will allow use to align objects easily. Booll tool. We will use it to create space on objects. I save all of them by clicking Save Preferences. See you next lesson. Align tool. It will allow you to align objects easily. Booll tool. We will use it to create space on objects. I save all of them by clicking Save Preferences. See you next lesson. 3. Referances Images: Welcome back. I will start with reference images. I select everything with a, delete-x, delete. Numpad 3 side view. Shift a, image, reference, side. Numpad 1 front view. Front. Numpad 7 top view. Top. I activate the gizmo. Let's take a look at the dimensions of the reference images. Side, object properties. Location, rotation, scale these values. Front, top. I will put all three pictures in a separate folder. Select all and new collection. Deselect all three objects. Object properties, visibility. Disable selectable. Reference images are ready. Let's move on to the next lesson to start modeling. 4. Floor and First Wall: Welcome again. Create a new folder. Right click, new collection. I will start with the ground model. I add a plane, shift a, mesh, plane. I will model all objects according to this object. That's why i want to enter the dimensions, N panel, item, dimension x. 2.422. 11.223. Location y 2.493. I will start with the door section. Make the red object first. New folder. New collection. Add a new object. Shift a, mesh, plane. I will rotate it 90 degrees on the y axis, r y 90, enter. Llittle bit up. I want it to snap to the corner vertex. I will use snapping menu. Vertex. G ctrl click. Numpad 3. I see picture, z wireframe mode. Tab edge mode. right edge, red line. Tab object mode, Z solid mode. Center of the object is here. Moving the center, right click, set origin. Origin to geometry. See you next lesson. 5. Door Column: Hey guys, if you will add simple objects such as a cube, cylinder or sphere to the scene, The tool here is useful. I keep it preset. Select the objects from here. Cube. I hold my finger down for 2D, up my finger for 3D and click again. Again. I hold my finger down 2D, up my finger for 3D and click. Ctrl z. I want it to snap to the vertex, so I hold ctrl, Hold my fingers 2D, up my finger 3D and click. To switch to select box. Press W. If gizmo does not appear, just click on the object. Number 3, tab edge mode, I see picture. Wireframe mode. Number 1. Blue line. Z solid mode. Tab object mode. Before continuing with the project, I would like to mention one issue. Resetting the scale for the bevel, For heality bevel x, y, z here must be equal. If you make changes to an object while it is in object mode, the scale values change. For example, I will enlarge the object in the z direction. s z. That's it. If I make changes while in edit mode, there will be no change. Face mode, g z. There will be no change. If I make changes while in edit mode there will be no change. I will give bevel. first object, edge mode. Select edge, ctrl b, unheality bevel. Second object, edge mode again, ctrl b heality bevel. That is, if you make changes to the object while it is in object mode, you need to reset the scale. Ctrl z, object mode. Reset the scale. Ctrl a scale. That's it. Edge mode again. Bevel again. Heality bevel. I made changes to this object while in edit mode and the scale dimensions did not change. So there is no need to reset the scale. Tab edge mode. Click, shift click. Ctrl b, mouse wheel, segments. Bevel menu. Segments number 0.08. I want it to look smoother. Right click shade smooth. Auto smooth. Other side. tab edge modes, i ad edge, control r, mouse wheel, edge number, click click again. Tab face mode. Second face, numpad 3, i see picture, wireframe. If you cannot see the gizmo, you can use g. only y axis g y. I get precision by pressing shift. Z solid mode. Edge mode again, only these edges. Ctrl B, Mouse wheel, segment number. 15. See you next lesson. See your next lesson. 6. Door and Window: Welcome back. I will do the green part. Copy object shift D right click. I'm going to snap it to the vertex here. Snapping menu vertex. G ctrl click. The edge mode. Numpad 3 wireframe mode. I can see better from above. G by pressing Pressing shift. Click. I will create space for the window. Numpad 3. Wireframe mode. Add tool. I hold my fingers. I up my fingers. Drag up. If you drag downwards, the object moves away from you. So drag it up. Z solid mode. Select box with w. Little bit x axis. Tab edge mode. Select edge, pressing shift. If you cannot see the gizmo, you can use G. G y pressing shift. Z solid mode. I just changed the object in edit mode. There is no need to reset the scale. I select corners, press shift Numpad 3 wireframe. I will give bevel, ctrl b. mouse wheel segment number. Eight. Position by pressing shift. That's it. Solid mode and object mode. I want it to look smoother. Right click auto smooth. Now I will use the bool tool. While the object is selected I select the other object. Shift Click Ctrl Numpad - Booltool apply. No need for cube X delete. That's it. Tab age mode. Select all with alt click. Shift alt click. Extrude x numpad 1 wireframe. Green line. Z solid, tab object. Smooth. I did not make any changes while the object edit mode. There is no need to reset the scale mode. Edge mode Alt click. Shift alt click Ctrl b Mouse wheel segments number. five. Pressing shift 35. If you use it, double tool the objects reflections may be distorted. Matcap. It should look like this. Modifier. Weighted normal. Close and open. That's it. Studio again. See you. 7. Window Frame and Glass: Welcome again. I will create another object by copying the edge. Alt click, Fill with f separate object, P selection. Object mode. That's it. Face mode, I copy it another object from one object. Modifiers were also copied. There is no need close. Numbed 3 wireframe mode. Inset, ı get precision by pressing shift. Inset again. Inset again. Z solid mode. Edge mode again. Shift alt click other edges. I want it to align to the vertex here. So the pick menu vertex. G x ctrl click. Face mode. Extrude outside. 008. Inset 01. 008 inset, 01 extrude. 01. Delete x face. I will add edge, Ctrl r click click again. I will give bevel. There is no need to reset the scale. However, if you are not sure you can check it from the N panel. Edge mode again. Ctrl B. 0005. Face mode, extrude right click, face normals alt s, inside pressing shift. 15. I will give bevel h edge mode alt click. Shift alt click. Ctrl b Mouse wheel. 15. Weighted normal modifier. Open disorder occurs. Matcap. Reflections are not smooth. If you created an object using edge the surface normals may be reversed. Face orientation. It should appear blue. It will cause problems when it is red. Tab face mode. Select all with a shift N inside. That's it. I want it to stay this way. No need delete. Studio again. I will do the glass part. Edge mode alt click fill with f, separate object p selection. Object mode x axis g x pressing shift inside scale. It didn't work. Why? Because the center of the object is here shaped according to the center. Right click. I move it to the center. Right click. Set origin. Origin to geometry. S again. S y. That's it. See you. 8. Text Objects: Hey, guys, before we continue modeling, I want to tell you about the Q menu. You can add the keys or key combinations you use must to the Q menu and access them faster. Ctrl a, Rotation and Scale. I will use both of them a lot throughout the course, but I want to use both together. Right click Add to Quick Favorites. That's it. Q reset, I add it to the queue menu. I don't need to use Ctrl a. Numpad 3, z wireframe mode, add tool. Up my fingers. Dragging it up, z solid mode, w and click. I want to enter the dimensions of this object myself, n panel, x axis. I change it on the x axis, but it changes on the z axis. If you add objects using the add tool, the rotations maybe different. I need to reset the rotation to write its dimensions, q rotation scale. 0.01. The scale changed because I changed it while the object was object mode, q reset. I will give bevel, tab face mode I will give bevel, tab face mode Front face, ctrl b, c for block and click, tab vertex mode. Vertices overlapped but did not merge. G. Right click, I need to merge. Select all with a, m by distance, edge mode again. Numpad three. Z wireframe mode. Z wireframe mode. Select corners edge. Ctrl b. That's it. Finally, since I changed the dimensions of the object, the object moved away from the surface, snapping menu Finally, since I changed the dimensions of the object, the object moved away from the surface, snapping menu Face project, G only x axis, ctrl. Which face should it line up with? This face, click Which face should it line up with? This face, click That's it. Other object, Numpad 3, z wirframe mode. I will follow the same steps, up my finger. Drag it up. W for select box. Click for gizmo. I will write the dimensions myself, n panel, I need to reset rotation, q reset. I need to reset the scale to give bevel. Q reset, tab face mode. Front face ctrl click. C automatically active, click. I need to merge. Select all with a, m by distance, edge mode, numpad 3 I see picture, corners, pressing shift, Ctrl b mouse whell segment number. Object mode. Right click smooth. The center of the object is in the middle so it move it away from the face. Snap menu face, g x ctrl click, then array modifier z direction. Numpad 3, wireframe mode. Presicion by pressing shift, z select mode. Looks nice. See you. 9. Rubber and Metal of the Door: Welcome back. I will make the blue object between the doors. Add cube. I press Ctrl to make it snap to the vertex, left, I up my finger from the mouse, then ctrl and click. W and click. I will write the dimensions myself, n panel Q reset. 0.01, tab edge mode, numpad 3, z wireframe, left edge blue line. I will give bevel, object mode, q reset, front face, ctrl b, c is still active. That's why the vertices stack. Select all with a, m by distance. It needs to snap to the face, snap menu face, g x ctrl click. Select door, numpad /, bottom part, add cube, ctrl to snap to vertex click. I lift my finger from the mouse. I leave ctrl , w and click. I will write the dimensions myself. Q reset. 25, it needs to snap to the vertex, snapping menu vertex. G z ctrl click, numpad /, face mode again. Select front face. It needs to snap to the edge. Snapping menu edge, g x ctrl click. Numpad /, object mode, I need to reset the scale. Q reset, Edge mode again. Q reset, Edge mode again. Ctrl b. C is still active. C again, c again, mouse whell. Segment number. Right click, auto smooth. Edge mode again, I add edge. Ctrl r click, click again. Ctrl b mouse whell. Ctrl b mouse whell. Segment number. Segment number. Extrude down. Pressing shift. Finally, I want to delete the faces here. X face. Numpad / Numpad / See you next lesson. 