Blender Create 20 Objects Exercise Class | Joe Baily | Skillshare

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Blender Create 20 Objects Exercise Class

teacher avatar Joe Baily

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Welcome To The Class


    • 2.

      A Solid Box


    • 3.

      A Quad Sphere


    • 4.

      A Pyramid


    • 5.

      A Diamond


    • 6.

      A Desk


    • 7.

      A Rocket


    • 8.

      A Bowl


    • 9.

      A Drinking Glass


    • 10.

      A Chain


    • 11.

      A Terrain Map


    • 12.

      A Book With Text


    • 13.

      A Pipe


    • 14.

      A Vase


    • 15.

      A Road


    • 16.

      A Cloud


    • 17.

      Varying A Base Object


    • 18.

      Using Bevels And Extrutions


    • 19.

      Modifiers For Procedural Editing


    • 20.

      Using Reference Images


    • 21.

      Variation Via Material


    • 22.

      End Of Class Challenge


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About This Class

Welcome to this special exercise class for learning 3D modelling using Blender. This class is designed for absolutely beginners who want to begin creating new objects as they learn the various tools that Blender uses. It is an ideal class for those who would rather not spend three plus hours on learning how to move in 3D space and where to find all the tools that you may or may not want to use as we dive straight in with the creation of different objects using tools and modifiers alike.

The class is divided up into 4 smaller sections of around 5 lectures each, not including the 1st and last lectures of the class. Each section focuses on a different ''starting point' of 3D modelling. In the 1st section the focus is on learning how to manipulate the default cube into different shapes using tools and modifiers.

In the 2nd section we expand to using over primitive objects as the base for new creations using the likes of the UV sphere, Cylinder and Plane objects.

In the 3rd section we expand even further to using different object types to the standard mesh object. We create objects using paths, beziers, volumes and text objects.

In the 4th section we introduce the standard workflow of creating variations from a base asset, like a table. We use the base asset to create variations of an object using tools, modifiers, reference images and materials.

While this class is recommended to absolute beginners, it is advised that you are at least comfortable with moving around in 3D space using Blender.

We hope that you enjoy the class and learn a great deal.

Meet Your Teacher

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Joe Baily


My name is Joe Baily and I am an instructor for 2D and 3D design. I specialise in 3D modelling using software platforms such as blender and 3DS max to create virtual models and assets for video games and animations.

My alternative job involves teaching sport and PE in schools and so I have 1000's of hours teaching experience in multiple various fields. My goal here is that I always find great instructors in websites like youtube who are great but never give out enough content to really satisfy my own hunger for learning. Therefore, my goal on skillshare is to provide comprehensive quality teaching on any subjects that I cover, such as blender 3D.

