Blender deformation based 3D modeling | Widhi Muttaqien | Skillshare

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Blender deformation based 3D modeling

teacher avatar Widhi Muttaqien, CG expert & entrepreneur

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

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

Lessons in This Class

11 Lessons (1h 20m)
    • 1. Introduction

    • 2. Proportional editing

    • 3. Vertex group

    • 4. Simple deformation : Twist

    • 5. Simple deformation : Bend

    • 6. Lattice modifier

    • 7. Mesh deform modifier

    • 8. Curve modifier

    • 9. Project : Coconut tree basics

    • 10. Project : Coconut tree trunk

    • 11. Project : Coconut leaves

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About This Class

In this course we’re going to explore different 3D modeling techniques using deformation tools in Blender. Now this course is not designed for beginners, so you need at least a basic understanding about Blender’s UI and how to create simple 3D models. If you really new to Blender, I suggest that you take the essential course first and or the 3D modeling fundamentals first before taking this one.

In this course. We will start exploring the proportional editing mode which is a transformation mode that allows us to transform mesh object with falloff influence. With this, we can transform complex mesh object easily and organically. Then we’re going to cover a feature in Blender called “vertex group” and how to utilize it further with deformation modifiers. We’re going to cover twist modifier, taper and stretch. Then we’re going to learn in depth on how to bend mesh correctly using the bend modifier. After that we move on to lattice modifier where we can deform object using a set of box like control points. And then we’re going to discuss how we can deform object with more flexibility using our own custom mesh as the controller with mesh deform modifier. The last deformation technique we’re going to cover is curve deform modifier which allows us to deform mesh object along a curve object.

After discussing all of the techniques we’re going to create a project which is modeling a coconut tree suitable for real time rendering such as for game asset or VR. We’re going to cover several methods, tips and tricks that will be very useful in the actual production workflow.

After finishing this course, I recommend you to join my next advanced courses on Blender to sharpen your 3D skills even more. So join now and take your 3D modeling skill to the next level!

Meet Your Teacher

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Widhi Muttaqien

CG expert & entrepreneur


Widhi is an entrepreneur in creative industry. He has master degree in information technology and business management from Bina Nusantara University. Beside doing business he is also a lecturer in computer graphic related disciplines in President University Indonesia and Lasalle College International.

In his more than 20 years of experience in the CG industry he finished hundreds of projects with clients from all over the globe. He has been producing thousands of CG images and animations. His deep passion with computer graphic leads him to dive into 3D visualization, animation, game development, video and motion graphic.