10. Screws: Welcome again, Z wireframe mode. Add menu, cylinder. I press shift to make it have equal edges. lift, drag, click. lift, drag, click. Rotate, g. Z solid mode, numpad comma, w and click. N panel, rotation reset. N panel, rotation reset. I will give bevel. Reset again. Edge mode. alt click, shift alt click. Edge mode. alt click, shift alt click. Edge mode. alt click, shift alt click. Edge mode. alt click, shift alt click. Edge mode. alt click, shift alt click. Edge mode. alt click, shift alt click. Ctrl b. Object mode. I need to snap to face. Snap face G x. Ctrl click. Numpad 3, wireframe mode. Copy. Shift d, Right click. Shift d, Right click. Again. Shift D. The object in the picture is shifted to the right. I want it to be in the middle. Copy again. Select all with shift. Shift D right click. Up section. Select all with shift. I turn it into a single object. Ctrl J. That's it. See you in next lesson. 11. Mirror and Array Modifiers: Welcome again. I will copy objects using mirror and array. Select door, mirror y axis. The center of the object is here, so it was copied to this side. I will take the center here and it will be copied to the other side. Options, origins active, Options, origins active, Options, origins active, The directions may look different, to fix, q rotation and scale. Scale with s. I need to pass the origin point to the edge or vertex here. Select menu vertex g ctrl click. Select menu vertex g ctrl click. Trying, g right click, origins close. This object. Mirror. But this time I will copy it with the help of an object. Mirrored object, door. y axis. The objects I will copy are selected. I select the other object. Ctrl click to select. Ctrl click. Pressing shift, Ctrl C. Copy selected modifiers. Copy selected modifiers. Mirror. Now array modifier. Select object, array. I will use constant offset, because I want to see in in matters. It should not be minus, to fix, q rotation and scale. That's it. It's normal. Count two. I see pictures. I will copy the modifiers of this object. Select all with a, Ctrl click. Ctrl click, ctrl click, pressing shift. Select again. Ctrl C, copy selected modifiers, array. Someone wasn't copied properly, to fix, Q rotation and scale. See you. 12. Wall and Window: Welcome again. I put the door folder into the model folder. Create a new folder. New collection. Object copy, shift D right click,m model wall, tab edge mode. Snap menu edge, this edge, g y ctrl click, other side. G y ctrl click. Numpad 3. Z wireframe mode. I add edge, ctrl r, click, again. Right side. I will fix. All the edges with alt click. All the edges with alt click. alt click alt click Z solid mode. Tab face mode Extrude, numpad 1, red line. Delete x face. I will give bevel. Select corners with shift. Number three, wireframe, ctrl b mouse whell, segment number. Eight. Pressing shift, vertices need to merge. Select all with a, m by distance. Auto smooth. Edge mode again. Alt click all edges, fill with f, numpad 3. I see picture s. It didn't work. I will scale according to face normals. Right click, alt s, pressing shift. Inset. Shift. Click. Separate object p selection. That's it. Select wall. Select faces. Extrude. Inside. 0.01. Edge mode Alt click all edges. Delete x only these edges. Select edges alt click. Select edges alt click. Shift alt click. Shift alt click. Shift alt click. Shift alt click. Ctrl b, mouse whell Five. Pay attention to this point. Loop side, close Loop side, close 45. See you next lesson. 13. Wall Panel: Welcome again. Numpad three. Wireframe mode. Add cube. Up my finger. I'm dragging, w, tab edge mode. Select all with a. I drew another one above to see it better. Front edge, green line. Z solid mode. Face mode. Front face, numpad 3, i see pictures. Inset, Inset again. Select all with shift. Numpad one and extrude. X axis little bit outside. I will give bevel. No need to reset the scale. Edge mode, alt click. Select corners. Shift alt click. Shift alt click. Ctrl b, mouse well. Select outer edges, alt click, shift alt click. shift alt click. shift alt click. shift alt click. shift alt click. shift alt click. Ctrl b mouse whell. Ctrl b mouse whell. Segment one. Five. Smooth. See you next lesson. 14. Red Light: Hey, guys. Cylinder. This time I will start from the middle point. If I press shift, it will be equal edge. If I press alt, the center will be in the middle, up my finger dragging and click, 24, w and click. Numpad 1 If I press alt, the center will be in the middle, up my finger dragging and click, 24, w and click. Numpad 1 Bevel time. Front face, ctrl b, block with c, I need to merge. Select all with a, m by distance, smooth. I see picture. Inset. Inset again. Inset again. Alt click all faces. Alt click all faces. Numpad one. Extrude. Select face. Select face. Separate object. P selection. That's it. Select object face mode. Extrude, bevel, ctrl b, c is active. Mouse wheel, segments six. I need to merge. Select all with a, m by distance, numpad 1. I see picture, object mode, I select both together. Little bit up. Select again. Scale with S. Vertex. That's it. Object mode. I select both together. Snapping menu face project. This face. G x control click. G x control click. See you. 15. Wall Panel Objects: Hey guys, I continue. Add cube, up my finger, dragging and click, w that edge mode, numpad one. And front face. Inset. Select edges. Face mode again. Extrude edge mode again. Select corners. Alt click Shift alt click. ctrl b, c is active. I need to merge. Select all with A, m by distance, Smooth. Mouse whell, segment one, again, ctrl B. Snap face g x control. Click. One last object left, I will copy the object I modeled before, Shift-d right click, modifier delete. To move the object here I first move cursor here. To move the object here I first move cursor here. Shift right click, shift S selection to cursor numpad comma. Its center is in the middle. Object events in a little bit, x axis snapping face, g x ctrl click, numpad three, wireframe and edge mode. Select all. Number three. Wireframe Wireframe Pressing shift. That's it. I put the last subject in the wall folder. See you next lesson. 16. Poster: Welcome back. I select the wall folder. At this folder when I add a new object. Numpad three wireframe mode. Add cube. Up my fingers. Dragging, w, edge mode. Numpad one. Upsides g x Shift. Click. I need to extrude forward. Only the side edges are selected. I need to face mode, tab face. And extrude, numpad three. Scale with S and inset. Solid mode, inside. Extrude. Enough. Back face delete. Select face, copy, shift D right click, little bit back. This picture. This glass. I will snap it on the wall, g x ctrl click, See you. 17. Wall Screws: Welcome back. Number 3, wireframe mode. Add tool cylinder. I press shift for equal scale shape. Up my finger, dragging. 12, scale with s, g, okay, w and click, solid mode. I will write the dimensions myself. I need to reset rotation, q reset. I need to reset the scale, q reset. Front face, ctrl b, block with c. I need to merge. Select all with a, m by distance. Face mode. Front face, numpad 3, wireframe mode. Inset. Extrude ctrl b, c is active. Need to merge. Select all, m by distance. Smooth. I see a picture. Copy shift D right click. Again. Select all pressing shift. Select all pressing shift. I turn it into a single object, control J. See you. 18. Mirror Modifiers: Hey guys, I will copy the last objects to the other side with the mirror. Door folder close. Select object, mirror modifier, only y axis, mirror object. Select wall. The center of the wall is here. So it's copied directly opposite. I change the center, right click, set origin, origign to geometry. Select all. Deselect. Ctrl click. Ctrl click. Ctrl click. Select, press shift, Ctrl C, copy select modifiers. Mirror. That's it. See you next lesson. 19. Wall Window Frame: Hey guys, I will make the frames, Face mode, numbad 3, z wireframe, Inset. Inset again, inset again, I select faces. If I click like this, it will select these faces. But if click edge. It will select what I want. Select face, shift alt click. Select face, shift alt click. Select face, shift alt click. Shift alt click. Shift alt click. Shift alt click. G x inside. Eight, deselect. Shift alt click. Shift alt click. Shift alt click. Extrude. 006. Deselect again. Shift alt click. Shift alt click. Shift alt click. Extrude again. Extrude again. Select face. Extrude again. Delete x face. I will give bevel, edge mode, alt click, shift alt click, Ctrl b mousewhell. 15. Smooth. If you created an object from the edge. The face normals maybe different. Face orientation, fix it. Face mode. Select all with a, shift N, inside. Matcap. It's nice. I continue. I'm going to make the blue object. Face mode, select face, ctrl click. Copy, shift D right click, separate object, P selection, object mode. Move the center. Set origin, origin to geometry. Set origin, origin to geometry. Edge mode. Alt click. All edges. I want it to flatten, s y 0 enter. Other side. Z wireframe mode, Tab edge mode. Select all with a. Middle. Object mode. Select object. I'm going to past the origin point to this edge. I'm going to past the origin point to this edge. Origin, snap menu edge, g ctrl click, mirror, z axis. Merge is active, mirror apply, edge mode. No need to edge, delete, only this edge. Select all with alt click. Y axis. This line. X axis. Outer side. Alt click. Numpad comma. Numpad comma. Little bit outer. Now, ıwill do the last part. Now, ıwill do the last part. Edge mode, ctrl r, little bit outside, bevel time, control b. 001. Face normal extrude. 001. Face normal extrude. Extrude. Right click. Alt S, pressing shift. Edge mode, alt click, separate object, p selection. Edge mode again. Select all with a, fill with f. Only x axis. G x. Shift click, scale with s, Nmpad 3, wireframe. That's it. Z solid, Tab object. See you. 20. Lock Parts: Hey guys. Numpad 3, wireframe mode. I'm going to do the green object, but its place in the picture has moved up. It needs to be here. Solid mode. Face mode. Select face, ctrl click. Copy, shift D right click, separate object, P selection, object mode. Edge mode. Bottom edge. Numpad comma. Numpad comma. Face mode. Select all. Extrude. 08. Select face, i see picture. Extrudes green line, y axis. Flatten s y 0 enter. Flatten s y 0 enter. Edge mode again, numpad comma, Add edge. ctrl r, click, sign up with this face, g x ctrl clkick. ctrl r, click, sign up with this face, g x ctrl clkick. Select edge. Little bit up. Little bit back. I add edge. ctrl r, click, click again. Line up with this face. G z ctrl click. Face mode. Select with shift, extrude. 15. Bevel time. This time I will use bevel modifier, object mode. No need to reset scale. Bevel modifier. 