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Level: Beginner

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1. Welcome To The Class: Welcome ladies and gentlemen to the blender, creating 20 objects exercise class. This class is for absolute beginners to free the modelling who want to learn how to create objects using a variety of different tools and techniques. The class is divided up into four sections focusing on the different starting points for creating free the model's body ended this class, students will be able to do the following. Create a variety of different objects, form id foam, cube. Use different object types, such as curves and texts. Combine different editing tools together. Build scenes using the objects created and use base objects to create different varieties. The four sections are listed below with a brief explanation of each section, one focuses on creating objects using the defaults cube as the base, the starting point. Section two focuses on using different primitive objects other than the cube to create even more varieties. Section free focuses on using different object types instead of mesh objects such as curves and texts. And Section Four focuses on creating variations of a base assets by using different techniques. Let's get started creating objects using blend up free day. 2. A Solid Box: We are going to start things off in this class by creating a simple box. This box is going to have an open top, but it's also going to have thickness. We're going to use two tools to achieve this objects. The first tool is the delete tool. The second is a modifier known as solidify. So first things first, make sure you have your cube objects selected and let's rename it while we have the chance, this is an important habit to get into every time you create a new object. So we're going to name this as box. So now the objects has been renamed as box in the outliner, we can see the same name in the Properties panel if we are in the object TAB. And we can also see the name up here. Now we're going to hit the Tab key to go into edit mode. The Tab key is located next to the queue key on your keyboard. So hit tab to go into edit mode, body selected objects. Now we want to get rid of the top face. So we need to change our selection method. Currently it sets a vertex select. If we come up here and click on this icon, we can choose face select. So here we have vertex select, edge select, and face select. Then we're going to left-click on this top face. Once you left-click on the top face, only the top dies will be selected. So you should see something like this. Then we're going to hit the X k. This is going to bring up our delete menu. We have a variety of options here, but the only thing we want to delete is the face. So we're going to select basis. This. If we scroll up, zoom in on our objects, allows us to delete the face on top of the cube. It now looks a little bit more like a box, but it still does not have any thickness. To add thickness, we can go to the Modifiers tab in the Properties panel. At the moment it's empty, we're going to click add modifier. And we're going to come down under the generates section and select solidify. This will instantly give our object some thickness. You can determine how much thickness by manipulating this value here. Let's give it a little bit more thickness. And as we do so, you can see the effect in real time. Now we don't want it to be too thick. Less set it to a value of 0.04 and press enter. If you want to be able to manipulate the geometry that the modifier has created, you will want to apply the modifier. So click on this arrow here. And that would allow you to apply, but only if you are in objects mode. Modifiers cannot be applied in edit mode. So we're going to go back into object mode, which we can do so either from this menu and select object mode, or by pressing the tab key. Then come to this arrow. Left click and select Apply. If we go back into edit mode, you will now be able to select both the inside and outside with your box. So there we go. We've created our first objects in the class, a simple open top box with thickness. 3. A Quad Sphere: In this video, we are going to take our default cube and we are going to transform it into a sphere that only has four sided faces. The UV sphere and Ico sphere are objects that use either a combination of four-sided and free sided faces or primarily n guns. In this case, we're going to create a sphere that only uses quotes, four-sided faces. We are going to be using to modifiers to achieve this. The subdivision surface modifier and the cost modifier. So first of all, make sure the object is selected and then rename it as sphere. You can also rename it as quote, sphere if you like for more detail. Go to the Modifiers tab, the Properties panel, add modifier and shoes. Subdivision surface, increased the number of levels to where you feel appropriate. I'm going to increase the number of levels for both the viewport and render to fall. At the moment, we have a sphere, but it doesn't look that spherical. If we press one to go into front orthographic view, it still doesn't quite look like the board we're looking for. We need to now go and add a second modifier, the cast modifier. As soon as we do that the shape is set to sphere. And this makes the object appear more spherical than before. We can adjust things like the factor, radius and size. But it's actually best to keep it set to 0.5. You can remap your modify stack by clicking on this icon in the top corner and then clicking and dragging to reposition. But in this case it's best to have the cast modifier after the subdivision surface modifier to get your sphere objects. 4. A Pyramid: In this video, we are going to be creating a pyramid shaped objects by using a tool known as merging. Once again, we're going to be using the default cube. So we're going to rename it this time to pyramid. Then we need to go into edit mode, which we can do so by pressing the tab key. What we want to do is we want to select the top four vertices and then merge them into a single vertex. So what we can do is we can use box Select, which is actually already active. We can left-click to de-select everything. The object should appear like this. And then just click and drag and seal. All four of our top vertices are selected. We then need to merge these together. So hit the M key on your keyboard to bring up the merge menu. You have a variety of options that you can experiment with. The one that we want though is going to be at cursor, because we only want these digits be joined together at the center. So left-click on a cursor. And this allows us to create our pyramid shape. 5. A Diamond: In this video, we are going to be creating a diamond shaped objects. Not to do this, we are going to combine it the merge tall with the loop cuts hole. So we're going to select r cube objects and we're going to rename this as diamond. Then we're going to go from object mode into edit mode by clicking the tab key on our keyboard. We then want to create a loop cuts to create a loop carts. We can come to the loop cuts all located here. Left-click activated from the tall shelf. We can then hover our cursor over our objects. And you should see a loop that is highlighted in yellow. Left click where you want the loop to be positioned. This adds a new sets of vertices to our model. Next we're going to select the top series of vertices and merge them. And then the bottom series of vertices and merge them. So we're going to go back to our selection mode. And we're going to select the top four vertices. Be careful that you make sure that only the vertices that you want are selected. I'm going to use a different method here. So I'm going to click and hold here where we have the select box tall. So just come over, click and hold on the icon and you should get this menu. Then select circle. You can adjust the radius of this circle up here if you wish. I'm going to do that just a bit. And if you click and drag over a vertex, you should be able to select it. Now we're going to hit the MK and merge it censor. Let's do the same for the bottom vertices. Now at the moment we can't see all of the vertices on the bottom. We could just all be argue like so using the middle mouse button. But we could also enable x-ray, which we can do so by clicking on this button here. So left-click to toggle X-ray. You can then see Fru the object. So left-click to make sure everything is selected. Then click everything on the bottom here, m, and then merge at censor. This creates our diamond shape. But we can now do is we can do things like use the scale tool to adjust the scale and size. So we can hit the Tab key, for example. And then hit the AES key to scale. We can lock it to an axis, for example, the z-axis. To reformat our diamond shape. Makes sure to turn off x-ray when you're done using it. 6. A Desk: In this video, we are going to be creating a desk objects from our cube. We, we're going to be combining our scale told along with the applied table. And then we're going to be using the loop cut told along with extruding and the mirror modifier. So we're going to rename our cube objects as desk. Then we're going to scale the cube objects. So hit S, then Z, and scale it down. You can use a specific numerical value. So I'm going