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1. Introduction: assalum aleikum. My name is Reedy talkin. I am an entrepreneur and also in Kadam, IQ lecturer in computer graphic disciplines. In these course, we're going to explore different for the modelling techniques using the information tools in blender. Now, this course is not designed for beginners, so you need at least a basic understanding about vendors you I and how to create simple treaty models. If you really new to Blender, I suggest that you take the essential course first and order to the modeling fundamentals first. Before taking this one. In this course, we will start exploring the proportional editing mode, which is a transformation mode that allows us to transform its object with fall off influence. With this, we can transform complex mesh object easily and organically. Then we're going to call for a feature in lender call overtax group and how to utilize it further with the formation modifiers. We're going toe coffer, twist, modifier, paper and stretch. Then we're going to learn in their on how tobe en masse correctly using the bend modifier. After that, we move on to lattice modifier, where we can deform object, using a set off box like control points And then we're going to discuss how we can deform object with more flexibility, using our own custom mash as the controller with mashed before modifier. The rest deformation technique we're going to cover is curved before modifier, which loves us. Toe deformity object along a cough object. After discussing all off the techniques, we're going to create a project which is modeling a coconut tree suitable for real time rendering, such as for game assets. Orphee are we're going to cover several methods, tips and tricks that will be very useful in the actual production workflow. After finishing this course, I recommend you to join my next advanced courses on lender to sharpen your treaty skills even more so doing now and take your pretty modeling skill to the next level. 2. Proportional editing: in this less and video, we're going to discuss a tool or a tool mode called proportional editing. So what is proportional editing? Well, basically, the proportional editing mode. You can do transformation on a certain mash elements, but the effects will spread to their surroundings or to their neighbors. Let me just show you what I mean. In here we have monkey head object. If we go to edit mode and then right click and then drag on its Vertex Onley, this Vertex will move now notice if we turn on proportional editing, and that will be by clicking on this button in here and just one of these options in this list, for example, projected to D if we drag, offer tax or press D to go to grab mode nearby, Fertile sees will move also based on the two D projection off our few port. So by using this proportional anything we can tweet organic model easily, nor does when we are in the proportional editing mode. We have the circle. The circle indicates the influence area order. Fall off the proportional editing mode. We can change the size of the circle using Moscow well to make it bigger. We can scroll down this way. More nearby for theses will get affected. To make it smaller, we can scroll up this way less unless for courtesies will get a factor. You'll get the idea now you need to know that proportional editing not only works for movement but also for rotation and for scale. So if we select these for text at the mouth and impress are to go to rotate mode, we can see the first assist inside the influence circle get rotated. Also, if we select the fertile sees at the I in here and impress as to scale, we'll get something like this. Okay, so again, to recap. Proportional editing mode works with movement, rotation and scale after doing a transformation with proportional editing, just with any other tools in blender, we can access the settings or the parameters in the bottom area. Off the tool shelf are you can use F six shortcut. Also, if you prefer keyboard shortcut or floating window, we can set a lot of things in here, including the influence size or the proportional size. Let's discuss some off these parameters in there First, the type of proportional editing If we are in object mode, we only have two options, and that will be whether the proportional editing is disabled or enable. But if we go toe addict mode and clicking on this button, we get several options. Enable projector two D and the last one is connected To explain the difference between these options. Let miss, like, all off the mash chef de and move this clone to the back. Okay, now that's like this for Tex. The enable option in here basically used the three D space around the selective mess elements. So the radius, we see that the most cursor actually happens to all direction x, y and z Onley nearby. Further sees get affected. Okay, now project that two D is to be different. If we aligned a few like these and then drag on its vertex or press D to go to grab mode noticed the fertile sees behind the selected Vertex. Get a fact that also so basically it uses our viewing angle as the reference and then use the radius toe affect the up, down right and left transformation. But it doesn't care about the depth or the distance. Everything behind the selected elements will get affected. The last one is connected, basically connected. It's like the enable option, so it uses the three D space, but it will mask the effect based on the mess link structure. For example, if we select this Vertex and the I, we know that the ice structure is independent from the main head structure and M press G to move the first assist at the I get transformed, but none off the fertile sees at the main had mash get affected. Okay, so that is the difference between each proportional editing modes. Now, each off these modes. They have different shortcut for enable proportional editing mode. We can press Oh for shortcut, and the shortcut works as a toggle button, so press oh, will activate it. Resco again really activated. If we want to use the connected mode, we can use out, Oh, shortcut instead, and the shortcut also works like a toggle button. Now for the projector to the mode, there is no default shortcut, so you need to access it manually from this menu. At the right side, off the proportional editing toggle button, we can see a curve symbol. These curves determined the fall off order tools Radius does. It is clearly in here. I have a plane object. If you select the enable mode, then pick these Vertex of the centre make the radius almost covering the entire plane and then moving up like these we can see the curve off the mass looks identical with the coffee seeing here in the bottom part off the tool shelf. If he picks more thin here we get this mash shape. If we be constant in here, for example, we get this threat shape. I'm sure to get the idea here. Now, one interesting option from his fall off curves Is this random option? This is pretty cool as it will generate random selection from the fall off size. Very helpful if you want to create a quick, random heels or train in your scene. Okay. The last thing we're going to discuss Its masking the effects off proportional editing, for example. We want to create a hill in the centre. But we wanted to affect only half off this plane for theses. How can we do that? Well, we can do this by hiding the elements first. For example, we want the fertile sees at the right side to stay flat to do these out and right click on his age, then controlled close to grow the selection until we reach roughly in the center. Then who had the fertile sees? Press h Okay, Now, if it's like this for Tex Mac Scher, proportional editing is active. Move it up like these, then on hide the other hidden virtuous is by pressing out age notice these fertile sees that were hidden when proportional editing took place. Stay flat. Okay, so that is how you can mosque proportional editing. Now you might be wondering Can we do this with a few port clipping technique? Also, the answer is no. You cannot to show you what I mean. If you press out B and quick direct like these to create a few port tripping border, then move these Vertex up like before. Then press out, be again to release the few port clipping. All of the hidden vert assists before are still affected by the proportional editing. So in conclusion, this masking technique only works with real Mexican Silman, and not with the few poor clipping border method 3. Vertex group: in this video, we're going toe coffer Vortex Group. So what is actually Vertex Group? Vertex Group is a data management in Lender where we can grow for theses and name me to any name you like and also put weight values on Virtuous is associated to that group. Vertex Group is useful for different kind off cool things in lender. We need to discuss Vertex group now because we're going to use it later in the future lessons. Okay, so how can we create overtax group to create a Vertex group? You need tohave the objects like that then Goto Properties editor and then goto this data tab we just wanted has an icon Looks like a triangle in here. We can see a section called Overtax Group to create a new Vertex group. Simply click this plus button a new overtax group created named group by default To rename this group, we can double click on the name Let's rename