15. Segment three. Pay attention here. Miter outer, arc. Miter outer, arc. I increased the outosmooth value. To fix this part. I'll continue, these objects. I also drove it on the top to model it easier. At cube, up my finger, dragging. Click, W and click. Numpad comma, edge mode. Numpad comma, edge mode. Numpad one. Bevel time. Object mode. Bevel modifier. Segment two and smooth. There are two ways to fix the disorder. I will either increase autosmooth or bevel modifier. Shading. Harden normals. Bottom section. Copy shift D right click. Separate object. Edge mode. Select edge, i see picture. Extrude. Select all with a, extrude right click. Select all with a, extrude right click. Face normals, alt s. Face normals, alt s. Face normals, alt s. Pressing shift. Pressing shift. Offset even. Offset even. Alt click select edges. Alt click select edges. Alt click select edges. Alt click select edges. Control b. Control b. Mouse whell. Mouse whell. Six. Numpad three. Add cube again, draw, up finger, drag click. Edge mode. Tab face. Bevel. Edge mode again. Alt click, shift alt click. Alt click, shift alt click. Alt click, shift alt click. Alt click, shift alt click. Alt click, shift alt click. Select corners. Select corners. Bevel again. Bevel again. The cursor moved to here. Shift right click. Shift right click. Face mode, all faces. Wireframe mode. Copy. Shift D. Right click. Separate object. P selection. Modifier delete. Modifier delete. Cursor. Shift S selection to cursor. Numpad three. Numpad comma. Numpad comma. Snap face, g x ctrl click. Snap face, g x ctrl click. Other side. Shift d right click. Shift d right click. Select all. Select all. Numpad three. Snapp this face. G x ctrl click. I will copy these objects. Other side. Mirror modifier. Y axis. Mirror object. Select frame. Object center is here. Move the center. Origin to geometry. That's it. Select all objects. Deselect Ctrl click. Only these objects Deselect Ctrl click. Only these objects. Shift Click, Ctrl C copy selected modifiers. Mirror. That's it. Last object. Copy. Separate object. Face again. Extrude. Numpad 3, wireframe mode Numpad 3, wireframe mode Green line. Bevel time. Bevel modifier. Pressing shift. 15. See you next lesson. 21. Wall Window Screws: Welcome back. I continue, numpad 3, wireframe mode. Uv sphere, shift for equal length, up my finger, drag click. 12 g s. W and click. Numpad comma. Numpad comma. I click on the edge with alt click. Select faces, x face. Select with l, delete. Front faces, delete. Edge mode. Alt click fill, with f, inset. Extrude, I will give bevel. Reset the scale, q reset, face mode again. Ctrl b, block with C. Segment 3. I need to merge. Select all, m by distance, smooth, face mode again, little bit x. That's it. Edge mode ctrl r. Select face, I click on the edge with alt click, face normals, extrude. Right click, alt s, pressing shift. That's it. Snap to face, g x ctrl click. I see picture. I will copy with array modifier. Constant offset. Constant offset. Y axis. Five. Copy shift, d right click. Again. Copy again. Rotate with R, ctrl. Count 4. Copy again. Corners. Shift D. Modifier delete. Modifier delete. Copy again. I will save the modifiers of all objects. Select with pressing shift. I'll click apply all to save them all. Pressing shift. I will make a single object. Ctrl j, g right click. Ctrl j, g right click. See you next lesson. 22. Array Modifiers: Welcome friends. I will copy the last objects with array modifier. They should all be in the wall folder. Wall folder close. Wall folder close. These objects, m model wall. This is the array size of this object. This means the distance from the starting point of object to the other starting point. This means door + wall width. I will use the same size in this object wall + door width. I will copy object modifier. Shift click, ctrl c copy selected modifiers. Array. Shift click, ctrl c copy selected modifiers. Array. Shift click, ctrl c copy selected modifiers. Array. Shift click, ctrl c copy selected modifiers. Array. Count two. Door folder close. Door folder close. Select objects. Deselect, ctrl click, shift click, ctrl c, copy select modifiers, array. Deselect, ctrl click, shift click, ctrl c, copy select modifiers, array. Deselect, ctrl click, shift click, ctrl c, copy select modifiers, array. Deselect, ctrl click, shift click, ctrl c, copy select modifiers, array. Same objects were not copied normally, I'm fixing it. Same objects were not copied normally, I'm fixing it. Resetting the rotation. Q reset. Resetting the rotation. Q reset. That's it. Door open. It's nice. See you next lesson. See you next lesson. 23. Seat and Modifiers: Welcome back. I completed the wall section. New folder. Numpad 1. Modeling the seat. I add a vertex. Shift a mesh, single vert. Shift a mesh, single vert. Add single vert. I can't see the vertex. I have to work in vertex mode to see it. Extrude to this point. Select all, edge, subdivide, two vertexes in the middle. I continue the extrusion process by leaving this much space. The slope of this section is high, so the distance between the vertices will be smaller. Since this place is flat. The distance between these vertices maybe larger. I make the spaces smaller again. Select all with a, extrude on the y axis. Extrude y, tab object mode. Smooth. This edge. Little bit back. A smooth select with a, numpad 1, i see picture, face normals, extrude right click alt s, pressing shift. Edge mode. Alt click, shift alt click. Alt click, shift alt click. Alt click, shift alt click. Alt click, shift alt click. shift click. shift click. shift click. shift click. Ctrl B segment bumber. Ctrl B segment bumber. Mouse whell. Mouse whell. 75. They will the corners. They will the corners. Alt click, shift alt click. Alt click, shift alt click. Ctrl B block with C, 5 segment. I'll click, Ctrl B. Again, alt click Ctrl B. Vertexes need to be merged. Select all with a, m distance. I will copy it to the other side using mirror modifier. Add edge, Ctrl r, click, click again. Face mode. Select right faces. Delete. I will move the origin point here, origins. Snap. Vertex, g ctrl. Click. Mirror, y axis, merge is active. Apply. Origin is close. Select all edges. Alt click, delete. I see picture. Select all with a. G y shift. Click, numpad 1. Pressing shift. I will copy it to the other side with array. Relative offset is 1. It will snap together. All folder open, that this object resemble this object. Shift click, Ctrl C, copy selected modifiers. Array. See you. 24. Air Conditioning and Modifiers: Welcome back. Numpad 3. Add cube, cursor is different. I need a surface to use tools. Wall folder. That's it. Wireframe again. Up my finger, drag. Click, W and click, tab edge mode. Numpad one. Select with a. Corner edge. ctrl b. Mouse one. 12 Again. Alt click, shift alt click. Alt click, shift alt click. Alt click, shift alt click. Alt click, shift alt click. Bevel again. Bevel again. Smooth. Move the center. I will copy it with mirror modifier. Y axis. Mirror object. Wall. Object on the right looks larger. But I want it to be equal in size. I will use array modifier, shift click. Ctrl c, first array here. Second array here. Second array. It didn't happen. Need to reset rotation, q reset. Need to reset rotation, q reset. See you. 25. Seat Pipes: Welcome back. I will start making the pipes. Wall folder close. The pipes will be in the corridor folder. Numpad one. I add a vertex, shift a, mesh, single wert, add single wert. I have to work in vertex mode to see it. Middle. Z-direction extrude. Z-direction extrude. Extrude again. Middle. Ages should be in the middle of the pipes. Z direction. Extrude again. Edges should be in the middle of the pipes. Bevel time. Ctrl shift B. Mouse wheel. 12. Again. Ctrl shift B. Object mode. Object, convert, curve. Object data properties. Geometry. Bevel. Depth. I see picture. When resolution is four It has 12 surfaces. When resolution is four It has 12 surfaces. 5 -14. 6 -16 face. Pressing shift. 83. Edit mode again. Convert mesh, object convert, mesh. face mode. Copy shift D. Right click. Copy shift D. Right click. Face mode again. Copy again. Smooth. Move the center. Origin to geometry. Middle. Add a vertex. Vertex mode. Middle. Extrude z. That edges be in the middle. Select all with a. Extrude y axis. Bevel. ctrl shift b. Bevel. ctrl shift b. Bevel. ctrl shift b. 12. Again. Numpad one. Again. Shape. Outer. That's it. Convert the curve. Object. Depth. Pressing shift. I'm going to move it a little bit to the left. Resolution 6 - 16 face. Little bit down. I will copy it with mirror modifier. Move the origin points here. Origins. Snap edge, g ctrl. Click. Mirror Y-axis. Alt click. If clipping is active. The vertexes will be combined. If it is not active, it will not combine. Active. Modifier apply Modifier apply Right vertices. Right vertices. I will copy it with mirror modifier. Mirror, y axis, mirror object. Select pipe. It didn't work. Why? The center of this object is here. I move the center. It didn't happen again, because the center of the object is not exactly in the middle. Why? When I save it the middle modifier, there was an extra edge left. I need to delete them. Move the center. That's it. See you. 26. Seat Pipes part 2: Hey guys. Continue. This object add a vertex. Tab vertex mode. Extrude right click, z direction. Extrude right click, z direction. Extrude. Right click. Extrude again. Middle. Edges should be in the middle. Bevel. ctrl shift b. ctrl shift b. 12. That's it. Convert curve. Convert curve. Object data properties. Object data properties. Resolution 6 - 16 face. G x shift. Click. Convert mesh. Select faces. Face normals. Extrude. Right click. Alt s. Pressing shift. Pressing shift. Numpad comma. Numpad comma. Smooth. Copy. Shift D right click. Select all. Turn it into a single object. Ctrl J. Wireframe again. Vertex again. Vertex mode. See it. Extrude. Right click Z. Extrude. Right click x. Extrude again. Pay attention this line. Pay attention this line. Pay attention this line. This point. Little bit right. Little bit right. Bevel. Ctrl shift B. Again. Again. Sorry. Little bit right. Little bit right. Again. Convert curve. Pressing shift. Convert mesh. Convert mesh. Smooth. Middle. That's it. See you next lesson. 27. Wall Pipes and Decal: Welcome again. Add cube again. I need a surface to use the tool. Door folder open. Door folder open. Up my fingers. Drag, click, w. Drag, click, w. Numpad 3 again. Scale y direction, s y. Scale y direction, s y. Bevel modifier. 15. Smooth. I will check the reflection matcap. Studio again. I make other objects visible, i using the mirror modifier. Shift click, ctrl c, mirror. Shift click, ctrl c, mirror. That's it. I make other objects visible. Alt edge, select all objects. Shift click and shift click, ctrl c. Shift click and shift click, ctrl c. First array here. First array here. Second array here. Second array here. Second array. This object will not copy it properly. Reset rotation. Reset rotation. Last object. Vertex. See it. Extrude. Right click x. Extrude. Right click Z. . Ctrl shift B. 12. Convert curve. Resolution 6 - 16 face. 85. Convert mesh. I add edge, ctrl r, click, click again. Straighten s x zero enter. Face mode. Face normals extrude, right click, alt s, pressing shift. Face normals extrude, right click, alt s, pressing shift. I will copy it with mirror. I will move the origin point here. Snapping edge, g ctrl click. Snapping edge, g ctrl click. Mirror z axis. Merge is active. Apply. Select all with a. Numpad comma. Numpad comma. Select mode. Object mode. Smooth. Door and wall folder is open. That's it. It's nice. See you next lesson. 