Transcripts
1. Introduction: Hey guys, in this class, we'll be modeling a basic. You have a model in Blender. Here's what the final version of the model is going to look like. I'll be using the 3
version of Blender. In particular, we'll be
doing the following. First would be modeling the
body of a flying saucer, and next it's cockpit. We're gonna use some basic tools and modeling
techniques to do that, like the subdivision
surface modifier, similar shading, vertex
groups extruding anymore. When we're done modeling, we'll add two materials
to our model. These are going to be very basic materials that practically only
differ in color. The UFO model with the materials
will look pretty decent. But if you decide to use it outside the blender,
like for example, in a game engine, will probably be disappointed because the model
weren't lived. I did. This is because
we need a texture to be attached to the model. I'm gonna create a
class on that too. So stay tuned. Anyway, what do
you need to start? Well, just a blank
blender project, so create one and save it with a name like UFO dead blend. Now before you start, here's some info for you.
2. Model the Body of the Flying Saucer: Let's get started. Here's our blank blender file, saved as CFO to blend. Now, select the default cube. If it's not selected, it should be selected by
default and delete it. So x, Delete. Then create a UV sphere. Shift a under Mesh, select UV sphere
and scale it up. Five, Enter to confirm. Then scale it down
on the z-axis only so that it's flatter
to do that, hate S, z, 0.1 end or you can type 0.1. This will do. Here's our flying
saucer, the body. Now rename this fear
body in the outliner. Double-click and
type Body, enter. This name is more appropriate. We're gonna need more geometry. Let's add some. Go to the Modifier Tab, which is over here
with the wrench. And add a subdivision
surface modifier. So add modifier,
subdivision surface, both viewport and
render levels to two. It is two here already. Now we can apply the
modifier to do that, click on the arrow over
here and select Apply. Now, our model has
more geometry. Finally, let's shade smooth. Right-click on the model
and select Shade Smooth. Alternatively, you could
go to the Object menu over here and select the shade
smooth option over here.
3. Model the Cockpit: Now, there were aliens
inside the UFO. Unless they are flat, they need some room
to feel comfortable. Let's create the cockpit. Add another UV sphere. Shift a mesh UV sphere, and scale it up 1.5 and
rename it cockpit in the outliner
double-click cockpit. Just like with the body at a subdivision surface modifier. Modifier. Subdivision surface, said viewport and render
levels to two like before. And apply the modifier. And also shade a sphere smooth. Right-click. Shade Smooth. Good. Now we don't need the
lower part of this sphere. Let's remove it. Go to
front you to do that, click one on your numpad. Edit mode, hit Tab, you're in edit mode now. Wireframe shedding here. Now de-select all. To do that. Hold down out and press a box, select the vertices in the
lower part of this fear. To do that, hit B and select the vertices
on the lower part. These are the vertices
we don't need. Hit X. Select vertices to delete
the selected vertices. Good. Now go back to solid
shading object mode. So tab and deselect all old a. This is what our flying
saucer looks like. Now we're pretty much done with the basic shape of the model. Now let's add some pizzazz to it so that it doesn't
look so boring.
4. Model the Lights: We're going to add some lights
on both sides of the UFO. These aren't going to
be realized though. We just add a different
lighter color to some areas to make
them look like lights. Let's start with the top. Select the body, this part, and go to Edit Mode, tab and top view. So hit seven on your numpad, you are in top view now. The lights would the
inside special grooves that we have to model. Let's talk by
selecting some phases. So make sure to switch
to face select mode. Here we have the
face select mode. Let's select a ring around
the cockpit. First. Let's deselect all. Now, hold down Alt and click on one of the
phases in the ring. To make our life easier, we'll create a vertex
group that will contain all the vertices that we
want to act as lives. This way we'll be able
to select all of them quickly later when we need them. So with the ring
of faces selected, go to the Object Data tab, which is over here. An under vertex groups, hit the plus button. Verdicts groups plus. To add a new vertex group. Rename it lights. So double-click light, enter. Hate the Assign
button over here. To actually assign the
selected phases to the group. Let's now see how
to quickly select faces that belonged
to a verdict group. Deselect all in the 3D
view port. So ALT a. Now all this de-selected. Now select the
lights vertex group here and hit the Select button. This will select all the faces
that belongs to the group. Now, let's add some more
phases to the vertex group. It's actually up to you. Where are you on
the lights to be? Let's start with the
top of the UFO model. Here are the phases
that I selected. This is where the light
will be situated. Don't forget to hit
the Assigned button to actually assign these
phases to the group. Otherwise, they
wouldn't be edited the vertex group and you will lose them after
you deselect them. Now let's check it out. Really in the group
a to deselect all. Now, with these groups