it toe here, for example. Okay, Now, having this for tax group named to any custom name you like, will not change the actual Gator Association inside the group to assign verjus is to this group. Of course, you need Toby in edit mode. Otherwise you cannot select any. Virtuous is if you are still in object mode. So move your mouse cursor on the street. If you area and empress step, for example, we want to select the fertile sees in this here controlled blurs to expand the selection. Okay, now, if we go back to the Vertex Group you I we can see these buttons Don't hear a sign Remove Select And it's like this buttons will not appear if we are in object mode. Okay, I know that we have some verte sees selected in a treaty Few and we have this era group selected like these We can click this assign bathroom toe assigned the fertile sees to this world tax group After clicking the assigned button it looks like nothing has happened But notice if I press a united if you to dislike all and then go back to property spend all and hit slack in here are previous year overtax elation returned Okay, so it is verte See is already registered or associated with this year Overtax group Let's create another group Press this plus button again The name the new group toe up ahead. Now, when working on this top head group, we really don't want to accidentally alter the ear group for safety reason. We can lock this era group from any changes. By clicking on this padlock, I can You can see the assign and remove buttons Don't hear become disabled. So that explain what this padlock Aikens actually do which is locking it from any association changes. Okay, now we want to select these three Fertile sees at the top Head white clicking here Hold control on right Click in here then click the assigned bottom in here Now this fertile sees associated with this group. Okay, now noticed. Don't Here you can see Wait A value which is set one by default Is value determined that the first asses we assigned to the current group has 100% influence? This weight value is important if we want to create fall off effect on any deformation operation which used this first X group leader Let me just give you a quick example here That's like these tree vortices change the weight toe 0.6 Then hit a sign. Next select these three Fertile sees change the weight toe 0.2 and then hit the assign button. Also. Okay, now, when we click on the select button in here, we have this nine vert asses selected. But they actually have different weight To see how weight affect these virtuous is. Let's get back to object mode at a modifier called Displace. If we increase the strength of value in here, the mess geometry will be fatter. As each vertex is in the object are pushed outside longer normals direction. We can see in here that this place modifier has Vertex group option. If I click on it, it will list the existing Vertex Group belong to this object. If we select the era Vortex group, for example, we get something like this. If we select the top head group, we can see the displaced fattening only affect the fertile sees associate it with the top had group. But the effect is not uniform. The story for tuxes are pushed away very far But these verses only this far and is further sees barely noticeable. This is again because these vert ASUs have a weight off one or 100%. These have 60% and finally this fertile see is only have 20%. Okay, I believe you already understand the concept. Now if we want to remove over packs group, for example, we want to remove the era group first, select the group and then click on his minus button in here. Now you must understand that removing overtaxed group is not the same with the leading. The courtesies the photo sees stayed same Ali, the association off those for theses are removed. 4. Simple deformation : Twist: in lender. We can do the information. You see modifiers. If we click the add modify release, we can see there is even a category off modifiers dedicated to the information. In this video, we're going to discuss this modifier called Simple Deform. If you click on it to add the modifier toe are selected object. We can say that this simple deform is not that simple. It actually consists off many deformation modes. We have to is Ben Paper and Stretch. Let's discuss what H off this deformation type can do to our object. But before we move on, you need to know that any measure information we require enough polygons or fertile sees in order for it to look good. Why? Because generally the information will create curve or around apology on the object. And we know that around geometry requires more polygons than Fred geometry. That is why, if we try to increase the deform angle above 180 degrees with a twist information, we get this ugly flip faces. This is again because our current object is just a box with only six faces. So let's turn off this money fire first, go to edit mode press s then Z to scale it in the Z axis. Make it taller quite a bit. We don't need to apply the scale as we are scaling inside the edit mode. Not in the object mode. OK, next we need to add suffer Luke. Cuts on side control are scrawl several times, click and rightly, then press a twice to select all W and Impress Asked to 70 Fight the mash. Okay, I think we have in our faces to experiment with twist information, go back to the money fire release and turn on the simple before modified again. The twist information will twist the object, so it's like holding one end and rotated clockwise and the other end counterclockwise. Now, when you are doing animation, for example, doing some funky building or product packaging that can dance, you might want to make the food or the bottom part off the object to stay in place for animation. We generally want to make only the top part twisting. Can we do that with this money fire? Yes, we can. There are at least two ways to do this, but before we get into that, we need to understand how this works in conjunction with the origin and the Object Access Co. Ordinate first about the center off the Twist rotation place. We'll use the origin off the object as the center off its rotation because we have the origin exactly at the centre, we have this end rotated clockwise and this end rotate counterclockwise. Now watch when I goto edit mode. So, like all of them, and move this to the side like this, we get this cool looking spiral ramp. This is because moving much elements inside the edit mode will not alter the origin. The objects origin stay in place. It's still in here, indicated by this orange dot Okay, let me under these the second thing you need to know it's about the access direction. Twists will use the Z axis as the rotational axis. So, for example, if we rotate the mass by pressing our than acts, the 90 degree we get something like this because we are rotating in edit mode, the Z axis off this object never change, and that is still pointing up just like the world's the access. Okay, let me undo this again. So back to our previous question. How can we make the twist only happens on the top part, not the bottom part. The first answer is to move the origin so it is placed at the bottom surface. Off the object. We can use quick origin for this. Let me duplicate the object force so later we can compare between the different methods. Okay. Lets like this one and impressed Steptoe go to edit mode. So, like this fur text at the bottom. Then click quick origin in here. Or you can also use the shortcut Schiff out. Oh, but of course, this only works If you already installed the quick origin at on. Okay, Now that the origin is at the bottom, press out G to re center the object to the center off the wall. Now, as you can see, changing the angle value, we rotate the upper part while the bottom part hold Still another method to make only the top part roti is. But you see another object as the reference point. So instead off using its own origin, we can tell the modifier to use other objects origin to control the center and the access orientation. We can use any object as the reference point, but mostly you want to use a dummy objects or in lenders term, we call it on empty object. Basically, they are objects that doesn't have any mash or any rendering properties to create an empty object. First, make sure we are in object mode. Shift A and an empty and notice. We have so many options in here because we want to wrote it around, and the object later to control the modifier behavior, we shall choose the Aeros type. This type displays the access arrows in a few port, thus making it easier for us to detect and to manage the rotation later. Okay, Now go back to the modifier panel. Rodas, we have this access origin object reference in here. Click on the eyedropper Simba, and then click on the empty object. Now the modifier useless and the object as the reference we can move around this empty object and the money fire will update instantly. That's changing the twist behavior accordingly. To make this cube looks like this one. Basically, we need to move the empty object to the bottom off this box. We can do this with help off the trolley cars are. So select the box. First Schiff ass Jews cursor to select it. Then select the empty object. Schiff s again to selection to coarser. Now move the empty object down or simply by importing zero in the Z axis Chord in it. We