28. Corridor Door and Wall: Hey guys. Corridor and wall folder close. Corridor and wall folder close. New collection. Door 2. Select objects. Deselect, ctrl click, copy Deselect, ctrl click, copy Shift d right click, x axis, door 2 folder, m model door 2. I will delete all modifiers of all objects. Remove all modifiers. Remove all modifiers. I need that these objects delete. I edit weightednormal modifier for proper reflection on the door. Again. Select all with a, ctrl click, rotation r z control. Click 90. I will move the object here. I need to move the center before, edge mode. Select edge. Move the cursor. Select all. Ctrl click. Ctrl click. Set origin, origin to cursor. Set origin, origin to cursor. Set origin, origin to cursor. Set origin, origin to cursor. Trying S. Right click. Edge mode again. Move the cursor. Select all. Ctrl click. I move the object to the cursor. Shift s selection the cursor, numpad comma. Select all with a, ctrl click. Numpad one, wireframe and vertex mode. Select left edges. Right edges. G x shift click. Select door, select edge, will snap to this vertex. Snap menu vertex. Snap menu vertex. Extrude control click. Extrude control click. Face mode, separate object. P selection. I will copy it with mirrors. X axis. I need to reset the rotation. Q reset. Snap to vertex. ctrl down. Lift up my finger. Click, w and click. I see picture. Bevel time, ctrl b, mousewhell. 35, smooth. Mirror, mirror object. See you. 29. Door 2 Panel: Welcome again. Select objects. Ctrl click copy. Shift D right click, X axis, door 2 folder, m model door 2 modifiers apply. Rotate r z. 90, objects need to be align it with the surface. Face project, I make objects into a single object, ctrl j, g y, ctrl click. This object again g y. I'm going to expand the back a little bit. Edge mode, alt click all edges. 0.04, select two object g y ctrl click. Numpad one numpad comma. Numpad one numpad comma. Move the objects. This object. Move the center. And vertices align. Up vertices and down. Up vertices and down. Rotate r ctrl click. Rotate r ctrl click. Corridor folder open. Move the center. Corridor folder open. Move the center. Shift D. Door two folder, m model, door2. Door two folder, m model, door2. Door two folder, m model, door2. Rotate z axis r z control. Click. G shift. G y shift. G x shift. Click. I will copy the objects modifier to other objects. Pressing shift. Ctrl C mirror. See you next lesson. 30. Door 2 Objects: Hey guys, I continue, numpad one, wireframe mode, add cube W click, I will give you the dimensions myself, q reset. G y ctrl click. Cylinder pressing shift. Up my finger and click. 8 W, a little bit y direction. Select which shift, control, numpad minus, booltool apply. Delete. Face mode. Little bit back. Bevel time. Reset the scale, q reset, face mode again. Bevel. Edge mode. Alt click, shift click. Ctrl B. Alt click, shift click. Ctrl B. Alt click, shift click. Ctrl B. Alt click, shift click. Ctrl B. Select corners. Bevel again. Bevel again. Smooth. Copy. Shift D right click. Again. I will give you the dimensions myself. G y ctrl . Click. Other object. Shift d. See you 31. Electrical Panel: Welcome again. I continue, numpad one, wireframe mode, add cube again. Drawing, up my finger, drag and click, w click. Write the dimensions myself. Reset. Zero one, snap to face, g y ctrl click. Front face, numpad 1, i see picture. Front face, numpad 1, i see picture. Inset. Inset again. Inset again. By clicking on the edge, I will select the entire face. Extrude. Wireframe again. Add edge. Ctrl r, click. Click, again. Again. Solid mode. Face mode. Select face, I see picture. Inset. Extrude. By clicking on the edge. I will select the entire face, alt click. Extrude. That's it. Add cube again. Blue object. Up. Drag. Click, w and click. Front face. This should align with face, g y ctrl click. This should align with face, g y ctrl click. This should align with face, g y ctrl click. I will turn two objects into one object. ctrl j. I will give bevel. Reset scale. Edge mode, alt click. Shift alt click, ctrl b. Shift alt click, ctrl b. Edge again, alt click. Shift alt click. Shift alt click. Again. I will just select the corners. If I press alt it will also select this edge. Just shift click. Ctrl b. That's it. Copy this object. Shift d, right click. Numpad one. Wireframe mode. Red object. Snap face. There should be some lights in this object. The model is not in the picture, but I will. Cylinder. Pressing shift, forward. Pressing shift, forward. 16, w and click write dimensions myself. 16, w and click write dimensions myself. 16, w and click write dimensions myself. Rotation resets. 16. 08. Snap to face. Front face. Inset. Inset again, I will select these faces. Inset again, I will select these faces. Alt click. Extrude, add edge. Ctrl r, click, click again. Face mode again. Alt click. Face normals. Alt s, bevel time. Alt s, bevel time. Reset. Alt click, shift alt click. Alt click, shift alt click. Alt click, shift alt click. Alt click, shift alt click. Alt click, shift alt click. Ctrl b. Again. And smooth. Select front face. Select front face. Ctrl Numpad + to select connected faces. The last faces should not be selected. Ctrl z, alt s, pressing shift. Click. Copy. Shift d right click. See you next lesson. 32. Door Lock Objects: Hey guys. Numpad one, I see picture, add cube. W, edge mode. Numpad three. Add edge control r, click click. Extrude, edge mode. Select corner, control b, mouse whell. Select corner, ctrl b, mouse whell. Edge mode again. Alt click, shift alt click. Alt click, shift alt click. Alt click, shift alt click. Alt click, shift alt click. Alt click, shift alt click. Ctrl b. 002. Add cube again, draw, up my finger, drag, and click, w face mode. Extrude. Y axis, extrude again. Alt click, ctrl b. Eight. Alt click, shift alt click. Alt click, shift alt click. Ctrl b. Smooth. I will copy with mirror. There should be no face left in the object. Delete. Move the origin. Snap edge, g ctrl click. Snap edge, g ctrl click. Mirror. Merge must be active for the merging of vertices. Merge must be active for the merging of vertices. Apply. No need the edge. Delete. Add cube again. Front face. Snapping edge, g y ctrl click. Bevel time. Select corners. Pressing shift. Ctrl b. Alt click, bevel again. And smooth. Copy object. Copy object. See you. 33. Wall Metal Floor: Welcome back. I will do the last object of this section. Numpad 1. wireframe mode, cube ctrl, snap vertex release ctrl, release mouse and drag, w tab edge mode Numpad 1. wireframe mode, cube ctrl, snap vertex release ctrl, release mouse and drag, w tab edge mode Bevel. Shape. That's it. I need to merge. Select all with a, m by distance. Face again, select these faces. Face again, select these faces. Face normals. Alt s. Smooth, face again, scale in the x direction, as x shift click. Left vertices. Snapping menu edge. G x control. Snapping menu edge. G x control. Click. I will copy it with mirror. Click. Shift click. Shift click. Ctrl c. See you 34. Light Obj Part 1: Welcome back. I will model the light part, door 2 close. New folder, model, new collection. Select this edge, separate object P selection. Modifiers. Delete, I put it in the light folder, m model light, edge mode. Select with a, numpad one, wireframe mode. Extrude. Right click x. And Z. Extrude again. Bevel. No need to reset. Select corners. Bevel. Numpad comma. Numpad comma. I will write the dimensions of the object myself. I need to reset rotation. I will write the dimensions of the object myself. I need to reset rotation. 1.40285. Snapping menu vertex, g y control click. Snapping menu vertex, g y control click. See you. 35. Picture and Frame: Hey guys, edge mode. Select edge, separate object. Select with a, extrude z. 39. I will move the origin point here. Origin, g ctrl click Origin, g ctrl click Trying. Right click. I will apply band modifier to the object in the y direction, tab edge mode, ctrl r mouse whell. Click, click again, 12. Simple deform, band, y axis 35. Smooth to see better. That's it. Rotate. 37.8. Band modifier. Apply. Continue. Select with a, numpad three, wireframe mode. Inset. I need to reset rotation for healthy inset. Right click, object mode, q reset, face mode again. Inset again. This line, inset again. Other faces. Shift alt click Shift alt click Extrude. 001. Deselect. Shift alt click. Shift alt click. Shift alt click. Extrude again. 005. Copy. Shift D right click, numpad one and wireframe. Normal, only the z axis. That's it. This glass, this picture. I created an object by extruding from the edge, surface made different from normal, face orientation. Select object. Select with a, shift n, again. Edge mode, alt click, numpad one, wireframe mode. Extrude. These edges, alt click, bevel, segment one. The frame will have two different materials. Ctrl r click, click again, alt click, ctrl b. 25. Ctrl numpad + Ctrl numpad + Ctrl numpad + Numpad one. And normal only Z axis. See you next lesson. 36. Light: Welcome again. Studio basic SL. Edge mode, select edge, orientation global again. Separate objects P selection. Select with a. i see picture. Vertex mode to see the vertex, corners, extrude right click z. i see picture. Vertex mode to see the vertex, corners, extrude right click z. i see picture. Vertex mode to see the vertex, corners, extrude right click z. And x. Extrude again. Again. Bevel. Select all with a, face normals. Select all with a, face normals. Extrude right click, alt s. Pressing shift. Offset even, let the corners be smoother. Pressing shift. Offset even, let the corners be smoother. Right vertices. Numpad comma. Numpad comma. Green line. Edge mode, control r, two edges, alt click delete. Select edge ctrl click, separate object. Select edge ctrl click, separate object. Edge mode again, select with a, extrude Y. Numpad three, wireframe mode. This edges, snap menu vertex, g y ctrl click. This edges, snap menu vertex, g y ctrl click. This edges, snap menu vertex, g y ctrl click. Add ege, ctrl r. Click. Click again. Delete right faces. Delete right faces. Select edge. Bevel. Bevel again. And smooth. Copy with mirror. Move the object center. Select this edge, separate object. Edge a And vertex mode. Extrude. Right click x. Follow the outer line. G z ctrl click. G z ctrl click. G z ctrl click. Bevel. Materials of the green section will be separate, add edge, again. Again. And smooth, I will check the surface normals. Lower surface should be blue. Select with a, shift n. Again. Select with a shift n. Again. And inside. And inside. Lava surfaces should be blue. These objects, fix it. Select edge. G ctrl click. G ctrl click. See you next lesson. 37. Picture and Light Modifiers: Welcome again. I will copy the last objects with array. Only y axis. If it becomes one, they will adjoin each other. 8, click, shift click, ctrl c. 8, click, shift click, ctrl c. I will make these objects into a single object. I need to save the modifier first. Pressing shift, Ctrl j, shift click, ctrl c, array. Pressing shift, Ctrl j, shift click, ctrl c, array. 