to use point Ciro five and then press Enter. I'm then going to scale it or the x-axis. So I'm going to hit S, then x, then I'm going to scale it by a value of 0.5 and press Enter. Let's scroll up on our scroll wheel to zoom in on our objects. And in my opinion, the thickness on the z-axis is still too much. So I'm going to hit S, then z once again, and then 0.5 once again, to have the scale still looks a bit too thick. So let's try 0.75 instead. All lava, 0.25. that looks much better. So press Enter to confirm. Now what we want to do is we want to use the loop cuts hold to Create two loop cuts for our desk. So we're going to go and press tab to go into edit mode. And we're going to use the hotkey control are to create the loop cut. So hit Control and then are to create the luca. Find where you want to position it. Left-click. And with the hotkey, you're actually able to move it around from side to side. We're going to press the right mouse button to confirm the position in the center. We are then going to create a, another hotkey we've controlled and R and positioning he left click, then right-click. Then we're going to press 79, our number pad. So press seven on your NUM pad, then nine on your number to go into the bottom orthographic view. You can also go to View and then viewports, and then select top, bottom, front, back, et cetera, from this menu here. What we want to do is we want to toggle the X-ray option here. We are then going to select these vertices down here. And then we also want to select these vertices here. So I'm going to hold down the Shift key to allow us to make multiple box selections. So I used the box select all down here. And then so as not to overwrite it, I held down the Shift key and created a second book selection here. Then hit the x key and delete vertices. This leaves us with one quarter of our desk. What we can now do if we go back into object mode is we can go to the Modifiers tab in the Properties panel, add a modifier and then select mirror. By default, we are able to mirror along the x axis. We can also move up along the y-axis as well. This is going to shorten our workflow. If we hit the tab key to go back into edit mode, we now only need to work on this section of our table. And whatever we do here is going to be mirrored on the other free areas. So we're going to hit Control and are to create a loop cuts left-click. And I'm going to push it up to about here. I'm then going to create a second loop Cup, same method, same place. Push it up to about here. Then we're going to create two more loop cuts. Controller. Hover the cursor till we see a yellow line like this. Left-click. Push it over here. And then one more time. And then we end up with a single face located about here. So what we're able to do now, if we just turn off x-ray is we are able to select this face, then we can all be our view and extrude this face dance to create the leg. To extrude, we can come over here and select the extrude region tool. Or we can use the whole key, which is E on your keyboard. Bought demonstrates a purposes. I'm going to use the exclude region TO, you will get a plus icon here. If you click and drag your selection, you can extrude the geometry. And you can also see the mirror modifier in effects working on all four corners of our desk. So position where you want to go and release to confirm. This is just one way in which you can create a desk objects in Blender. 7. A Rocket: In this video, we're going to be creating a rocket ship form a cone. So we need to select our cube and then we need to delete it by pressing the exit key. Then choose Delete. Then hit shift and I to add a new objects, select mesh, and then select count. When adding an object or using at all, you will have an operator panel in the bottom corner. Open this up to change some of the parameters. We're going to keep the number of vertices sets of 32. We're going to increase this radius two option. Radius two represents the tip top of the cone. Radius one is the bottom. We're going to increase this just a little bit to give the top of our cone some thickness. We're happy with the other options. So we're just going to hit the Tab key to go into edit mode for our comb, the operator panel will disappear as a result. Then we're going to come underneath archive, select face, select up here, and then select the bottom face. We then going to extrude this. So we're going to enable our extrusions whole. Scroll up a bit to zoom out, and then click and drag on this icon here. And that is going to create the base of our rocket. What we can also do here is we can create a couple of Luke cuts by holding Control and R. We're going to scroll up once on our scroll wheel. And this is going to allow us to increase the number of segments for the loops that we create. The more we scroll up, the more segments we creates, We want to. So we're going to just left-click. And then growing these edges than to about here. We can select a single edge loop by holding down the ok. And left clicking on the edge loop. I'm just going to go back to my selection tool to get rid of the icon there for the extrusion. And what we can do here is we can't slide our entire edge loop by pressing G to allow us to grab and move it. And then Ci again to enable age sliding. Bring the entire edge loop down to about here. Let's just hit the period key on another part to zoom in so that we get a clear view of what we're doing. We then want to select this entire ring of faces and extrude them out to create a bit of detail for the rocket. We're going to go back to face selects, hold down the Alt key, and then select this point here. So on Facebook basically on the edge of the space. And that's going to allow us to create the face loop. Now normal extrusion is not going to work here. If we attempt it. We're not getting the effect that we desire where we want it to be extruded out in all different directions. When you do a mistake like that, hold down Control and press C to undo the previous action. We're going to change the extrusion method that we're using. Come over here, left click and hold. Then select extrude along normal because this will allow each face to be extruded along his own normal path. So click and drag on this yellow dot. Push your mouse cursor up slightly to create the desired thickness. I'm going to move it up to about here and release to confirm. The other thing we're going to do is we're going to create a bevel where the cone meets the cylinder part. So we're going to go back into edge selects and then hold the Alt key and left-click to select this edge loop here. Then hit the period key to zoom in. We're going to orbit our view and we're going to use the Bevel tool. The bevel told is located here. And the allows us to create more curved edges around our model. So we're going to click and drag on the yellow dots here because the Bevel tool is not active. To create the bevel, we can scroll up and down on the scroll wheel while doing this in order to create more segments and more of a curve, S1 guys out a couple of segments and then release the left mouse button to confirm. This gives us a little bit of curvature. On this bevel. We could do the same on top and bottom if we wanted to. From here, you could do all sorts of things to give it more detail. For example, if you wanted to lock it to have wings, then you could extrude out some faces, then move topics of the faces to create the wings. But one thing that you should always remember to do is rename your objects. So we're just going to rename this from cone to lock it. And then press Enter. 8. A Bowl: In this video, we are going to be creating a bow for my UV sphere using the delete tool, scaling, the solidified modifier, and the inset tool along with extrusions. So we're going to first of all, replace our cube with a UV sphere. We're going to rename this objects as bow. And then we're going to go into a 2D view for our sphere. So let's hit one on our number pad to go into our funds orthographic view and just zoom in on the objects. Then we're going to enable the X-ray option and hit the Turkey's go into edit mode. Left-click to make sure everything is these selected. And then click and drag with box select enabled to select all the vertices that you see here. Do not select the vertices in the middle. Then hit the X key to bring up the delete menu, and this time choose delete vertices. This would delete the top half of our model. The next step is going to be to flatten the base. A technique for flattening a spherical base is to select the geometry with box select like so. Then hit the AES key to scale and lock it to a specific axis. In this case, we want to look into the Z axis because we want these to level out on the zy plane. So I'm going to scale it. And I'm going to scale it by a specific value. I'm going to scale it by the value c 0. This is going to create a flat base for our bow. Press Enter to confirm, and then press g just to grab the selected geometry. Then z, to lock it to the z-axis and just drag it up a little bit. We now have a bowl that has a flat base. We're next going to apply the solidifying modifier. So turn off the X-ray. Go back into object mode, go to the modifier Properties tab, add modifier, and select, solidify. Let's give it a little bit more thickness for the bow. And what we want