selected, hit, Select. You can see all these
phases are selected again. Good. Let's save. Now let's go to bottom view. Hold down control and hit
seven on your numpad. I'll select the faces where
you want the lights to be. I'm gonna select some rings. Just remember to
select the ring. You hold down the Alt key and hit on one of the
phases in the ring. So here are the faces
of the die selected. Just don't forget to hit
the Assign button to actually assign these phases
to the group as well. So here are the
phases on the bottom. Now, they are now
de-selected on the top. But if we select this group
and hit the Select button, all faces that belonged to the light vertex group
will be selected. Now let's create the groups. Now, all the faces that belonged to the lights vertex
group are selected. But we want to start with top. So this select the faces
at the bottom to do that. Just orbit so that you
can see these phases. Or you can go to bottom view by hitting Control plus
seven on your numpad. Now, you can hit C to activate
the circle select tool. You can make it larger by
scrolling your mouse wheel. And now just press the mouse
wheel to deselect all. And then click your
right mouse button to get out of this
circle select tool. Now, the phases on the top
sheet is still selected. This is what we want
to create the groups, Let's extrude the faces
inward on the z-axis. Head E minus 0.05. Enter. Using then you will see these little grooves
here and here. Now deselect all. Select the lights verdicts
group faces again. This time deselect the
phases at the top part. We could use the circle
select tool as well. Let's try it out. So go to top view by
having 700 numpad. Hit C to activate the circle select tool and press your
middle mouse button. And then right-click to
get rid of the tool. But if you look closer, zoom in a bit, you will see that some
of the phases over here, over here, and so on
are still selected. So this doesn't work perfectly. Now to make sure
all the vertices on the top part are de-selected, go to front view. So hit one on your numpad. Then go to wireframe shading. So over here, you can see that some of the phases in the top part are still selected. Now activate the circle select
tool by hitting C again. Scroll your mouse wheel to
make the circle smaller. Now, manually disliked the
vertices in the upper half. To do that, hold down
the mouse wheel and just drag over these phases. In the top part of the F0. Right-click to deactivate
the circle select tool. Now if you orbit insane, you will see that just the phases and the
bottom are selected. Good. Now you can go back
to solid shading. Fine. With just the phases on
the bottom part selected. Hit E minus 0.05, enter to extrude the faces on
the bottom part of the UFO. Now you can see the
grooves here as well. Now on both parts
of the UFO model. Good, Let's save.
5. Add Materials to the UFO Model: Now we're going to add
materials to the other model. Generally, we want to add a black material to
most of the model, will then add a light blue
material for the lights. So let's start with a body in order to see the material
settings inaction, switch to material
previous shading, which is over here. Then go to the Material
tab, which is here. And add a new material. New, rename it body, and set its base color to black. Base color block. You're going to use a
cemetery for the cockpit. But in order to select the cup, but we have to go
to object mode. Hit Tab. Now select the cockpit. Now instead of adding
an immaterial, just click on the
down arrow over here and select the body
material we just created. Now both body and the
cockpit or black. You can also see the grips
better now, here and here. Actually, we don't
need the body and the cockpit to be two
separate objects. Let's join them together. So select the cockpit, then hold down Shift
and select the body. The body was selected last. This is the active object
now and hit Control plus J to join the two
objects together. And now rename the objects
UFO in the outliner. Double-click UFO. Enter. Next. Let's add a material
for the lights. It's going to be a
light blue material. Go to Edit mode. The object data tab. Select the lights vertex group. Hit the Select button. This way all the vertices
will be selected. We want to apply the material. Now, go to the Material tab and hit the plus sign button
to add a new material slot. Then hit the new button
to add a new material. Renamed the material lights. Hit the Assigned button. Now this way we assign
the new material to the selected vertices
here and here. Now set base color to a light shade of
blue, like for example, the hex value of 0, E, D, F, F. Enter. Now you can see the
material on the object. Deselect all. Now go to object mode
and orbit your scene. You can deselect
the object again. Now, the model is finished. Looks pretty decent.
6. Conclusion: Now we just created a decent looking UFO model
with nice materials. If rendering the image
of the model are using the model in a scene inside
Blender is originated. You're good to go. However, if you want
to be able to see the results of your work,
also outside blender. And in particular in panda
3D or another game engine, you will need textures. The good news is that we
can convert materials to textures that we can export from Blender
along with the model. So if you want to
learn how to do it, stay tuned for my next class. How to bake textures from
materials in Blender. Where I'm going to
explain just that.