16. It's nice, see you. 38. Ceiling Lamp: Hey guys. Top section. Edge mode. Separate objects. Select with a, extrude x modifiers close. Numpad 1. Select with a, extrude x modifiers close. Numpad 1. Wireframe mode. Select all with a, extrude ctrl. Click, shrink in half. S x 0.5 enter. S x 0.5 enter. Select up, front and back. Delete. Move the center. Copy. Shift d right click, g x Ctrl click. S x 2 enter. S x 2 enter. Bevel. Copy again. G x ctrl click G x ctrl click G x ctrl click G z ctrl click G z ctrl click Modifiers open. Modifiers open. Last object. I will move it to the middle section. This should align with the edge, g y contro click. This should align with the edge, g y contro click. Array open. 8. Array open. 8. Numpad/, will be divided by 5, ctrl R, 4 edge. Select 4 faces. Delete. Move the center. Add cylinder Shift. W. 12. I will write the dimensions myself. 0085. I will align the objects. Shift click. Shift click. Item. Align tools. Align tools. Location x y. Little bit Z. Shift click, ctrl numpad -. Shift click, ctrl numpad -. Shift click, ctrl numpad -. Booltool aplly. Booltool aplly. No need for cube. Delete. Edge mode, alt click, shift alt click. Edge mode, alt click, shift alt click. Fill with F. Extrude. Inset. Extrude. Ctrl B. alt click, shift alt click. Edge mode, alt click, shift alt click. Ctrl B. Block with C. Face again. Inset. Extrude, z direction. Ctrl click. Ctrl b, c is still active. Mouse wheel. Inset. Extrude. Edge mode. shift alt click. shift alt click. shift alt click. Ctrl B. That's it. I need to merge. select with a, m by distance, and smooth, I increase the value a little bit. Modifier open. Modifier open. Apply. Array again. Array again. Y axis, 5. See you. 39. Light Section Screws: Welcome again. I put the last objects into the top folder, m model top, then door folder open. I will copy this object above, wireframe mode to select all faces. Copy, separate object. Modifiers not need, move the center. 90 degrees on the y axis. Snap, face. G z control click. G z control click. Numpad three. N panel. I will write the dimensions myself. Reset the rotation. 01. 01. Numpad comma. Numpad comma. I throw the object into the light folder, m model light, array. Six, y direction. Pressing shift. Number three again. Wireframe again and copy. Wireframe again and copy. Again and copy. 15. Pressing shift. Okay, I will copy it to the other side. Wall folder open. Shift click, ctrl c. Shift click, ctrl c. Copy selected modifiers, array. Copy selected modifiers, array. Copy selected modifiers, array. Not copy it properly. Need to reset rotation. Need to reset rotation. Q reset. Q reset. Reset again, q reset. That's it. Copy again. Modifiers delete. Modifiers delete. Move the cursor here. Shift right click. Shift right click. Shift S selection the cursor. Numpad comma. Numpad comma. Scale with S. G z ctrl click. G z ctrl click. I will copy it with mirror. Mirror object, y direction and apply, I will turn it into a single object to be copied to the other side Mirror object, y direction and apply, I will turn it into a single object to be copied to the other side Shift click Ctrl J. See you next lesson. 40. Top Curve Metal: Welcome again. Copy object. Modifiers close, tab face. Modifiers close, tab face. Select with L. Delete face, l again, it was not select because it was connected to the frame. Delete face, l again, it was not select because it was connected to the frame. I will do it like this. Click, Ctrl click, x face, edge mode, alt click all faces, Ctrl numpad +, and delete, alt click again. Ctrl click deselected. Only the side edges are selected. Edge bridge loops, tab object mode, numpad one and wireframe. Origin points move the here, snap vertex, g control click. S r again. Stick to this point. G y ctrl click, array modifier open, count 3. G y ctrl click, array modifier open, count 3. Vertex mode, y direction. Pay attention to this point. To this point. G y shift. Click. i put the object in the top folder. Face orientation. Pressing shift. Face mode. Select all with a shift n. Again. See you. 41. Relings and Screws: Hey guys, first of all, I chang this to see better. Edge mode, separate object. Edge again, select with a, extrude x axis. Select all with a, extrude again. Modifier close. Select all with a, extrude again. Modifier close. Slect faces. Delete. Select corner, separate objects. Select with a, extrude z. Vertex mode to see, will follow the red line. Extrude right click and continue. Extrude right click and continue. Let them be flat, s z 0 enter. Let them be flat, s z 0 enter. Bevel time, n panel. Reset scale. Reset scale. Vertex again, select with a Ctrl b. Vertex again, select with a Ctrl b. Alt click, separate object, edge again. Extrude y axis. Blue line. Extrude x. Select with a, extrude, right click, alt s, face normals. Offset even. Offset even. Separate objects. Select with a, extrude X. Select with a, extrude z, scale y direction s y 0.5 enter. Select with a, extrude z, scale y direction s y 0.5 enter. Select corner and bevel. Move the cursor here. Be right in the middle. Select face shift s. That's it. Add a cylinder. Shift. Shift. Write dimensions myself. Shift s, selection the cursor, g z. Control. Click. Bevel time, q reset. Alt ckick, shift alt click, ctrl b. Alt ckick, shift alt click, ctrl b. Alt ckick, shift alt click, ctrl b. Alt ckick, shift alt click, ctrl b. I will copy the other object. Modifiers delete. Modifiers delete. Selection to cursor. This vertex g z ctrl . Click. I turn it into a single object, ctrl j. Move the cursor here. Face mode, cursor to selected, copy. Selection to cursor. Snap the face. Select pressing shift. Single object. Ctrl J. Copy. Again. This object's modifiers open. See you. 42. Station Text Panel: Welcome back. First of all basic sl again. Adding a plane, shift a mesh plane. Scale with S, numpad comma. Scale with S, numpad comma. Green line. First up vertex. First up vertex. Copy. Scale with S. Select with a extrude. Beve time. Beve time. Reset scale. Select corners and bevel. Again. And smooth. Shift click. Shift click. Ctrl numpad - . Ctrl numpad - . It didn't work. I take it back. Ctrl z. Face orientation. It has to be blue. Face mode. Select with a, shift n. Again, shift click, Ctrl numpad - , booltool apply. Again, shift click, Ctrl numpad - , booltool apply. Again, shift click, Ctrl numpad - , booltool apply. Cube. Delete. Alt click, shift alt click. Alt click, shift alt click. Alt click, shift alt click. Fill with F and extrude. 25. Bevel time. Reset scale. Reset scale. Alt Click, shift alt click, and bevel, segments one. 25 and smooth. Should be align it with this point. G y ctrl click. G z ctrl click. G z ctrl click. I will copy this object. I will put it under the last object. Alt click, separate object. Move the center, modifier delete. Move the center, modifier delete. Select with a, extrude y. Select with a, extrude y. Select with, a rotate Z. Alt click again. G x ctrl. Click. Little bit down. Fill with f. Numpad comma. I will copy it with mirror. Mirror object. I move the center of this object to the middle so that it is copied properly. Edge mode again, alt click, clipping must be active for the vertices to the snap. Clipping on. And apply, not need the edge. Delete. G z ctrl click. G z ctrl click. See you. 43. Station Text: Hey guys, I'm moving on to the writing section. I can do this using shader editor, but I want to make it easier. Move the cursor here. Shift right click, shift a text, rotate view ,scale with S 0.1. Resolution 4 Font regular. Arial regular. Arial regular. Then. Alignment. Vertical. Middle. Space between characters. 88. Space between words. Space between words. Space between words. 25. Tab edit mode. Make space in capital letters. Tab object mode. Tab object mode. Align 14. I will do this part later. Tab object mode. Convert mesh, object, convert mesh. Select with L. Again. Y direction, g y shift. Little bit front. That's it. See you in next lesson. 44. Air Condition and Top: Welcome back. I will make the back part of the top, folders close, copy. Move it to the model folder. Numpad 7, wireframe. Red line. Select with a, I will shrink s x. Again, pressing shift, click , numpad 3. Z detection. Again. Numpad comma. Numpad comma. Numpad 7, i see picture, add edge, ctrl r, click, green line, again. Edge again. Inset. I need to reset rotation for healthy inset. Right click, q reset. Inset again. Shift click. I select two faces. Extrudes. Green line. Alt click, shift click. Alt click, shift click. Alt click, shift click. Alt click, shift click. Upwards. Extrude again. Copy, little bit down, separate object. Face again. In the middle of the green. Add edge, control r, mouse well double click. ctrl b bevel. I need to invert. I will use Ctrl I, face mode, control I and delete, select with a, numpad three. Wireframe mode and extrude. Door 2 folder. Open basic sl again. Add a plane. Rotate. View. Snap vaertex. G ctrl click. Snap vaertex. G ctrl click. Snap vaertex. G ctrl click. Snap vaertex. G ctrl click. Numpad comma. Numpad comma. G x control. Click. Add cube. ctrl click. I leave control, I leave the mouse, w numpad three. Edge mode. Select face g x control click. Select face g x control click. Top folders open. Select corner. Separate object. Extrude x. I will save the modifiers. Merge is active. Merge is active. To merge vertices and apply. I will copy it with mirror, mirror object, floor. Clipping active. Clipping active. And apply. Shift alt click. Shift alt click. Shift alt click. Delete. I will post it on this page. Snap menu edge, g y ctrl click. Snap menu edge, g y ctrl click. Snap menu edge, g y ctrl click. Other edge, g z, ctrl click. ctrl click. See you. 45. Corridor Pipes: Welcome back. I will do the red part. I add a circle, shift a mesh circle, rotate view 32. Scale with S. Numpad comma. Numpad comma. 0.07. Vertex mode, i delete less than half x vertex. I will extrude the bottom vertex. Extrude z. Convert curve, object data properties. I see picture. I will copy it with mirrors. Convert mesh. Move the origin, G ctrl click. Move the origin, G ctrl click. Mirror, Z direction. Rotation reset. Rotation reset. And apply. Not need, delete. Not need, delete. Numpad one. Select with a. And smooth. I will extrude the bottom vertex. Extrude right click Z. Extrude right click Z. Select edge. Separate object. Extrude again. And again. Convert curve. Convert mesh. Face normals. Extrude. Right click alt s. Pressing shift, again. And smooth. Move center, copy. 180 degrees on the Y axis. Select vertices. Snap face. G z ctrl click G z ctrl click Move to center. Copy. Rotate. Ctrl click, face mode. Select face, alt click, delete, again. Select with L. Delete. Add edge, wireframe. Select all faces and delete, move the center. This part of the object must be the same as that object. Vertex mode, Extrude Z , add edge. Ctrl r, click. And click. Sign up with other, edge again. Select faces. Face normals. Face normals. Again. I will copy it with mirror, origin. Vertex, g control click. Vertex, g control click. Y direction. Reset rotation. Reset rotation. Apply. Only these edges. Pressing shift. Pressing shift. Select object. Copy. I select both objects. I select with pressing shift, making a single object, Ctrl J. Move the center, copy. G y, pressing shift. Up verticies Up verticies Up verticies Snap face. G z control click. G z control click. Then select all objects. I throw it in the corridor folder, and model corridor. I open all folders. I will copy the last piece. Mirror, y direction. Mirror object, floor. See your next lesson. 