can try changing the angle now. And as you can see, it behaves just like the first box. The last thing that we're going to discuss in this video is this limits range. We can consider that this bottom is the lowest range. So this is zero and its top part. It's the highest range, which is one or 100% now. Because we have this limits from 0 to 1, the whole object get affected. If we increase the first or the starting limit, we can see that the twist effect. We'll start not from the bottom, but slightly up according to the start limit value. And if we decreased the and limit down here, the toys will end before it reached the top. I hope you understand this limits concept by now. Okay, guys, we'll discuss Bend in the next video. But for now I want to quickly explain Taper and stretch mode in here both off. This deformation is very similar. Both will make the object smaller or bigger, along the Z axis. The difference is that paper mode will be form in linear fashion. As we can see, the surfaces at the sites here are straight like this. While the stage mode will apply the scaling in exponential Feitian or in other words, it will create this curve on the surface. Honestly, I really used these two methods and prefer using the latticed information instead which we are going toe coffer after the bend information lesson. So again, to recap in a simple information modifier Onley two modes I often use to is and Ben and really ah, use taper and stretch because compared to these two modes, I prefer to use lattice money fire instead. 5. Simple deformation : Bend: Let's continue discussing the simple the formation modifier before we talk about twists and also taper and stretch. But we haven't talked about the Bend information mode. Now. Ben Deformation is one of the most important tools that I use a lot in modeling. That is why I dedicated this lesson toe bend information on Lee, complete with practical example off it, Ben Deformation, As the name implies, will Ben object. Unlike other deformation mode in this money fire bench default parameters is not that intuitive. So you need to understand it in depth before you can use it the way you intended it to be just like the other be formations for the center reference bend information also used the origin. Or we can use other object such as an empty object as an access origin reference for the traditional axis, then also use dizzy access. So, in this case, off our books in here. Ban, we wrote it this way, which is not exactly what we want. We want this box to bend this way like around Archie. Trev, You know those round gate we often see on old classical buildings. So because we already have this empty object controlling the money Fire From our previous lesson, we can rotate this empty object so that the Z axis is pointing towards this direction not up. Select the empty object press are then X type 90 degrees. Okay. After we do this, the object still deforms awfully wrong. Why is that? Well, this is because Ben will use the X axis as the base objects length. So to give you a more clear idea about this, you can see in this image how we should set up Bender formation correctly. First, we need to make sure the Z coordinate is pointing perpendicular against the rotational plane which we already done. But they also need to make the X axis aligned to the length direction off the object. This is what we haven't done currently. The empty objects X access is pointing that way. Not this way. Okay, so press are to rotate. Then why? To constrain it. Why access and then type minus 90 to rotate it 90 degree clockwise. Now, if we scrapped the Ben angle, we have something like this. We can even bandits all the way to 3 60 degree to create fully circular object. This is useful tomato circular form such as Car Styer. So again, to recap, if you want to use Ben Simple the Formation modifier. Make sure that the Z axis is pointing perpendicular against where the rotation will happen . Then make sure that the X axis aligned to the length direction off the object. Okay, guys, before we learned about for Tax Group. Now let's put that technique in a good use, together with the bento to model some object with bend information and for Text Group. Together, we can model a lot off curves geometry easily. We can use them to model Elefant wrong, for example, monsters, close dragons horn or even modeling architectural object. In this example project. We're going to model a simple will hook. You know, those simple hook that can be attached to a wall using heavy duty double tape so we don't need to model the holes for the screws. I'm just trying to make a very simple object here so we can focus more on the Bend Information and Vertex Group. Let's start with a default que move this up a bit so it won't penetrate the floor greed go to edit mode, press as to scale press. Why then type 0.5 Next, Select the face in front. Press I to insect then type zero when one press as to scale than X then type 0.3 e to extrude. Then type 0.5 No toe pick hit backspace And in type three. Okay, I think 0.3 is good enough. Next let's select the face. Don't Here press, I do inset. Then type 0.5 Now move this face down a bill Just eyeball it for now, then e type two, we're going toe bend this mash section with a simple before modifier. Therefore, we need more polygons in this area. So press control are then scroll up several times click and right click. Let's refocus the number off. Luke cuts in here. Let's make it eight cuts. I think we need more so we have some motor kerf. Let's just make it 12 cuts. Okay, I think this is enough. Auto based object is finished, but I think I want to move down this age a bit. Just a personal preference. Okay, Next, we need to select this whole section. So Goto face mode So, like this one at the bottom control, plus several times until all off the hook part gets like that. Okay, Now go to the data panel for tax Group and create a new group. Name it hook, then hit the assign button. You can name the group before or after assigning the for Tex. It doesn't really matter. Okay, Next, we want to move the three d cursor. So it is exactly at the centre off this H loop. We need to do this because we want to create an empty object later. And as we know, newly created object will always be placed at the truly cursed or location. So go to H mode, hold out and right, click on this age, then press Schiff s select cursor to select it. We can see that really, cars are moved to this location. Now go to object mode. Schiff. A empty and just arrows. If we go to wire frame mode, we can see we have the empty object where we want it to be. But currently it Z axis is pointing up, and the X axis is not aligned with the base objects length direction. We need to rotate this anti object so that it z axis pointing this way perpendicular to the band direction and it's X axis goes down to this direction. I guess you're figure is already we need to rotate the empty object using the Y axis, so press are to rotate. Then why to constrain it? Why access Type 90 then enter Know that we have the empty object in correct place and the crack orientation. Let's open the modifier lease at money, fire juicy and body form. Then to spend mode, just the Vertex group. Then pick the empty object after the custom access origin. Just the angle toe. I think minus 3 60 degree, will do the job. If you're confused, why 3 60 degree doesn't make the Ben go all the way to this point. Well, this is because Blender still see this geometry as a whole. So let me turn off the Vertex Group. As you can see, 3 60 degree does make the object become fully circular. It looks ugly, though, as we haven't put enough polygons on this area, but you'll get the idea that may be just the first ex group again. The last step is I think we need to fix the smoking group. So turn on smooth in here, then go to the data tab. Turn on out of smooth now. 30 degree. We'll still make this age. Looks smooth. Let's reduce needs to 20 degree. Okay, I think it looks good. Now. There you have it. A simple wall hook model with help off bend information on Vertex grouping. 