to do here is we want to apply the modifier. Because what we're going to do is we're going to create more geometry on the bottom and extrude it down. If we don't apply to solidify modifier, that same effect is going to be applied to the geometry inside of the bowl itself. But we want this exactly as it is. So we're going to go and apply it, be solidify modifier. Then we're going to go back into edit modes. And what I'm going to do is I'm going to just go into face selects. And I'm going to select this ring of faces here. I'm then going to use the inset tool as a means of creating an additional loop of faces. To use the inset tool, you can either come here and select Insert faces or press the key on your keyboard. So I'm going to enable the inset faces tool. From here. You will see that we have our yellow dot here. That's going to allow us to click and drag to use the inset tall. So I'm going to bring it down to about here. And confirm. Then making sure that I select that loop of faces that I've just created. I'm going to go to the extrude option. We can extrude region for this one because they're all going to be extruded in the same direction. And then just click and drag either up or down to create that little bit of extra detail. If you look inside of the ball by going into object mode, you can see no changes have been made on the inside. And this is because we were able to apply the solidifying modifier beforehand. But now we've created a whim for the bottom of our bow. 9. A Drinking Glass: In this video, we're going to be creating a drinking glass form a cylinder objects. This is going to require the, the leaky scaling and these solidify modifier. So we're going to select our cube, hit delete to delete the objects. Notes that if you just hit the delete key instead of the x key, you will not get the indicator that confirms whether or not you want to delete the object. We then going to hit shift and I select mesh and then select cylinder. We're going to come over to the operator panel and adjust a few of these values. I'm going to set the depth to 0.2. I'm also going to set the radius to 0.06. Then I am going to press the period key on my keyboard to quickly zoom in on the selected object. We're going to hit tab to go into edit mode and then choose face, select. We're going to select the top face, but before we delete it, we're going to use it to scale. Hit the AES key to scale at the face on top. So that there is a bit more surface area on the top than there is on the bottom. Then hit the X key to bring up our delete menu, and then select faces from this list. The next step is to add the solidify modifier. So hit tab to go into object mode. Then go to our Modifier Tab, add modifier, and select, solidify. When working with smaller objects, a smaller thickness is going to be required. As you can see here, it's way too thick. So we can use a smaller value than 0.01. We can go 0.002 and then press enter. You can also change certain other factors here, such as the even thickness option. The offset to decide whether or not you want the thickness to be on the outside or inside of the class. Let's go with the outside to have more volume on the inside. And you can also change the mode from simple to complex. Simple is the original form of solidify. Complex is a more accurate form, but we'll take longer to calculate. In this scenario. Nivea is really going to impact what results. Again, make sure you don't go too far into your project before you decide to rename your object. So here, we're just going to rename this as drinking glass. 10. A Chain: In this video, we are going to be creating a chain objects by using a tours as the primitive and then using the rotate and duplication tools to create the chain. First, delete your objects by pressing either the x or the Leakey's. Then hit shift and I create a mesh and select Taurus. I'm going to go into the top orthographic view by pressing seven on my number part and then zooming in on one model. We're going to open up the operator panel located here. And we're going to juice the number of major segments by reducing this number from 4846, we will no longer have any edges going along the Y axis line here. This is important for what I'm about to do next. So I'm going to hit the Tab key to go into edit mode. Left-click away from the objects to de-select everything and enable the X-ray. Then I'm going to click and drag and select all of these vertices. We're going to hit G, Then X to grab on the x-axis and then move them across to about here. Left-click to confirm. This creates the first link in the chain. To create more links, we need to use the duplicate tool. Now there are two types of duplication, but both her work for our mains. To duplicate an object, go to the Object menu up here and select either duplicates objects or duplicate links. Each of these is a separate hockey. Either who worked for our purposes, but we're going to use the duplicate links option. So hold down out and press Delete on your keyboard, and the object will appear white on the outline. If we move our cursor, you can see that we have created a duplicate of the chain link locked to the x axis position about here and left-click. Then we need to rotate this new objects. So hit our Then X to rotate on the x-axis. I'm going to use the value of 90 to rotate it 90 degrees. I'm just going to open up a side panel so you can see the measurements and transform values for each. If we zoom out, we have two links in the chain. We want to create more. To speed things up. We're going to select both of our links and then hit out and day locked to x and position. Select the first two again by adding them to the selection with the Shift key and then left clicking to give us all for chain links selected here, o and day, locked to the x-axis. Move across. You can continue to do this as often as you like to make your chain as long as possible. If you want to join all of these links together into a single objects, then you can select them all by using one of the methods of selection such as box or circle selects. Be mindful that when you do this, say used a box-like so you may select other objects that you don't want to select. So I'm just going to take my light objects and hit the h key. And that's going to allow me to hide the objects from the viewport. Now, I'm going to click and drag and select all of my objects in this model. I'm going to hold down the Shift key and select this chain link to make it the active objects you can see the highlight is slightly different. I'm then going to join these all up into a single objects. To do that, you can go to objects and select join, or you can use the hotkey control and j. So I am going to hold down Control and press chai to create a single chain link objects will go back to our outline a panel, and just rename this as chain to finish. Make sure to toggle the x-ray off. Once you're done. 11. A Terrain Map: In this video, we are going to be using a plane object to create some terrain. We are going to be using the Subdivide tool to enhance the amount of geometry that we have. And then we're going to be using proportional editing to shape our terrain. So with the cube selected, press the delete key to delete it. Then hit shift and a mesh and select Plain. Come to the operator panel and increase the size. I'm going to increase the size here to ten. Next, we need to increase the amount of geometry that the model has. Hit the Tab key to go into edit mode and then hit the light mouse button. This brings up the context menu and is dependent on whichever selection mode you have on up here. So right-click and your first option should be subdivide. Even if you go into Edge or face selects and right-click, you should still have the sub-divide option. So click on subdivide and you can define the number of cuts for the subdivision. In order to get plenty of beads Hail to our terrain. We're going to left-click. And then we're going to type in our own numerical value for the number of cuts. I'm going to use the value of 50 to create 50 subdivided cuts. This should give us plenty of geometry to work with. Next, we're going to activate proportional editing, which we can do by clicking on this button here. You can determine the method of fall off. He. This is going to change how the geometry behaves when you begin to move, rotate, and scale it. I'm just going to have it set to smooth them out. And then I'm going to take a single vertex, say this one here, get the G key, and then move it around. You can see that not only is the singular vertex being manipulated, but also the geometry that is found within the confines of the proportional radius circle that you can see around the cursor. I'm going to lock this to the z-axis and just push it down slightly. What we can also do with proportional editing is we can adjust the size of this circle to adjust the area of influence. So by scrolling down, we increase the area in which we are influencing the geometry. By scrolling up, we would reduce the amount of geometry that becomes influenced. So I'm going to increase the scale quite a bit locked to the z-axis and pulley up. Let's grab another vertex. Do something similar, perhaps not as much. And then over here it G, c, and bring it down a bit. We can also try some of these others. So for example, we could go with constant, selects, a single vertex, then hit G, then look into the Z axis. And then we can begin to create some leveling for our geometry. So we could bring this up slightly, maybe reduce the area here, and so on. And very quickly you begin to get some unique looking to line. You can play about with many of these options here to change exactly how proportional editing is going to affect your model. 