46. Mirror Modifier for All Objects: Welcome again. I will copy the objects to the other side with mirror, rotations need to be reset for healthy mirror. Select all with a, q reset, all objects hide. Select all with a, q reset, all objects hide. Taoggle stack, mirror. Mirror object. Select floor. Select all with a, deselect ctrl click. I will select the object I copied. Shift click, Ctrl C, copy selected modifiers. Mirror. All folder unhide. Same process. Mirror, mirror object, floor. Select all, Ctrl click shift click. Select all, Ctrl click shift click. Corridor folders. Same process. I will also deselect the ones in the middle, ctrl click, shift click. I will also deselect the ones in the middle, ctrl click, shift click. I will also deselect the ones in the middle, ctrl click, shift click. Dorr 2 folder unhide. Dorr 2 folder unhide. These objects will be copied on the y axis. Select floor, a ctrl click, shift click. Select floor, a ctrl click, shift click. Light folder unhide. Light folder unhide. Same process. Select all. Ctrl click, shift click. Ctrl click, shift click. Ctrl click, shift click. Top folder unhide. Top folder unhide. Select with a, Ctrl click. I will also deselect the ones in the middle. Shift click. Shift click. These objects will be copied on the y axis. Y axis. That's it. Other objects. Text. Bottom objects. Bottom objects. Shift click. Shift click. Shift click. Shift click. That's it. All folders unhide. It's very nice. We have come to the end of the modeling section. See you in the light section. 47. Adding Lights and Cam: Welcome back. I will add the lights, new folder for lights. Actually, I can use this folder. All folders height and plane. I will move the cursor to the center. Shift s, I will add light. Shift a, light, area light. Nupad 1. Shift a, light, area light. Nupad 1. Rotate -32. Scale with S. 0.27 0.27 Numpad comma. Numpad comma. I'm going to scale in the Y direction. 1.7. Numpad three. Blue section. Blue section. Z direction. This line. Numpad one. I will copy it to the other side. Shift D right click. copy according to cursor, 3d cursor, s x -1 enter. Rotate, right click. Shift D right click. copy according to cursor, 3d cursor, s x -1 enter. Rotate, right click. Shift D right click. copy according to cursor, 3d cursor, s x -1 enter. Rotate, right click. Cursor is still active, Individual origins again. Rotate 64. Select both lights, Numpad 3, Shift-d. Right click, green line. Again. Select all with a, Ctrl L. Link object data. Why did I do this? When I change the setting of one night, the others change too. And again. All objects unhide, select light and cam folder. All objects unhide, select light and cam folder. All objects unhide, select light and cam folder. When I add a camera, it should be added to this folder. Shift a camera, numpad 0 for camera perspective, to change perspective, n panel, view. Camera to view. Object data properties. Focal length. 30. Camview close to look the camera. Camview close to look the camera. Now first render, render settings. Cycles. Graphic cards for better performance. Max samples. We will see this better in a moment. I'm just going to adjust the light. Let it be one for now. 50. It looks a little shiny. I need to draw clay material. Right and cam folder close. Right and cam folder close. Select floor. New material. Clay. Value 0.5. Specular zero. Roughness one. I will assign client to all objects. Select all with a Ctrl click. Felect floorr again. Select all with a Ctrl click. Felect floorr again. Shift click. Ctrl L link material. Shift click. Ctrl L link material. All objects have clay material. Render again. Now let's assign the emission material. See you. 48. Basic Render and Emission Material: Hey guys, now I will throw the first material, shading, images. I will arrange the interface according to my preference. Right click join areas. Again. Shader editor, n panel. Just keep the light folder open. Select objects, modifier close. Select objects, modifier close. Numpad /. Numpad /. Face mode, i will add material. If I change the clay, all objects will change. So I need to assign new material. New. Emission. Click. Ctrl click. Ctrl click. Emission. When I click assign, it will only be assigned it to the face I selected. Emission selected. Shift a. Emission shader. Shift control click, will connect automatically. Shift control click, will connect automatically. Strange. 10. Now I will assign the glass material. Select with L, plus, new. And assign, shift a, glass Bsdf, Ctrl shift click. If it is 0, it will be mirror. There will be no transparency. I press the backspace key to bring it to its standard value. Roughness 0.2. I will throw out a lot of materials in material lessons. I will name it better so we don't get confused. Copy paste. Numpad /. Modifier open. Numpad /. Modifier open. Everything unhide. Numpad 0. Everything unhide. Numpad 0. And render. It's nice. I will increase the ioar value to fix the reflections here. I set it to slot two to see the difference. Ior five. Slot one, not two. Slot three. 14. Ior 1.4, Ior5 14. Ior 1.4, Ir5 14. It's nice. Now I will show you the renders I took before, to see the make samples better. Resolution 100%. If you want to change the angle of the camera, object mode. I need to select the camera, right and cam folder unhide. Select cam. Object properties. You can change the settings for the camera position. I will show you the renders i have taken before. Max samples 1. Max samples 1. Max samples 10. Max samples 10. I will show more distant objects so you can see better, Max samples 1, 10, 32, 128. shift home to fit the image into the frame. That's it for the test render. This rendering settings are temporary. I will make the real settings after the material process is completed. See you in the material section. 49. Adding Material to the Door: Welcome again. I'm moving on to the material process. Exit the camera with number 0, z solid mode. Close all folders except door, object mode. Select with a, modifiers viewport visible, and numpad comma. Just select the door. Numpad / I will check the reflection. Open weightednormal again, for proper reflection. Open weightednormal again, for proper reflection. Material properties. All objects have clay material. If I change the clay, all objects change. I will either assign new material or I will copy this material. Copy. Color change. Give the material, z material preview. Give the material, z material preview. 0.4, full metallic. Specular 0.5. I add noise texture, shift a nosie texture. I add noise texture, shift a nosie texture. I add noise texture, shift a nosie texture. I add noise texture, shift a nosie texture. Ctrl t. To do this, activate nodewrangler addon. To do this, activate nodewrangler addon. Only noise texture appear on the object. Ctrl shift click. Ctrl shift click. The material will be connected to the output, principal bsdf will be out of the way. Object. Scale Z. 190. For repeated texture problem. For repeated texture problem. Rotation. That's it. Make it look a little smaller. Scale 20. Noise texture, roughness Noise texture, roughness Noise texture, roughness Ctrl shift click. Ctrl shift click. That's it. I've add color ramp to ctrl the reflection. Shift a. Shift a. Color ramp. When I drop it on the line, it will automatically connect. Blake increases reflection. White increases non reflection. White. 0.5. Let's move on to the render preview. Z rendered. Z rendered. It is dark. Let's solve the problem. Shading. Close scene world. Close scene world. Close scene world. That's it. Looks nice. Copy. Shift D, select both. I press the backspace key to reset the nodes. Just show noise texture. Just show noise texture. Ctrl shift click. Ctrl shift click. Now I will merge the nodes. Just connect it below. I'm breaking the connection, control right click. I'm breaking the connection, control right click. Ctrl shift click. Add mix color. Ctrl shift click. Add mix color. Ctrl shift click. Add mix color. shift A. Z material preview. I aa a bumpmap. Bump. Normal. Normal. I will just connect the noise. I want it to be connected as standard, so I will connect it directly from noise. Strength is to high. 0.01. That's it. Z rendered. The first material is completed. See you. 50. Door Column Material: Hey guys, z solid mode. I can assign material to the object in two different ways. Z material preview. While the object is selected, I select the other object, Ctrl L link material. The same material was assigned, Ctrl Z, second way while the object is selected, select door material. The door material is connected to both objects. If I change it. Both will change, control Z. So I need to copy the material. Numpad /. Numpad /. Reset. Backspace. Only connect small texture roughness. Only connect small texture roughness. Only connect small texture roughness. 90. Reflection. That's it. Let's not see this object using just the reflection. I will add base color, Colorramp copy shift D. Base color. Reset backspace. White. That's it. BumpMap time, I will combine two textures, let the colors of the noise textures be standard, colorramp delete. BumpMap time, I will combine two textures, let the colors of the noise textures be standard, colorramp delete. copy shift D. Eight. And mix color. Strength one. 0.75. Other bump. Other bump. 0.25 Z rendered. It. Looks nice. Material material preview again. Numpad I, select frame. Numpad I, select frame. Door column. Copy. And numpad /. And numpad /. I don't need noise textures. I will use one color. 180. Check reflection. Check reflection. Full black. Check the bumpmap. Strength is fine. Other bump. That's it. And rendered. Base color again. You can change the color here. Saturation progresses is a line, who changes color by drawing a circle. Pressing shift. Yellowish. Numpad /. Numpad /. Door frame Copy. Must be plastic. Metallic 0. Color change. Reflection. None reflection Reflection. Strength. 0.1 is fine. Select door again, numpad /. Tab face mode Tab face mode Alt click. Shift alt click. Shift alt click. Add a new material. There will be more than one material in the same object, Door ruber. I don't need the copy because I want the material to be the same. Face is selected. Material is selected. I assign the material to the object by clicking assign. See you. 51. Adding Materials to the Screws, Glass and Wheels: Hey guys. Select object. Numpad /. Numpad /. Frame. Copy. Big texture, bump. Big texture, bump. Big texture, bump. The color of this part should be darker. Two materials in the same object. New material again. Face mode, control numpad +. Material two. Assign. Color change. Numpad /. Numpad /. Screws. Select frame material. Copy. Color change. Z rendered. Select objects. Door frame. Copy. Full black. One texture is enough for glass, delete. That's it, for reflection. Color lamp. Reset. That's it, Reset. Backspace. Z rendered. Select objects. Wall, numpad / Metalic 0. Color change. Reset. Backspace. Check reflection. Check reflection. That's it. 30. Strength. 