6. Lattice modifier: in this lesson video and the next one we're going to discuss two methods that we can use to deform measures. First is the latticed modifier which were going toe coffer in this video. And the second is the measure before money fire in the next video. Now why do I mention both off this money fires at the same time? Because they are both very similar in lot of ways. Let's discuss the latest money fire now Lettuce, money, fire. Let's to deform object using a special object called lettuce. The basic idea is to control complex object which has been spotty guns using only sufferer control points. For example, we have this monkey head in here. We want to distort this monkey head so that the face is tilted like this, making the mouth area move forward way further than its ice area. Okay, now, before we can Atlantis modifier because lettuce modifier, we require a lot of object for it work. We need to create a lattice object force, so make sure we are in object mode. She if a juice Gladys, move this up here and let's do suffer or scale, we need to do this because in order for latticed work perfectly, we need to make it cover the whole object that we want to deform. No lettuce modifier. It's a bit more forgiving than the mash before money fire. What I mean by that If, for example, some part off the ear is outside the latticed Ragen, it will still be deformed. But making sure that the lattices fully covering the object is always a better practice. Okay, now that we have the volume fixed, we need to add more. Age is at the center off the leftist object so that we have more control over the deformation because lattice object is not actually mash. We cannot go to edit mode. And at Luke cuts you seem control are like we normally do toe Amash object. What we can do is to go to the data tab. Nor is that the latticed data tab has different I can compare to mesh object in here we have you, c and W. Now don't get confused. If the lattice has a default rotation, the you in here is actually identical with X axis V in here. It's like the y axis and W is aligned with the world a Z axis. So if we increase this, you value to three. For example, we get three columns off control points along the X axis. Now you can go crazy on this number. Would just be aware that adding too much control points will be an offer. Kill to your workflow. Remember that the idea here is to add control points only if you need them here. For example, we set this to the maximum number, which is 64 points like these. You'll have a very hard time to tweak them and be the purpose off having lattice modifier at the first place. Okay, so for reforming the monkey head, let's make the U value to three the V value to three also. And let's give the w value toe to okay. Now select the monkey had object again at modifier and just lattice money firing here. Okay. As you can see, let us modify it. Also support overtax group, just like any other deformation modifiers we've done discussing Vertex group before. So that's just focus on the latticed modifier. Workflow for now, to pick the lattice object, click on this eye dropper icon in here, then click on the lattice object. Okay, Now the monkey had and the lattice object are connected through this money fire. But nothing happens yet as you need to tweak the lattice control points in order to deform the monkey head. To do that, we need to select the lattice object again. An impressed Steptoe go to edit mode. Now again, I remind you that this lattice object is not a mash So there is no modeling functionality in lattice edit mode. You can only move scale and rotate this control points here, for example I right click and directly spine. The monkey will be distorted like this. If I direct this one, the monkey will be distorted. That way you get the idea. Let me under them now remember that we want to make the mouth way further forward. So let's like these three points we can use control left Click drag in here then direct this to the front. We get something like this. Ok, so that is how you can use the latticed money fire 7. Mesh deform modifier: the more advanced information modifier than the latticed modifier will be the massively for modifier. Instead off using Gladys Object, which has a lot of limitation in term. Off how we can shape it massively for modifier actually used a real mash as the controller for the deformation, but there is a caveat here. Mast new form. It's more resource intensive than latticed money, fire and it often used for animation. But in his lesson, we're going toe only use mesh me for modifier for modeling purpose. If before we need to create a lattice object for mostly for money fire, we actually need a mash so she's a and then create a cube. Move this up of it. Now, if this cube is going to be a match deform controller, you really don't want to see this object as a solid surface. But rather, a wire frame does like how the lettuce object displayed in the tree view. So in order to do that goto object panel change the maximum growth type in here The wire and turn on this drove all ages option in here Next, just like before, we need to place this mash so it covers the whole monkey had object. But unlike Gladys, money fire, you shouldn't scale this in the object mode. You shall do it in addict mode instead to make sure the object scale value is at the defaults. Otherwise, if you do scaling an object mode, you need to apply the scale afterwards. Okay, So go to edit mode Scalise in the X axis control our to add to Luke cuts in here and just like it, until you like what you see. Unlike the latticed money fire, you can reshape the mash so it closely resembled the main object. So we can select these further sees and move it like this. It doesn't have to be shaped like a box. And as I mentioned earlier, unlike the lattice money fire messed before, Modifier is very strict in term off object coverage or boundary. So you shouldn't left any part off the mass in a monkey head object outside the control or mesh object. They all have Toby inside the controller mash to show you how this can be a problem. Later, let me intentionally move this further sees so the right ear left behind outside. Okay, Now go to object. mode. Select the monkey object. Add Masti for money. Fire! Now you must remember You should at the measure before modifier on a monkey object, not on the mass controller Object. Just remember this rule. Any object that needs to be deformed will need the modifier to deform it. Mistral applies to every deformation Modifiers exists in lender. Okay, So select mash controller object by clicking on this eyedropper and select the object Now for the most before modifier toe actually works. You need to press this bind button down here. This button will calculate the influence weight between the mess controller and the main object, which is the monkey head. Now, this precision value in here will determine how precise the solution will be In a binding process. Higher value will take more time to calculate, but the result will be more precise. I must warn you, though, if we set this position value to high such as 10 or more, it might crash blender when you click the buy in button. So keep these at the default value or lower if you can get away with it. I lived this other day fourth value, which is five now this dynamic option in here is important if you have other deformation system in your main model. If this is on the mostly for money fire, we'll take those other modifiers into account when they're forming the object. Currently, we don't have any other modifiers deforming the object so we don't need to turn this dynamic option on Click the Bind button and Blender will do its job. Calculating the mash reform influence after the binding calculation finished, we can now select the control mash and go to edit mode and do sometimes formation on the Fertile Sees as we can see the monkey had object will be deformed like this. Now remember that we intentionally left the right ear outside the mess cage. No testifies like this faces and move it up and down like this. The right ear part got left behind. It is not performing at all. So this is something that you need to be aware when you see them. Actually, for modifier is that you need to keep the main object inside the control or mice cage 8. Curve modifier: in this lesson video. We're going toe coffer car modifier, cough modifier. We let your reform a match object along the kerf. Now, before we talk about kerf modifier, we should have a good understanding first about cuff objects. Okay, so what is Cough? Basically, curves are a vector lines. If you used for a shot before or Adobe Illustrator or in Escape, or any graphic software that support vector line editing, you should already be familiar with Coffin Blender also, because essentially they are the same thing in this lesson video. We're going to focus on cough modifier, not on cough editing, but still, I will try to explain briefly on how to create curve different type off curves and then finally, how to use occur from modifier. Okay, so to create a curve in object mode for a shift A and just curve in here, notice blender defied curves into two categories. Doing up here, technically known as spline curves, which are the curves you commonly see in graphic software such as Adobe Illustrator. Basically, these curves use handles to control the curvature. The next category, which are below this defied er, are the nerves, curves these nerves curves is a bit different from spine curves, as these curves doesn't use handles at all. To control the curvature, it uses interpolation, just like house of deficient surface, some without the measures, nerves mostly used in manufacturing industry software such as rhinoceros and the less one this dro curve to is to draw Freehand kerf. But this only works in editing mode from all of these curve types. Let's pick the one with the least hassle to control, and that will be half in here when we create a path. Nor does we'll get this line path. Cough object is basically an up skirt to edit it. We can press tap, toe, go to edit mode. Then we can drag around. These further sees to shape the curve. Now the term kerf itself is not. This points that we are dragging right now. The curve is Theis line, the one that has a bunch off aero like shapes sticking on it, making it looks like a center pin legs. These legs indicates the direction off the path, so this path will deform our object. This way. Not this way. Okay, as weekends in here, the function off this points are to control how the ship off the curve to add more points at