12. A Book With Text: In this video, we're going to create a book that has text on it. So first of all, we're going to be using the default key began. We're going to just rename this as book and press enter. We then going to reshape the cube. So let's hit the Esc to scale on the x-axis. We'll move it to about here. It already looks pretty good. Let's just increase the size, the z-axis, just a tab. And then we'll, I'm going to do is I'm going to go into edit mode by hitting the turkey, go face, select and select 123. I'm then going to use the insects Hall here. So he, I, to use the inset tool. And you can see we have an issue here with the scaling. So what we need to do is go back into object mode. And we need to reset the scale values to make sure that the inset always going to work properly. If we hit Control and I, we can bring up the apply menu and we can select scale. This reverts the valleys back to one, but has not changed shape. And now, if we try the inset told again by hitting the icky for behavior is much better. So I'm going to use the insects or to about here. Then I'm going to use a method of extrusion. So for this I'm going to extrude along the normals. And we're just going to push this in just a bit very quickly. Were able to create what looks a lot more like a book. Now the second part of this tutorial is to show how to create a text, and this requires the use of a different object type. So we're going to hit shift and I. But this time instead of mesh, we're going to select text. You can see the orientation of the text needs to be adjusted as well as what's written. Let's start with what is written. So what we can do is we can hit the turkey. That's going to go into edit mode for the text. And this basically allows us to use things like the backspace key to delete the text and then type in what we want. So let's go blender, for example, nice and simple. Press tab to go back into object mode. And then let's just rotate this on the x axis by 90 degrees. Rotate on the z also by 90 degrees. And then lectures position and scale the text. So it will position, scale. And we can see that it's a little bit behind the text. So how do we get it in front of the text? Well, what we can do is we can enable snapping. So we can use the snapping tool located here. Then select on the snapping menu. And the one we're going to want to use is face. So select face, then hit g and lock it to the x-axis. Then move your cursor onto the face of the book. And you should see that it just snaps in place. Left-click to confirm. To get this a little bit of extra thickness, you can go to the object data properties here. You can then go to geometry and just extrude it ever so slightly. This will give a text is a little bit of thickness and make it easier to see on the surface of the book. If you want to convert the text object into a mesh objects, you can do so by going to the Object menu. And then coming down to where it says Convert to, you can convert it to a curve, a mesh or a grease pencil. Be warned, this is going to change the parameters that you see in the object data properties. As an example, if we go convert to and then mesh, you can instantly see the change in the properties panel. And if we go into edit mode, you can see that we have geometry now, instead of the ability to edit the letters as we would with a normal 2D program. 13. A Pipe: In this video, we're going to learn how to create a pipe object using a busy I curve. First, delete the cube objects in the 3D viewport. Then we're going to replace it by pressing Shift and I, selecting curve from the Add menu and selecting VCA. A curved object uses handles to manipulate the shape. If we press the Tab key, you can see that the CIA curve here has two handles. We can grab, Rotate, and Scale to handles in order to manipulate the basic shape of the curve. Here, I'm just going to grab it along the x-axis to create some distance between the two handles. Then I'm going to go back into objects mode. I'm going to come to the object data properties in the Properties panel. Then I'm going to come down to where it says geometry. Within the geometry section, we have the bevel options. It might appear like this. So click on bevel to open up these options. You have free choices here. Round is the simplest. If you increase the depth value, you can create the pipe shape for your curve. You can then go back into edit mode. And with your handle selected, you can grab, rotate and scale to view the effect on your geometry in real time. You can also hit the Iike to extrude a new handle to create a more detailed shape for your curve. Alternatively, you can also adjust using an object. So here you have the option to choose what objects you want. We don't have any objects that we can use to define the bevel. So let's create one. We're going to hit shift, I, go curve and select circle. Let's zoom out and move our circle on the y-axis to here. Now select the busy yea curve again. Go to objects and select busy a circle. We're now able to use the shape and size of the Beziers circle to determine the shape of the Beziers curve, we can select the circle and then scale it Dan to reduce the size of the pipe. We can also focus our attention on the circle itself by pressing the period key on the number parts, assume in, hit the tab key, and then manipulate some of these handles here. This is of course, a Beziers circle, so it's edited in the same way as a busy a curve, selects a handle and manipulate its positioning. Like so. We'll do the same here. And if we zoom out to look at the Beziers curve, you can see that it has inherited the shape of the Beziers circle. We can also use the Profile option instead. So when we use the Profile option, we have our death and resolution options. Adjusting the resolution for either the profile or the round options is going to improve the detail of the actual curve. We're going to have it set to 12 for our profile. But at the moment you can see that we have a very basic shape here. We can define presets up here. So for example, we can choose the faults. We can also choose our support loops. And you can see that instantly changes the shape of our curve. Now if you look below the presets, you can actually see we have a graph here from which we can play with. If we go back to default, you can see the graph changes. So you can choose from any of these presets for a predefined shape to your curve. Or you can create your own. And to do this, you just click and drag. And this will allow you to create your own shape for your curve. So here I can click and drag and begin to create and experiment my own custom shapes. We've pretty much all of these options. You can also choose to fill the ends of your pipes, tubes, war curves. So left-click to create a face at the end of each side of your curve. This is how you can create any curve of pipe or tube by using Beziers curves. 14. A Vase: In this video, we are going to be creating a vars by using Beziers curves and the screw modifier. First of all, delete your cube objects by pressing the Delete key on your keyboard. Replace it with shift, curve and Beziers. What we now want to do is change the orientation of our Beziers curve. Here are then X, then type in at 90 to rotate by 90 degrees on the x axis. Why do we do this? Well, if we press one on the number of pallets or go into funds orthographic view. We can now see the full curve and we can edit this curve form a single viewpoints. If you want to apply it, the new rotation, hold down Control and press I. Then select rotation from the apply menu. Next, hit tab to go into edit mode. This is where you can edit the base shape of your vars. I'm going to select this handle here. It G, position it up to about here. And what I can do is I can combine it, the grabbed, Rotate and Scale tours for the individual handles to create the shape. So I'm going to rotate it to about here. And then I'm going to scale it in to something like this. I'm also going to take the bottom Handel, rotate it, and then bring it in on the x-axis. And then I'm also going to extrude and another handle. So here e2 extrude. And I want to position this handle on the x axis close to the center. And then I'm going to hit R to rotate. I'm going to rotate it to about here. I'm going to take this handle, it G, Then X, and pushy in towards the center. And then going to take this handle, select this point, it g, and push it in. And I want to create a flattish base here. We're just literally taking these points and just maneuvering them to create the shape that we are looking for. So this is the shape that I've got for the base of my vars. Now I want to create the vars itself, but before I do that, I noticed the geometry is a little bit low. It's a bit jagged. So we're going to go to the object data properties and increase the resolution. We're going to increase this to a value of about 24 to double the resolution. The curve