0.01. 0.05. 0.05. 0.01. See you next lesson. 52. Text and Door Number: Welcome back. Select objects. Array modifier close. Array modifier close. Numpad /. Numpad /. Door ruber. Copy. I add image, shift a image. Do not image. and base color. Text will be added to the front, tab face mode. Text will be added to the front, tab face mode. Select front face, u unwrap, then UV editor. UV is here. Select with a G. Rotate, control, click, scale with s, g again s y. S x. S x. Other faces must be black, face mode again. Front face selected. I reverse the selection, control I. U V is here. Scale with s, black section. That's it. I will check the modifiers, because the text may seem wrong. First modifier mirror. Mirror. Fix it. Data mirror u. You can center it using this setting. Array modifier. Other side. Data mirror u. Data mirror u. That's it. Numpad /. Numpad /. Viewport visible again. Viewport visible again. Z rendered. That's it. Select object, numpad /. Copy. L1, face mode. Select front face, u unwrap. Uv editor, select with a, rotate control G. Other faces must be black. I reversed the selection, control I, select with a, scale with S. That's it. Check the modifiers. Data. Mirror u, displays should be L2. It will continue like L1, L2. You can center it using this setting. Array. L3. Other side. The letter R will go here. I need to assign separate material. I need to be able to select the object. So I need to save the mirror modifier, and apply face mode. The two are now a single object, that will be two materials. Select all ,Ctrl numpad +. New material. Copy. Right, face selected, material selected. Right, face selected, material selected. Assign. R1. I need to invert the UV. I recorded mirror, so I will use UV editor. Select all, g reverse, s x -1 enter. That's it. Then R2 . Array modifier. Five and six. Numpad / Numpad / Viewport visible. Z rendered. Z rendered. Looks nice. See you. 53. Poster Materials and Other Text: Welcome again, wall folder. Select with a, viewport visible. Z solid mode, select poster. Numpad/, I have three materials frame, glass, poster. First frame material. Door frame and copy. Noise tuxture. Noise tuxture. Scale 10. Reflection. Now glass material. I will not copy any other material. I will create a new one. Shift a glass bsdf. Shift a glass bsdf. Ctrl shift click. Ctrl shift click. Ctrl shift click. Face mode Select front face, material select. Select front face, material select. Assign. Ior. 1.5 1.5 Before we continue, I want to mention one thing to the copyright. I cannot distribute the wallpapers i used in the project to you. You can download it for free from the freepik website. I put the links in the text document inside the project file. You can either use this or create your own images. That's all. New material. Poster one. Select backface. Select poster one, assign. Now, shift a image texture and base color. Open poster one. Face mode again. U unwrap. UV editor. Select with a, scal with s. G x, again. Z rendered. I want to eliminate the gap between. Poster selected, g X forward. Do not pass the glass. Mirror modifier open. The picture here will be different. For this I need to be able to select the object. For this I need to copy the mirror, object mode. Mirror apply. Mirror apply. Select face. New material. Poster one. Copy. Poster two. Face selected. Face selected. Poster two selected. Poster two selected. Assign. That's it. Uv editor, select with a, scale with s S x. I'm going to reverse it in the x direction, as x -1 enter. I'm going to reverse it in the x direction, as x -1 enter. Now check the other modifiers. Normal. Other side. Reverse. That's it. Select object. New material. Copy. Select image. Select front face. Numpad comma. U unwrap, UV editor. Numpad comma. U unwrap, UV editor. Select with a, rotate control. Scale with s. Scale with s. Other surfaces must be blacki control I, s g. Check the modifiers. Reverse it. Other side. Reverse it. That's it. Z rendered Z rendered See you. 54. Wall Section Same Materials, Panel and Emission Light: Welcome back. Let's assign the same materials first. Wall, then glass. Wall, then glass. Frame. Again. Screws. Again. Select object, numpad comma. Select object, numpad comma. door frame. Copy. Shader editor. Color change. Check the reflection. Make it look a little more matte. That's it. Other objects, select by pressing shift. And shift click. Ctrl L link materials. And shift click. Ctrl L link materials. Screws. Select panel, numpad comma. That will be two materials in this object. Poster frame. Second material. Wall. Wall material copy. Wall material copy. Wall material copy. Select face. Panel plastic. Select face. Panel plastic. Select face. Panel plastic. Assign. Color change. Light object. Poster frame. Copy. Light metal. Noise scale, five. Reflection. Color change. Next is emission material. Copy. Shift a. Emission, Ctrl shift click. Emission, Ctrl shift click. Color. Red. Strength. 10. Z rendered. Z rendered. Handle object. Handle object. Poster frame. Copy. Just color. Looks nice. See you next lesson. 55. Adding Materials to the Pipes, Seat, Air Condition: Welcome back, corridor folder. Select all, viewport visible. Select pipes. Door, copy. Pipes. First thing first. Just mapping reset. Not texture. Mapping reset. Just mapping reset. Not texture. Mapping reset. Just mapping reset. Not texture. Mapping reset. 70. ctrl shift click. ctrl shift click. ctrl shift click. Color change. That's it. Other pipes. Select with a, deselect. Ctrl click, Ctrl click, again. Ctrl click, shift click, ctrl l. Ctrl click, shift click, ctrl l. Leak material, select object. Numpad /. Numpad /. Door frame. Door frame. Copy. İmage. Shift a image texture. Shift a image texture. Air condition and base color. I just need to turn on the UV of this face. Uv editor, if the image is not visible, you can select it here. Face mode, select face, u unwrap, select with a g x. Pressing shift. Select reverse, control ı. Select with a, white section. Check the modifiers. Numpad /. Select object. Numpad /. Modifiers. Bevel open. Bevel open. Harden normals No need to change texture. Last object. Seat. Numpad /. Numpad /. Door column. Base color will be single color. Metallic 0. Color change. Reset. Backspace. Delete. Reset again. Reset again. Shift d, Ctrl shift click. Shift d, Ctrl shift click. Shift d, Ctrl shift click. 90. Ctrl shift click. Ctrl shift click. 10. I will combine the two. Mix color. Sorry. Ctrl shift click. Ctrl shift click. Reflection That's it. But map strength. 0.05. Fine. See you. 56. Door 2 Section Same Materials and Lock: Welcome again, door 2 folder. Select with a, viewport visible, numpad comma. Select with a, viewport visible, numpad comma. Let's assign the same materials first, door. Frame. Screw. Glass. Rubber Numpad / Numpad / Alt click, shift alt click. Alt click, shift alt click. Alt click, shift alt click. Alt click, shift alt click. Second material. Ruber. Assign. Ruber. Assign. Weighted normal open. Well, select with pressing shift. shift click, ctrl l, link material shift click, ctrl l, link material shift click, ctrl l, link material Pipes. Light metal. Face mode Face mode ctrl numpad +. ctrl numpad +. ctrl numpad +. Second material. Red emission. Poster frame. Select face. Second material. Panel plastic. Handle. Shift click, ctrl l, link material. Shift click, ctrl l, link material. Select objects. Second material two. Face mode. Select face, ctrl numpad + Number two. Assign. Select other objects. Shift click, ctrl l. Shift click, ctrl l. Link material. Not need this material. Copy. That's it. Numpad comma. Numpad comma. Door column. Noise texture. Noise texture. Scale. Select handle Select handle Reflection. Color change. Shift click. Shift click. Link material. Link material. See you. 57. Creating Emergency Text Material: Welcome back. Now I will create text objects. First number objects. All folder open. Shift. Click Ctrl l make material again. Copy Remaps. Check. Modifiers. Other sites. Numpad. Gamma. Shift. Click Ctrl L. Make material. So the merge. You re-edit the image of the material may not appear here that solve the problem. Pin off of and edit mode. That's it. Select face you unwrap. Rotate ctrl g. Scale with S. Colors appear black and white because the color ramp is connected. That's it. I will reduce the brightness of the taste. Shift a UN saturation value. That's it. I will check them and modify your settings in a moment. Shift. Click Ctrl L click material. Copy. Texture. Change. Select. Face. Jury. Rotate. Other faces must be white control. I select with a scale with S. us. Select both objects. Modify here. Import. Visible. That's it. Now pick up. Made a material. Change. Emerge. image. So the face you unwrap select with a. That's it. Well you. Check the modifier. Select Object Shift. Click Ctrl L. Link. Material copy. Color change. Noise then. Select the subject mode file. Close numpad color. Rubber. Second material red emission this mode. Select phase. face. Numpad one. Control. Numpad plus. Z emission. Assign. Open modifier. Z render it. See you. 58. Creating Upper Pictures and Light Materials: Welcome again. Light folder. Light folder. Select with a, viewport visible. Numpad /. Face mode Numpad /. Face mode New material. Ruber, I don't need to copy. I will not change the material. Select face, Ctrl numpad +, since it is a separate object I can select it this way. Deselect. Ctrl Click. Assign. New material. Ruber. Copy. Copy. Paste. Select material, face mode. Select with L. Other side. Material selected, click assign. Full metallic, coler. That's it. Then, face mode again. Select with L. Again, new material. Assign. Numpad / This object. Wall material. Then screws. Select object. Numpad /. Numpad /. Wall, copy. Face mode, select face, Ctrl Numpad +, since it's a separate object, I can select it this way. New material, poster glass and assign. Then alt click, shift alt click, new material, door rubber, copy. Copy. And click assign. Now I will adjust the images. Array modifier open. I have four pictures. I will add the first 4. We will repeat later. Array count 4. I will copy later, face mode. I'm going to turn on the UV of this face. Since the array modifier is added, it will be automatically copied to the other side. Click, Ctrl click new material. Poster one. Copy. Picture one. And assign. Select picture. Picture 1. Picture 1. Uv editor U unwrap. Select with a, G. Rotate. Scale with S. G. S y. Pressing shift, g y. Let's pull it up a little bit that the text appear. Z rendered. Shader editor again, I connect color to emission. Shader editor again, I connect color to emission. It looks as if there is a light source behind the picture. Material preview again. I have four pictures. Material preview again. I have 4 pictures. UVs are different so I will assign four materials. for this i need to be able to select object in order to select it. I need to save the array modifier, array apply. Then , new material. Picture 1. Copy. Picture 2, again. Picture 3, again. Picture 4. Picture 3. Picture 2. That's it. Now I will align the Uv's face mode. This picture 1and picture 2. Numpad comma. Numpad comma. Click, Ctrl click, picture 2. Click, Ctrl click, picture 2. Assig. Uv editor, faces selected, s y. Okay. Again. Numpad comma. Numpad comma. Click, Ctrl click. Picutre 3 Click, Ctrl click. Picutre 3 Assign. Scale with s, g y. S y. Let the text appear, a little bit up, G y. Let the text appear, a little bit up, G y. Last time. Click, Ctrl click, picture 4, assign. Click, Ctrl click, picture 4, assign. Z rendered. Looks nice. Other side. Mirror. Data mirror u. Okay. Array modifier again. Relative offsets, y direction. If it becomes one, they will adjoin each other. Z rendered. Z rendered. Numpad 0 for cam view. That's it. Looks nice. Viewport visible again. Numpad /. Numpad /. See you. 59. Top section Railings Materials: Welcome back. Top folder. Select with a, viewport visible, numpad comma. wall material, i will not change the material. No need to copy, other object. Again, copy. Change color. Select object. Numpad /. Numpad /. I can see better from the top. Column. Base color delete. It will be one color. 