the end of the curve, you can select that endpoint, then press e then off the new point to any location you like. If you want to add more points but at the center, for example, between these two points, then you need to select both off this points. Then he w toe open the specials we know to 75 or oppress s Begin, adjust the number off cuts with this parameter in here. Now you may notice that the more points close together, the sharper the resulting kerf will be usually two points close together. We'll make it say my sharp and three points close together are enough to make it really sharp. But please be aware for reforming much object. You really don't want sharp corner like this as the match will get Massey at the spine, so just make sure they are all nicely space out after we have our cough object ready, it is time to create the mash object that we want to reform. Let's create a chain object out off this cube, go to edit mode and impress as to scale. Make it roughly the size Scalise on Why an X axis? Also, until we have the base shape for our chain segment. Currently, I'm not using any real world scale unit as this is just for quick demonstration purpose. Go to H mode and then hold control and out then, right Click on this age control be to bear for the ages. Make it roughly the size Goto face mode out Right Click on this age to select all of the faces at the sides Press control. I go in for the selection hit X and use faces. Now remember I mentioned before that information will require more details on the object for it to perform. Well, this is also the case with our chain That's at Luke Cut in here and in here. Now we can do this like we usually do you see in control our method. But I want to show you a different method right now. Go to a gym mode, press B and wrecked like this. So we have this for ages selected, then breast w and then as to sub defy. As we can see, the 75 method is identical to the way we at points on cough object. Okay, so that is one trick that you can use to add Luke cut. So, like, all of the faces, control half, and you solid if I make it roughly the stick. Okay. We know. Have one chain piece. Let's create another piece which laid out horizontally. Make sure all of the faces are selected. Shift need to duplicate and impress X are to rotate X type 90 movie it. So it is interlocking with the original piece to add more chain pieces, we can use the ray modifier. So at modifier array direct the X relative offset value. So the instances are interlocking with the original ones. A little tip here when reading values like these. If you Draco value like this and the value moves too fast, you can hold, Chef, we're doing it. This will make the value changing in a slower rate. I think this is good enough. Let's make the call number 2 20 So we have a long chain like this. Finally, after we have the mash ready and a tough ready. Also, we can apply the cuff money, fire toe the mash object again. I remind you. We add curve the formation modifier on the mash object. We just the one that will be deformed, not on a cough object. Then click this eyedropper Aiken and then pick the cough object. Now we get something like this. If your result is not like what I have here, there are several things you need to check here for us. The mash object and a cuff object needs to be in the same location, meaning its origin has to be exactly at the same chord in it for convenient. I have both the chain object and object located at the centre off the world. But you can have any location that you like as long the outer both at the same position. The second thing you need to make sure it's this de formation access. It should be on the X access. Why? Well, because admitting off this curve modifier first, our chain object length is at the X axis direction. So again, this way it's acts. That is why we choose acts also in a cuff modifier. If you use y or Z, you'll get these incorrect results. The nice thing about modifier is that they are known destructive, meaning. You can always edit the curve in edit mode to reshape the chain. You can also edit the MASH or the chain by going to the edit mode and make any changes you like. Okay, now, sometimes we want to make animation that the form and also move along the curve. We can actually move this chain object, and it will flow along the curve. But remember, you can only do this in the X axis like this. If you try to do this on the access or in why access, you'll get this strange scaring problem. Okay, guys, cough deform is good for uniformly repeated mass on a curve perfect for chain or rope or anything similar because we don't want to have one piece longer than the other one. But if you want to deform or nature like object, such as twigs or vines or tree bark, basically, we want to have more render my segment lengths for this. We can use the other methods we have discussed earlier, and in the next lesson will cover just how to do that 9. Project : Coconut tree basics: in this example project. We're going to model a stylized coconut tree suitable for game asset. We're going to use some off the techniques we've learned in the formation such as Gladys Modifier Bend modifier and also some proportional editing. Now, when making Coconut Tree for game, you can follow most games in the market, and that will be just a simple cylinder with texture used to add the details you can see in here. So far, all game screenshots This is C off thieves from Microsoft Game Studios. You can see that they used a cylinder with with variation, then use these statures toe at the detail. Now is I believe you already able to model something like this. So what we are going to do in this project exercise is to model something more complex, a coconut tree also, but the trunk has more geometrical details, just like this image reference in here former German unit. Because we are modeling off fantasy or a stylized game asset, we can actually take care off the scaling later after the object is finished. But personally, I prefer to model everything from start with a sense off scale. This habit have proved me from time to time helps my workflow a lot. So let's change the unit to meet her and let's get rid off everything now and start with a cylinder. Okay, Now this ceiling that will be the base object for the coconut. Wrong Because we are creating a game asset. The default number off sites in the cylinder is too much. Let's change these toe only eight sides. Genital focuses input field in here to eight, then make the radius to 15 centimetre. Then the depth to 50 centimeter. I think this is OK. Next go to edit mode Goto face mode. Select this bottom face and movies face up a bit just slightly below the ground. Then press asked to scale and type 0.8 Um, let's make it 0.7. Okay, let me duplicate this base cylinder and just move this back. We'll need the cylinder later in the next lesson. Okay. Now, to make more segments like this to the top, you can do it manually, which is insert and an extra then scale than inset again, Extra scale and so on. Of course, there is a faster way to do this, which were going toe coffer later. But now my point is this. With this kind of geometry, it's segment will have additional eight faces. If you have then segments, you'll have additional 80 faces in your model. When making pretty model for game assets like this, you really should think about polygon optimization from the beginning. It is just a mind set off, always trying to achieve maximum form with the least amount off Halligan possible. My Brayford workflow is to use thes geometry the way it is now, and copies of, for instance, is with the help off the array modifier. So we're not going to insect anything at the top. We even going to remove the bottom face to reduce even more polygons form our final model. This is perfectly safe as we're not going to see this button face in the game anyway, Just think about it. We safe nine polygons per seconds. If the three have 20 segments, we save 180 polygons. If in a game we have 100 off this coconut trees, that will be 18,000 polygons performance difference between the optimized version for sister non optimized version off the streets alone. So you understand now how polygon numbers can add up quickly and how important it is to think about optimization from the start and from the smallest things when you into the modeling. Okay, so let's add the ray money fire. We're going to use the relative offset. But of course not. Along the X axis we wanted Toby along the Z axis. Let's put 0.9 in easy access. Remember this Relative offset is not based on measurement unit. Instead, it uses the presentation off objects size change the count number 20. So we have a taller coconut tree. If we go to object mode, we have roughly fourth meters tall tree. Now, in the real world, a coconut tree can grow very, very high, like about 50 meters, at least here in Indonesia. But I think for our three model, this is already enough. Next, we want to make the top part off the trunk, smaller and also bending it several times along the hype to make it more interesting, just like the coconut trees we saw in game screenshots before. Now we can do this in several ways. We can either use proportional editing, are latticed money, Fire proportional! Anything is good for quick editing, but using lattice money fire has the advantage off