now looks a bit better. Next, we're going to add our screw modifier. So go to the modifies tab, go add modifier, and then select screw. This is going to create the vars around the objects origin on the z axis. By default. You may want to change this if you have manipulated the Beziers from a different viewpoint. Because we manipulated a positioning from the fonts orthographic view, we need to use the z-axis. From here, we can easily adjust the shape of our vars if we wish. So we can just maneuver this like so to create shapes with ease. Once you're done with the general shape of your model, you want to convert the BCA curve into a mesh objects. To do this, go into object mode. Go objects. Then come dance where it says convert to and select mesh. If you hit the Tab key, you will notice that the object is now a mesh object instead of a curve objects. What you can do here is you can continue to apply modifiers. So for example, we can apply these solidify modifier to give it some thickness. And we can also apply the subdivision surface modifier as well to give it some added detail. If you'll notice we have a hole at the bottom of Avars. Dealing with this issue is easy. Just how that outs and select that central loop and then hit the F key to fill in a face. Alternatively, you can also poker faces. So hit F to create the face. Then you can go to face, select Pope faces. And that would allow you to just create that extra bit of geometry down here to finalize the shape of your vars. You can do a couple more things. If, for example, if you wanted to, you could scale this in to about here and create some new loop cuts to even out the space of your geometry. This is how we can create a vast style object that has a specific line of symmetry using Beziers curves. 15. A Road: In this video, we are going to be combining two different types of objects, a plane mesh objects, and a path curve. To create a custom path objects. We're also going to be using to modifies the curve modifier and the modifier. So first things first, delete the default cube and replace it with a plane objects. Then we're going to hit the Tab key to go into edit mode. Right-click on our mouse. And from the Context menu, select, subdivide. Open up the operator panel and increased the number of cuts. I'm going to increase the number of counts to ten to give the plane plenty of geometry. You're going to see why this is important in a few minutes. Hit the tab key to come into objects mode, hit shift I, and then go to curve. We're now going to add the path objects. Next, we need to resize the path. Now you can either scale the path or you can go into edit mode and manipulate the points. I'm going to be manipulating the points directly in edit mode. So I'm going to select a point. The one at the end here, hit G, The next, and just bring it out to here. I'll do the same with this point. And then let's move that these points as well. So now the path is much wider. We're now going to assign the plane object to the path while we're at it, let's just rename the plane itself as load for example, so we know what it's going to be used for. And then with the plane object selected, all load objects selected go to the Modifiers tab, go add modifier. And we're going to select array. Then we're guys come over to the fit type. It's currently set to fix count. We're going to have it fit the curve. So select this option here. Left click and select nerves path. It now fits the length of the path, but it actually starts in the center. We wanted to start here at the end of the path. To do that, we need to add a second modifier. So go add modifier and then select curve goes where it says curve objects and select nerves path. Now our plain objects were our load objects, or I should say, is now following the length of the path. What we can do from here is we can't select the path objects, hit tab to go into edit mode, select a handle, and then move that handle. If we hit g and y for this handle and then begin to move it, you can see that as we move the handle, we move the curve. And by association, we also move the load. So this is where we can actually begin to reshape and reform our loads or paths into any form we want. 16. A Cloud: In this video, we are going to be creating volumetric shapes by using a mesh object as the base for our volumes. This is a great way of creating things like Cloud objects, for example. We're going to be using the cube as the base. So we're going to hit shift and I to add a new object. The object that we are going to add is going to be a volume object. And we're going to select empty. Now at the moment, the empty object is not doing anything in our scene, but we can change that by adding a modifier. So go to the modifier Properties tab, go add modifier. And you will have two options, mesh to volume and volume displace. This will only be the case if you have the volume objects selected. So we're going to select the mesh to volume option. And where it says objects, we're going to left-click and select Cube. You can now see that we have created a volume objects around our queue based on its shape. If we hide the mesh object, you can see just the volume. You can manipulate a few values underneath here. One value that you might want to manipulate is going to be the density. So you might want to have this at two. For example, if you want a thick cloud of volume, you can also adjust the books will amount which, which is effectively the amount of detail for your volume. I like to set this to at least 64. And depending on the scene, sometimes even as high as 1281 thing about the mesh to volume modifier is that it allows you to edit the volume in real-time by editing the mesh. So we bring the cube back into view and select it, then hit the Tab key and begin editing our keys. So for example, I can create a loop cuts and then scale the loop out like so. Then go and hide the key again. You will see that the cloud object, the volume object, maintains the shape even after it was edited. So no matter what you do to the mesh objects, the volume is going to mimic the general shape of the mesh. To give our volume a bit more detail, we can add a novel modifier to this. So if we go back to the add modifier option, we can choose volume displace. This will allow us to create a displacement by using a texture. So I'm going to click New, for example. And then come over and select this button here. This will take us to detect the tab. And here we can change the type. So I'm going to change it to clouds. It gives us a more accurate representation of a cloud-based volume. We can adjust certain factors with the cloud texture, such as the noise basis, the type, the color, which light ends keepers grayscale anyway, the size value, depth, and nabla values. So here we can actually use different texture types like clouds, distorted Noise, et cetera. The change, the detail on our volumes. 17. Varying A Base Object: Over the next few lectures, we're going to be demonstrating the importance of using base assets to enhance your workflow in blender, a base assets is the most simplistic form of an object that you will create on a regular basis. For example, I have a desk objects in the scene. Now, the desk objects itself is extremely simple. We just got the table top and the legs. What we can do is we can use this object as our base for any similar objects that we wants creates. What I'm going to do here is I'm going to rename this as base. Then click ends us. So we have our base desk objects. I can then put it in his own collection. Now to put an object in a new collection, you can do it various ways. But the way I like to do it is I like to press M to bring up my collection menu and add the selected object to a new collection. I'm then going to rename this collection as base select. Ok. And it places the base desks in the base collection. Now to begin creating new variations. The best thing to do is to just create a duplicate of the base. So I'm going to create an appended duplicates of my base desk by holding Shift and pressing day, you'll see the outline appears white. If we move the objects around, you can see it is a duplicates of the original. I'm going to hit the right mouse button to confirm position. What I can now do is I can now just hide the original objects, which is the base desk. I can then rename a base desk to whatever I want. I'm just going to call it Fi one for the moment. V1 stands for variation one. And what I can do here is I can edit this duplication a variety of different ways. So in this video, I'm just going to demonstrate a couple of simple methods. One thing that you can do is reduce the scaling or the length on a specific side. Now, if you just decide to scale an object, say let's scale this on the y-axis. You might think, oh, that's great. But if you take a look at the legs, you can see that all of the different parts of the objects have been scaled. That's not something that you always go into one. So if I hit Control Z to undo that, you can see the current structure of each leg is quite thick. But if we try to scale the object as a whole, you can see as we bring it further and further in on the y axis, the length of those legs is going to decrease on the y-axis as well. So the better way to reduce the length of the table if that's the sort of thing we're looking