100. Reset. Backspace. Coler. Okay. New material. Rubber. Tab face mode. Click, ctrl click, shift click, ctrl click, Click, ctrl click, shift click, ctrl click, Click, ctrl click, shift click, ctrl click, Door ruber, assign, other side. Door ruber, assign, other side. Ruber assign. Ruber assign. Z rendered. Select object. Numpad /. Numpad /. wall material. Copy. Other object. Again. Copy again. Copy again. Color. Face mode. Select with l. New material. Screws assine. Numpad /. Numpad /. Select object. Pressing shift. Pressing shift. I will show you something else. Ctrl l. If I see link material, the same materials will be copied, but the first material will be added to all objects. If I see link material, the same materials will be copied, but the first material will be added to all objects. I take it back. Ctrl z. Ctrl l, link object data. Ctrl l, link object data. If I say link object data, all materials will be copied and the materials will be assigned according to objects. If I say link object data, all materials will be copied and the materials will be assigned according to objects. Material will be added to the scroll automatically. Last object. Wall material. It will look more realistic with the light. There is an object here that I forgot. I will fix it. I will use mirror modifier. There should be no face left inside the object. Delete, edge mode, alt click. Open g x. I turn on clipping so they can merge. G x. That's it. Mirror close. Since other objects were connected to this object, they automatically took the same shape. See you. 60. Station Panel and Text, Air Condition: Welcome again. I go to the station panel,numpad comma, solid mode for better view. Select text. Red emission, copy. Z material preview. Change color. That's it. New material. Face mode. Select with l. Select with l. Lumi yellow and assign, z rendered. Lumi yellow and assign, z rendered. Looks nice. Material preview again, select panel, wall. Copy. Full black. Pay attention here. Bump strength 1. I will increase the reflection a little more. Now frame, new material. Copy. Frame. Face mode, Select face. I reversed the selection, control i. Select material. I reversed the selection, control i. Select material. Click assign. Then. 30. Bump 0.01. Little bit gray. Z rendered Z rendered Material preview again. Material preview again. Material preview again. Select object. Air condition top. Air condition top. Air condition top. Full white and full metalic. Full white and full metalic. . Bump. 03. I will reduce the reflection a little more. That's it. Click. Shift click. Shift click. Link material Link material Other object. Reilings. Z rendered. That's it. Looks nice. See you. 61. Creating Floor Material: Hey guys. I move on to the floor. The last object. Column material. Copy, floor. I will delete the nodes connected to the base color. Voronoi textures. Shift a. Ctrl t. Object. Ctrl shift click. Ctrl shift click. I can see better with numpad seven. I will invert the colors. Color ramp Color ramp Shift D, reset backspace. Shift D, reset backspace. Invert. Flip. Color ramp. Flip. Color ramp. Flip. Color ramp. 0.3. scale. 80. Other textures. I copy all, shift-d. If I press backspace while all are selected, they will all be reset. Ctrl shit click. Ctrl shit click. Ctrl shit click. Color change. I will combine two textures. Shift a mix color. A b. Shift a mix color. A b. Ctrl shift click. Ctrl shift click. That's it. Base color. Ctrl shift click. Ctrl shift click. Next is the bump map. Ctrl shift click. Ctrl shift click. Small bump is enough. Big bump. 0.01 Ctrl shift click. Now I'm going to make a small render just to look at the floor. Since I have hidden everything, it does not appear in viewport, but since the render option is on, they will all appear in the render. Now test render. Render settings. Max samples. 32. 100. I will render a certain part of the scene, not the whole scene. Ctrl b. It doesn't matter if it is 100, it will only render this part F12 It looks pretty good. To exit the render region, Ctrl alt b, I will render the entire scene in the next lesson. See you. 62. Test Rendering: Welcome again. Now let's make the necessary settings for the initial render, layout segment. Exit camera with the numpad 0. Everything unhide. Then I select a random object for the modifiers to appear. Select with a, viewport visible. Click again. Numpad 0. Render settings, that the graphics cards we selected here. If you don't see, edit, preferences, system, select two of the cuda section. Then max samples 32, light paths. Default. Color management. Medium high contrast, z material preview. Very low contrast. Pale colors. High contrast, saturated colors. I will change it according to the result, output, 50, means 720 P and f 12. We have two problems. First of all, the light source must not be visible. Fix it. Lighting cam folder open. Select light. Light settings. Multiple importance off. As I change one light, the others will change automatically. Render again. Pay attention to the reflection of the seat. It looks very dirty. I will fix this. Shader editor, n panel, select seat. I will check the textures connected to roughness. Ctrl shift click. Ctrl shift click. The ratio of the underlying texture should be low. Ctrl shift click. We can see it better like this. Upper full. Lower full. Let's reduce the ratio of the underlying texture. 0.05. I'm coming to bump textures for a better reflection. ctrl shift click. ctrl shift click. Small bump. I will increase the strength of the small texture slightly. That's it. Render again. Looks nice. See you next lesson. 63. Final Render Settings: Now let's take a look at the five settings of the render. Render settings. Render. Noise threshold. This setting prevents a grainy image. It gives a quality result of 0.01, if it is 0.05 the rendering time will be shorter. However, the rendering quality also decreases slightly. Using for more optimized rendering, I will show you a few renders I took before. Noise threshold 001. 0.1. 0.5. This seems to be no difference, but when I get closer to the object, you will see the difference in the reflection. This seems to be no difference, but when I get closer to the object, you will see the difference in the reflection. 0.01. 0.1. The reflection is quite distorted. Top section reflection. Top section reflection. 0.5. 0.01. That's better. Shift home. I will take a single frame render, and the reflection on the stage is quite clear. I want it to look beautiful, so I will leave it at 0.01. Max samples the higher the max samples to better the rendering quality, However, rendering time also increases considerably. Max samples the higher the max samples to better the rendering quality, However, rendering time also increases considerably. I will show you a few renders I took before. 32. 128 256. 512. Let's look at the same object. 32. Pay attention here. 128. 256. 512. Top section reflection. Top section reflection. 256. 512. The reflection is quite distorted as the improvement. It looks good. There is not much difference between the two, so let's keep it as 256. Comes with the node selected. I leave it at the standard settings. Light path, shows how many times lights will reflect from which surface, comes standard by default. If there are surface in the scene where light will reflect a lot. Lowering the setting may cause quality loss. Upgrading it too much will tire your computer unnecessarily. I will show some renders. I usually start as default. You see other result. Pay attention here. There is almost no difference between full global and default. Full global. All 32. There is almost no difference between default and full. It puts unnecessary strain on the computer. Pay attention not only to the writing, but also to the poster, under the seat. I usually start as default will vary depending on the scene. There is an interior may be different outdoors. First, start with defaults. Let's look at the settings for the final render. GPU, denoise active standard, noise threshold 0.01. Max samples 256, light paths defoult. Max samples 256, light paths defoult. Max samples 256, light paths defoult. I change it to high contrast. Resolution 200. This means 4K resolution and PNG if tool for final render. Yes guys, the result looks pretty good. See you in the compositing section. 64. Compositing: Welcome again. Render is done. You can save this before moving on the compositing section. Compositing panel enabled use nodes to show nodes. Compositing panel enabled use nodes to show nodes. Right click, Join Areas, n panel, for the picture to appear here. Ctrl shift click. Ctrl shift click. V image zoom out. V image zoom out. Alt v zoom in. Now I will add glow effect for the lights. Shift a glare, automatically connected, fog glow, high. Zero. I will reduce it a little bit. Let it be slightly dark. That's it. Color correction. Shift a. I will change the colors of the shadows slightly. Not too much. On that five. I want to increase the gain. Not too much. Midtones start. Pay attention here. If I make it full, the colors will be saturated. But I don't want this. Let it be in your own color. I want to add lens effect. Lens direction. Select fit, 0.1. Not too much, 0.01. That's it. I returned to render window. Effects do not appear here. Fix it. Compositing. That's it. And save us. Yes friends, we have come to the end of the course. The picture looks very nice. I wish you success in your own work. Hope to see you in another course.