flexibility because the workflow is known destructive. If you need to make a lot off variations off this tree, let's say one bending this way. Another bending this way and another one from a letter s like this, etcetera. Then you should go with the latticed modifier. But I will discuss how to use the proportional editing first. Then in the next lesson will cover the latticed modifier method. Let me do get this three first shift D press acts and move it here applied your a modifier so we can add it. All of the segments in the edit mode go to edit mode. Make sure we are in face mode now before bending the trees. Let's fix the wrong size. First we want to make this top area smaller. We can notice using the stale and a proportional editing Hold out on right Click on this age to select the face. Look, press all to turn on the enable proportional editing mode impress as to scale if we want to scale toe only happen at X and y axes but not on the Z axis. We can press she if z you can scroll the mouse up and down to control the fall off radius off the proportional editing mode. Okay, now we can notice on about them also or to any point in the trunk to make it more style eyes. But let's just assume we are happy with the current result. Next, we want to ban the three at this point. Goto front few part press Zito Goto Wire frame mod Proceed is the circle selection mode. So, like all of these faces until the spine change the beef, it point to use the treaty cursor. Then click in this point to move the cursor. Now turn on. Projected to the proportional editing press are to rotate. You can scroll up and down where rotating to control the fall off radius. Okay, Next we want to bend it wrong in here. It will be the same process as the previous proxy for circle selection mode. Middle click and drag to un Select all of these faces clicking here to move the cursor, impress our throat it to make the strong looks more natural. We can use the enable proportional editing. What, again? So like these faces in here? I don't move in this way. You can use this method to any faces in the trunk. I believe you already know how to do this by now. Okay, so that is how we can create a stylized coconut tree trunk by deforming it with the help of proportional editing mode. In the next video, we'll cover the alternative method which is using the loudest money fire. 10. Project : Coconut tree trunk: using proportional editing is good for quick editing on an object, but it is not the miss method. If you're aiming for a non destructive war flow, meaning in this object, your original German tree data is gone, so you cannot go back and forth from the initial object to the final object shape, making it harder toe, for example, creating suffer of variations off the tree trunk. Now because lattice modifier is, well, a modifier, it enable asked Toe have a nondestructive workflow. Let's see how we can do this. Select the first strong object we have before she have C to center, literally coarser Schiff A and use lattice scale this lattice object So it fits the coconut tree object. We want to add to bending points in his three, just like we have in a previous three. So go to the data type. Make the W value toe for okay. Our lattice object is ready. Select the wrong object and Atlantis Money Fire assigned lattice object. Then select the lattice object and goto addict mode. I think we can see this better in the front few parts. So, like this points rotated like so Landis points moved on to this location, then the top four theses. Essentially, we can just width. Um, until we are satisfied with the ship off it, you can also move nous on. Why access and also do rotation or skill if we want toe. But before you play around with scaling, I want to show you how this nondestructive workflow benefit you. For example, we want to make the top trunk smaller. Instead, off scaling the lattice control point, we can sleep in a taper modifier. So at money fire just seen 44 modifier and then to stay per mode. Now this looks awfully wrong. Well, this is because all modifiers will be processed from top to bottom. So let me hide these two money fires. The first modifier is the rain. Modify our okay after the rain modifier visual taper or stretched the top area. Then tweak the bending. So this modifier shall be processed after the rain, money, fire and before the latticed money fire the move this up One step We can click on this up buttoning here. The modifier is now at the correct order. We can play around with the factor of value you can to stay per or stretch for more stylized Look how big paper for now. Okay, after we're happy with the result, we can, in turn on the latticed money fire back on. Now, even after we turn on the latest money fire, we can always go back to any money for our stack in here and make any changes we like. For example, we can make the taper factor bigger if we want to create, I don't know, alien coconut three or something. But you get the idea. Okay. Now, if you want to create, suffer all variations off the tree, we need to copy both the trunk and latticed modifier again. This is important. Otherwise this can screw up the world flow. You need to select both the lattice and the mesh object and chef de to duplicate, then acts to constrain the movement to x access and then move it to the laugh Blender will intelligently duplicate both objects and reeling off the connections between the two. Just like their originals. We just a huge time safer after we have something like this, just like before we can change off the parameters inside any modifier modifier stack. We can change the count number or the offset number here. We can also go back to the same party for money, fire and change these to taper or stretch and change the vector value in here. Essentially, this is what nondestructive workflow is all about. Now, you might be wondering by now. Okay, I can change this modifiers parameters, which is nice, but I don't want to start working with this distorted ladies. I want to reset. The lad is so I can have a fresh start. How can we do that? Well, you can actually do this easily by selecting the lattice object and then go to the data tab . If we set this all to one they intended to to again off the control point positions will be Recep. Then we can make this w Value toe five, for example. So we have more control over the trunk bending compared to this version off the tree trunk . It really depends on your need. After we have the lattice of reset like this, we can go back to edit mode and just play around with the control points, just like before. I'm sure you get the idea if you try to reform the strong with the Majesty for money fire, you'll get strange ugly result. Also, if you try to deform this tree trunk with armature or bone deformation, you see the automatic wait courage, the hook modifier and also appellation modifier. You'll get some ugly resort tool. I know we haven't discussed armature or who are revelation because most off these deformations are for animation and not suitable for modelling my point years. There are certain wolf flows that just won't fit in without tree trunk. Geometry are pretty strong. Object consists off multiple loose parts or linked mesh elements, and due to this nature, any connected fall off based, the information will not work correctly on it. For this scenario, you might want to use different approach when modelling it. It will not be as optimized as before, but surely it will be more useful for animation purpose. For example, maybe you want to create a treat wrong that can dance or can attack players character inside a game select outer base cylinder, the one that we duplicate in the previous lesson, go to edit mode. I think I've made a mistake here. We should copy any silly never before us killing the bottom face. Not after. Let's just reset the shape. So it is a straight cylinder again. Select the top face control I ex juice faces. Select it again. E. Make it slightly below the grown play. The normals are flipped, so we need to press a twice, then control. And okay, we want to create 20 segments just like before, but we want the segments to be connected. And surely we don't want to do insect and then extrude and scale 20 times. We can do this easily by first ending and or a modifier. Make sure it is set to relative offset and make the X value to zero dizzy value to one and then make Makhan value to 20. Now go back to addict mode, that citizen wire frame mode. Remove this face at the top and the face at the bottom now because the segment looping will happen in the smaller size. Off the segment, we need to make the radius off our object smaller. So press eight or so, like all has to scale and then see if Z and N type 0.7 next press control are click and slightly is up about this position than laughed Lake To confirm press s and scale this about this big. You can play around with the size or the height off this age loop until you like what you see. Okay. Now go to object mode. Click this apply button. Now it looks like that our motto is finished, but knows if we go to the edit mode and rightness for theses around, we have double for Toussie's. We can fix this easily by pressing a to select all. Then goto the tool shelf and click this removed doubles button. Now, as you can see, those double overdoses are all march together, resulting a