to do, is to go into edit mode. Then toggled the X-ray option and select the appropriate geometry. So I mean face selects here, as you can see, I'm going to select all of these faces. And then what I can do is I can hit G. Then why? And move them in to reduce the length of the table on the y-axis. And I'm able to do this without reducing the length or sizing of the individual legs that are used to hold the table together. Let's do the same thing, but on this side. So again, I'll hit the tab key. This time, we'll select these faces, it G, Then X, and drag them out. I could also add more geometry. So I can hit control enough. For example, left-click and position this loop cut to around about here. I can then come underneath if I wanted to, might want to turn off the x-ray here. Go face, select, select this face, and then hit ie to extrude down. Now if I'm gonna do this, I'm going to want to make sure that more extrusion goes down to the safe, same length as the legs on the four corners. So I'm going to do here is I'm actually going to right-click. And then he controlled and Z just to reverse my previous extrusion. Then I'm going to enable the snapping tool. And snap to the vertex. I'm going to once again hit the Iike to extrude. And it's coming down on the z-axis. Now if I hover my cursor over to the vertex at the bottom of this leg. You can see that the extrusion snaps to the same location on the z-axis. So then I can left click to confirm. And now I have a table that has six legs. Before we finish and move on to the next video, where we're going to do another variation of the table. We're going to put this variation in its own collection. So again, go into object mode here, m and select new collection. We're going to call this variation and press enter. Then click OK. And now variation one is located in his own collection. This is the absolute foundation of beginning to create Fareed assets, form a base object. 18. Using Bevels And Extrutions: So in the previous video, we were able to create a variation of our base desk objects by grabbing faces and moving them to resize the objects. And by using the brutal. Let's create a second variation using another couple of tools. So I'm going to hide V1 and bring the base desk back into view. Then select it and hit shifting to create another duplication. I'm going to hide the base desk. And what I can do is I can click and drag a base desk dot 001 into my variation collection. I can then rename this wherever I want. So I'm just going to name the two just for the moment. And now I have two variations from the base desk. Now this time, I might want to creates some detail on the surface of the tabletop. And I might also want to create a bevel to create some smoothness going around the edges. So I'm going to start by selecting these three faces here, by holding down Shift and left clicking. And then what I can do is I can choose a method of exclusion. So for example, I might want to go with the extrude manifold option and then click and drag that just to create a bit of detail. Now in this scenario we have a couple of faces that we don't want. So we're just going to get rid of them by selecting them, hitting the delete key and selecting faces who do the same over here, select and delete. Now if we view our objects in object mode, you can see we've got that added detail form the exclusion. Another thing that we may want to do is we may want to create the bevel. So let's go into Edge. Select olds, left-click, Shift, Alt, left-click to create the selection here. But before we go any further, we need to check and make sure that the scale is correct because the Bible told is one of those tools that is influenced by incorrect scaling. So I'm just going to hit the Tab key to go into object mode. And I can see we actually do have incorrect scaling on the x and z axes. So I'm going to hit control I and select scale. That's going to revert them back to one while we are at it. Let's select the base desk and do the same thing. So I'm just going to hit control a and choose scale. Make sure selective control a and scale sets it back to 1.1.1. Let's also do it for v1 as well. So control a scale, makes sure it's selected. Control I in scale. Then hide those two objects, leaving us with the two. And now we can go back into edit mode for our objects. Use Alt, Shift and left click to select the edges that we wants. One guy's select the edges that go around the side of the table top, as well as the ones on the inside here for this extrusion. And with all of these selected, I'm going to use the hotkey control and be to create a bevel. Why can also do is I can hold down Shift while using the Bevel tool to have more control over its motion. Because I only want a slight bevel. So I'm going to bevel to about here. Scroll up a couple of times on my scroll wheel to add a couple of segments and then left-click. And this gives us a nice bit of smoothness going over and our table. This is a second variation on the base desk. 19. Modifiers For Procedural Editing: In this video, we're going to create a another variation of the base desk. At this point, we should have an idea of the general process for doing so. So we're going to hide the variation that we currently have in view. And then select the base desk and bring that back into view. Select it and hit shift D to duplicate. Then likely it's confirmed position. Hide the base desk and position the new objects in the variation collection. Then rename it wherever you want. I'm going to rename it as f0, f3, and then press enter. Now this time I'm going to be using modifies to create our new variation. At the moment, we've got our Miller modifier here. We can add a whole variety of other modifiers if we want to. So in this example, we could add a bevel modifier. Now the bevel modifier is going to create a bevel on every single age. So one thing that we can do is we can assign a limits method. So left-click and you have several options here. One option is really good to use for beginners is the angle option. So by doing this blender who only bevel the edges that have a specific angle limits. If we reduce this value to 0, you can see that nothing changes, but if we increase this value. And if you take a look at the model, eventually it all snaps back two before we apply the modifier. Because a lot of the angles that you see are actually 90 degree angles. So if we go beyond this value, then it prevents any of these bevels or any of these edges from being beveled. 30 is actually a pretty good value. But another problem that we have is the fact that the bevel is just a little bit too much. So you can change, for example, the width types. So we have several different whip types. One thing that you can choose his percentage, and then you can adjust your percentage like so. Or you could use the offset itself and just use a really small amount. So for example, 0.04 is actually still too big. So let's go when 00 for two creates a smaller Bevel. And then you could increase the number of segments to create that smooth look on your model. But another thing that you can do with your objects is applied smooth shading. By applying smooth shading, you can reduce the visibility of the individual edges on your model. So to do smooth shading, you can go objects and select a shade smooth. This technique works particularly well when you have objects that have smooth edges that have been manipulated by bevels or Bevel modifies. It doesn't work best with objects that have sharp edges. For example, the base desk itself. So we go back to the base desk and do the same thing. Apply smooth shading, making sure it's selected. Of course. You can see that we get some artifacts being with the lighting and there are ways to fix that. But for now, just know that with regards to objects that use flat edges, you will want flat shading. And for those with curved edges, you ideally want smooth shading. It goes into a lot more detail than that of course, but that's just a good starting point to understand lighting when it comes to objects that have either sharp edges or smooth edges. Now before we finish, let's change one more thing. With our V3 objects. Let's add another modifier. And what we could do is we could create, say, a wireframe form this objects. So we left-click. We can create a wireframe. Now, this looks pretty insane and that's because of the application of the Bevel tool, for example, and also the thickness value here, which is really big. So let's reduce that to 0.001 and press Enter. And what that does is it actually creates a frame out of our model. What we could then do is we could then create other objects, such as planes and then position them on top of the fine. So we're really adding detail. Another thing that we could do is we could apply this geometry and joining up with cite, the base desk. So we go into our object mode. You can see that we have, if we zoom in a bit, the frame form of the free, basically overlapping the base desk. And then you could perhaps do things like join objects together, for example, to join up the geometry and creates these highly detailed meshes using the wireframe. Another thing that you could do with this is instead of joining it with a base asset, you could take this wireframe and in the wireframe modify, you have the option to replace the original. This is text by default. Or you could do here is left-click. And then you not only get the wireframe that's been created from the edges, you also get the base geometry. 