clean, unified apology. With this geometry, we can use massively for money. Fire are much other who etcetera without any problems were not going into the details. Now because we have discussed reform already and we're still focusing on three D modeling right now. Okay, guys, in the next video, we're going to create the leaves for our coconut tree 11. Project : Coconut leaves: in this lesson video. We're going to add lives to our coconut trees, usually for lives inside a game environment. They get their details not through modelling, but through texture, ring and offer map. Essentially offer Map is a grayscale image that control the transparency off a texture. So the lives you see at the left here are actually simple polygons with color texture on alpha texture. This is also true for coconut leaves. Usually it is set up like this several polygons. Then we have a color texture plus the offer texture. Most of the time, we can combine the color and the offer information in a single image using offer transparent, compatible format such s PNG file. Now we're not going to discuss picturing yet, but knowing how Arthur the model will be used in later process can help us avoid unnecessary complexity from start. Okay, so basically, we're going to model something that looks more like a banana leave than a cocoanut leaf, because again, the lift details will be ended later in the picturing process. And this is actually a good thing, as we can use the same lift model to create both banana trees and coconut trees or even other tropical leaves just by using different texture. First, let's like the middle strong here and impress shift age to hide All off the UN selected object. Create a plan. Object Now go. Cannot leave Can grow very long like three meters. But I think two meters is a good number. Change the white dimension to one meter. Okay, control a and apply the scale Goto front, few part movies. So it is close to the top off the trunk. Just so we have better scale re friends against the wrong object. Okay, let's go to edit mode at one loop, cut at this direction and for Luke cuts at the side. Make sure we are in vortex mode now. We want to make this front side and his backside scaled in. So we have curve like this in the lift age. We can do this easily with proportional editing like this one, or control and select this one. So we have three off this front for the CIA selector. Then hold Shiv Rightly in here. Hold control and right wing in here. Okay, Now we have sick further assist like that. Press all to enable proportional anything as to scale impress. Why? To constrain it to why access just scaled this down. Okay. Press F six to open the parameters changed his fall off curves the shop. Next let's focus on this Y value in here. Remember, we are doing a scale right now and on Lian. Why access? So this X and Z values in here has no effect at all and scale as we all know US percentage . So if I said this to zero, it will be sharp like this. No, I actually need to have some space in the centre to create the left midriff. If you don't know what made Rip is it is basically the spine at the center off the live. So let's change this. Why value to 0.1? Okay, next we can change the proportional size in here. Now this value is in a real unit. And because the leave has two meter length setting the value toe one will make it fully curved. But in this case, I don't want a full curved leave age. So it's sadness toe 0.9 or even 0.7. I think this is what I'm looking for next press a one select all Like these three overdoses with the circles alike mode press acts into age of collapse. Next, we want to create the mid rip. It's like this Vertex remember here the order off the selection is very important. After this word tax selected Hold shift. Right Click in here to select this one at the front than this one at the back again. Remember that the order off the selection has to be correct here. Okay. Press a J to create ages following the order off our selector for theses. Next, select this first assist at the center by holding out and right click on one off this ages . You might want to move this down or up if you want to create another type off live. But right now I just need to remove the center ages so press acts into the soft Ages. Next select these two fertile sees for us e to extrude. No, remember guys throwing for text or ages is different than extruding faces faces half normal direction so they have default direction when extruded ages and focuses, on the other hand, don't have any default direction. So after pressing e. You need to press X to constrain the extrusion two x axis. Make it roughly this long About minus 20 centimeter. Okay, now our lift apology is already good, but the shape of it is just too flat. So let's select this Vertex or control, and right click on this one. Shift right. Click on this one. Control. Right Click on this one. Okay, now move it down. About minus 25 centimeter. Will do. Okay, now, here comes the fun part. We're going to use the bend modifier, toe, Ben, And to make more variations off this leaf object, we've discussed Abend information before, so I'll just explain this real quick Go to object mode. Schiff. Ass to cursor to select a shift. A empty arrows are to rotate x 90 Enter. So, like the leaf object at modifier seem bloody form. Just bend. And in big D empty object Make it minus 70 degree. Now we are going to populate the top trunk without leave goto front. Few poor select both the leaf object and the empty object. Remember, you need to move both off them together or you get one key effects and move it down to this location. Let's create the first leaf type. Select the lift mesh object only. Remember, we are selecting only the object. Leave not the empty object chef de to duplicate, then right click to cancel the movement. Hit the apply button in here G to move it and place it up here at the top trunk. Okay, we know half the first leaf type. Let's create the second type. It's like the original lift object again she FD again. Now here's the cool part. If you move this up and down, you can generate bigger lee off or smaller leave. That's movies up slightly, so we have bigger. Leave that Greek. At this point, we can still change the bending. You see the angle value. Let's make it minus 80 degree. You can even do more stuff here. For example. We can go to edit mode and select this age for theses, which are still selected currently, and move this down are individually add variation such as this one maybe goes up a bit this one down. That's extra Oregon even adhering effect on live because there are certain games style that don't use texture nor offer texture this kind of style rely heavily on polygons to create the details. So for this kind of style, we can add the tearing manually in the geometry. If you want to do this, you can press k to use the car pool clicking here. Then in here Space bottle confirmed. Select these face and let it begin at more tearing, for example, in its location SK clicking here that in here and cover Select the face lit. Okay, you get the idea. Goto Abdic mode hit, apply and just move this up here. Next. Let's make a smaller leaf type shifty, Move it down, make the angle toe minus 100 apply and and move it up here I think I want to add tearing also in the sleeve Just so we have consistent look with second life again, this is generally not necessary if we are going to use offer map on the leaves. Okay, After we have these three variations off lives, we can duplicate and rotate them to populate the top tree trunk. But before that to make the rotation process easier left lake at the top trunk to place the precursor on that location just a basic 30.23 cursor change the transform orientation to local. Let's hide these two objects so they don't get in a way within. Always on high them again later using out h shortcut if you need to. Okay. Lets like this. Stop Live Schiff. D Then are then see and rotated. Roughly two decide can notice again for the other lives. This process will be too repetitive. So speed up the video for now. Okay, Now that we have this lives, we can add more variation by swapping lives. For example, we want this one to be at the second roll on this one At the top roll, you can select Miss Lee first. Now we want to rotate the leaf at the Y axis. But in local mode, we can notice by pressing why leather key twice after repress are so so like our press. Why and why again and move the mouse to wrote it like this. This will be the same process press are then why? And why again brought it is up. You can even pick the small one shift need to duplicate our why and why again rotated to about his position. Okay, guys, you can add more lives and make more variations with his techniques. You can even add more distortion by directly anything the fertile sees in the addict mode if you want. Oh, I will stop here and consider this tree is finished. To finish up the model that's join all of these objects toe become 13 object Press a to select all. Make sure the strong is the active object. If not, hold shift and right click on a trunk. So it has this bright, yellowish color. Noticed the trunk. Still have money fires attached to it. Apply each off the modifier one by one from top to bottom order. Okay, now press control Jay to join them all Alhamdulillah or coconut tree is now finished.