20. Using Reference Images: In this video, we're going to go beyond just using different tools to create variations of our objects. At this point, we've only really been working with our own imaginations. But it's important to get into the habit of using reference material for when you're creating assets. So I'm going to do is I'm going to hide the free. Bring back in our base desk. We're going to create a duplicate once again of our object's name this as Fe304 position, it's in the variation collection and then hide the base desk. Then what I'm going to do is I'm actually going to create a nother panel here. So I'm going to bring my mouse cursor over to about here, where the mouse cursor changes right-click. And I'm going to go with a horizontal split. I'm going to left-click about here to split the Properties panel into two. And then I'm going to bring in my image editor. Now why am I doing this? Well, what I'm going to do now is I'm going to find a reference image I can use to remodel my base. There are many different locations from which you can get some reference material. The easiest location is going to be, of course, Google. So just type in the object that you are creating. If it is a real world, objects go to images and then you can see a plethora of different tables and table designs. This is great for getting into the habit of looking at different variations of a single objects. You can see, even from Google itself, just how many different variations there can be, both in terms of shape and material. So I'm going to pick one of these and then I'm going to use that reference material. Why advise you to do is pick a different image that 11A I'm going to pick and then use that to create your new variation. So which one can I choose? I think I'm going to keep things simple. I'm going to choose this one. It's slightly different in the respect that it has additional geometry or additional material here joining up the legs are either ends. Now, the reason why that I'm not going to be providing specific images in any resource packs for this class is because of copyright reasons. So again, I advise you to pick an image that you want to use and then use that image. Now that we are back in Blender, we need to bring in the reference material that we chose. You can do so either in the 3D view port or in the image editor. I'm going to be doing this in the image editor. So in the image editor which we've created here, click on the Open button and then locate where you saved your image. So for me I saved it on the desktop so it's easy to reach. Select it and click Open image. You may have to zoom out, but you now have your reference material on screen to work with. So what we can see here is the primary difference that I want to change is going to be the material that you see at the bottom that connects these legs. Now, I know that this is going to result in some overlapping with the minima modifier. So to prevent this, we're going to click on this clipping option. He too, this is going to prevent overlapping. Now what we can do is we can create the geometry on this leg. So hit controlled and are create the loop. Left-click, bring it down to about here. You can see you, I still have snapping turned on. I'm just going to bring that down to about here. Left-click, just turn snapping off. And now I want to use the tool. I'm just going to use the regular Extrusion here. I'm going to go into phase select and select this face. Then I'm going to extrude out and silicon next, like so. And once it does, we can release the left mouse button to confirm. And it's really as simple as that. And we've been able to do that primarily because we have reference material to base our ideas off of. You can of course, if you have additional monitors, use those monitors to display reference material as well. That is another really useful method of having reference material. And it is advisable to get into the habit of having multiple reference images to create your own original ideas. 21. Variation Via Material: Over the past few videos, we've looked at the different ways that you could take a base assets and ferry it using different tools, modifiers, and less thans, images. There's one other way in which you can vary your base assets and that is by varying the materials that you apply to it. So this video is less of a modelling video and moreover, materials video, but plays just as big a part in your workflow for creating assets. Once again, we're going to hide the object that we've been working on, which is v4. And then bring in our base desk. We're going to select it. We're still in edit mode, so we need to go into object mode, left-click to select hit shift and deeds create a duplication like click. Then we're going to move the base desk dot 001 into variation. We're actually going to create a second duplicates. So we're going to create two duplications in this video. Shift D one more time, right mouse button, one more time. Position. This object, again, the variation collection. We're going to name this as C1 for color one. And this one is going to be C. To recover two. We're going to only have C1 in view at the moment. So make sure to hide the base desk and C2, then select. Now the application of materials is fairly straightforward. Just go 2D materials tab located down here. And you'll see that we already have a material created because if you remember, the base desk was created, form the default key, which has its own material. What we're going to do here though, is we're going to delete this material from this objects by clicking on this button here. Then click on the new button to create a new material. I'm going to name this as C one. Chop. We can create a second material by clicking on this button, click New, and then go see one legs. So we create a material for the top and the material for the legs. What we can do here is we can select C1 top, change our view port shading method. And so at the moment we're in sorted view. If we left-click here, we can go into material preview. And then we can give this a different color if we scroll down. So you have here the base color, you can left click and choose whatever base color you want. Now at the moment you can see that this color is applied to the entire objects. So how do we change the color of the legs? Well, we select the legs material. We then go into edit mode by pressing the tab key. And we select the faces for our leg. So from here, we actually have the bottom face selected. A really quick way of selecting all of the other faces for the leg is to hold down control and click on the plus button on your number part. This expands your selection from whatever was previously selected. So because all of these faces that have been selected work connected to the bottom face, they have been added to the selection as a result of using control and the plus button on the number pad. From here we can go back into the Properties panel. You will see three buttons appear. Assign, select the Select. Here, we can click on a sign to assign it the legs material to the table legs. Then we could adjust the values below, such as the base color and even other factors like the roughness and metallic options to create new materials. Now, the beauty of this is because you have so many different options for creating new materials. You can create different base assets purely on the material alone and not on the geometry. So we could hide this. Bringing C2. Select the objects, create its own material, and then give it its own look by changing values, such as the base color, metallic values, et cetera. So now, not only are you able to create different assets by manipulating the geometry, you can also manipulate the assigned materials to each asset to create even more variation. 22. End Of Class Challenge: Congratulations, ladies and gentleman, on completing this class. It is now time for the end of class challenge. For this challenge, humans Complete the following task. You have to create at least 20 new objects that you commonly find around the house. Things to consider. Think about which primitive works best for the objects you want to create. For example, if it's like a box, you will need to start with a cube. But if it's spherical, like a bow, then you might want to start with a UV sphere. Can you also use different object types to create the same object? For example, in this class we created a vars using curves. But it is also pretty possible to create a vars, form a mesh objects like a cylinder. What tools do you think you will need to use for a certain type of objects? So for example, well, you need to use new cuts, extrusions, bevels, et cetera. And can you make variations of the objects? And how would you go about doing this? For example, if one of the objects that you had in your room was a water bottle, how would you create the water bottle? And then how would you make changes to create different variations of that object? Once again, congratulations for completing this task. I hoped you learned a lot about the different ways in which you can begin creating objects in Blender. Thanks again, and we hope to see you next time.