Create A Lighthouse on The Island in Blender 3D | Ahmet Burul | Skillshare

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Create A Lighthouse on The Island in Blender 3D

teacher avatar Ahmet Burul, Software Engineer & 3D Artist

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.

      Introduction

      1:17

    • 2.

      Modelling the Lighthouse Base

      6:37

    • 3.

      Modelling Balcony and Ladder

      9:00

    • 4.

      Adding Door and Windows

      6:44

    • 5.

      Creating Lighthouse Environment

      5:05

    • 6.

      Modelling the Island

      10:00

    • 7.

      Adding Materials

      11:44

    • 8.

      Preparing for Render

      4:13

    • 9.

      Lightning and Rendering

      9:39

    • 10.

      Final Thoughts

      0:13

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About This Class

This course is prepared for beginners who want to learn step-by-step how to model a Low Poly Lighthouse on The Island using Blender 4.0.

Modeling, Shading, Lighting, and Rendering processes included in the course respectively.

While having some knowledge of Blender might be helpful, even those who are new to the program can easily follow along. This course aims to help students improve their skills in the field of 3D Art, providing them with techniques and abilities that will assist them on their creative journey.

Meet Your Teacher

Teacher Profile Image

Ahmet Burul

Software Engineer & 3D Artist

Teacher

Hello there,

I am Ahmet, a software engineer and a 3D artist.

After attending a digital game development event in 2019, I discovered my passion against 3D Art. Since then, I have been using softwares such as Cinema 4D, Blender, Substance Painter. I have a YouTube channel that I especially focus on Blender and share free tutorials in Turkish.
Channel link for those who want to follow with subtitles

If you'd like to find out more, please follow my Skillshare profile. If you like my content and you've got ideas for classes that you'd find useful, drop me a message/email and I'll see what I can do. Meet you in the courses:)

See full profile

Level: Intermediate

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Transcripts

1. Introduction: Hello guys, welcome to the course. This is Ahmed. I'm chauffeur, engineer and tradi artist. At the time this course was published, I've been practicing tradi art for more than four years. I'm sharing my experiences with my followers for two years on my Turkish Youtube channel. I also organized face to face workshops in various education centers in Istanbul, Turkey. Hundreds of my students took their first step into blender with my online or face to face lessons and created awesome projects. I recorded this course for anyone who is new to blender but feels incomplete because I have not done enough projects. I used Blender 4.0 throughout the project, which is the most current version right now. But since Blender does not make huge changes between versions, I'm sure that you'll be able to easily apply what I've done in the next versions too. I believe this project will look great in your portfolio and teach you a lot. During the course, I explained the modeling, optimization, shading, lightening, the sea, and rendering processes respectively, can wait to see your final project. Do not forget to share them with me. See you in the final part. 2. Modelling the Lighthouse Base: Before we start modeling, this icon showed by a free add on called screen cast case. And you're going to be able to follow any key that I pressed. For example, if I press N, this will show me navigation menu. Also, if I press left or right mouse button, you can always follow up from this side. Okay, let's start modeling. First of all, we need to add our reference image into our workspace. How can we do that? I'm going to take my mouse cursor over here. When I see this double sided arrow, I'm going to right click and vertical split, left click, summer over here. That will divide our work space into two. Let's convert this area to image Tor. Now we can add our reference image into here. Now let's say we cannot see the other parts. You can always use your middle mouse, but like this. And I'm not going to add new image. I'm just going to open my reference image. Let's select this icon to see them better, and that will be my reference image. These are also divided parts. Maybe you might want to use one of them. I'm going to select this one open image that will bring my reference image into our C. I can always check out what to model and how to do this from our reference image with my mouse cursor over here, I can press control and space to see this image better control space will maximize our Voc space. And I can always back to previous with the same key. Let's just look at it. This includes two parts, but of course we'll be using different meshes for that kind of objects and the racks and the objects like grass also. We're going to be using different objects or the ladder also, but we can use one piece object, that lighthouse. Okay? Now first of all, I want to delete this cue, pressing X and delete, let me add a new object Shift and A will open this menu mesh, and let me add a cylinder. I want to change the number of vertices to something like 12. Right now we can see our object by the y axis and I can start modeling by switching edit mode. You can always use tab key to switch between object mode and edit mode. And let me use one key to switch into vertex selection mode. Press one and you can also change it by here. Okay, let's turn X ray mode on. Before we start modeling, I'm going to turn it on by selecting this icon. Right now we can see our object in X ray mode and that will help us to select the back side of the vertices. Let's switch to our view, again, back or front portographic. It doesn't matter actually pressing. And this will lock my object into z axis, left click and scale it down a little bit. Maybe we can increase the scale of the bottom. Something like this will be enough. Let me see my object in solid mode. Okay, I think that will be enough. Maybe we can change something here and that will automatically switch me to x ray mode. You don't have to memorize any shortcuts, just I'm using them to model easier, something like this. Okay, I'm going to select this face over here and extrude it in the axis. If your extrusion is not locked in the Z axis, you can press Z and Z again, double lock it in the Z axis. Automatically, left click. Maybe live in something like this and Z, we can always change the location of extrusion and to scale it a little bit, extrude it and Z, maybe we can change the location. And to scale it a little bit, maybe we can keep it closer to here. But I think something like that will be enough. Okay? Now we can extrude it and keep it like that. I'm going to check this out. I think this is not too bad. Maybe we can change that side a little bit. This is so high, okay? Right now I want to model that part. Let's keep doing it. I'm selecting this face over here using key to insert it. And left click, something like that is going to be enough. Using e to x root, left click over somewhere here. Maybe we can keep it a little bit shorter, we can directly add these details. But first of all, I want to do the top part. Let me extrude this again, scale outwards and let me check it out from this side, actually, that's not going to be greater than this one. Extrude it again, I'm going to keep it like this. Let me switch to vertex mode. I can directly merge these vertices by pressing, choosing a center. Okay, with my vortex selected, pressing and Z a little bit, I aim to get similar results to this. Always you can update if you didn't like any part and Z, maybe keep it like this. Okay, I didn't like this part because it's thinner than our reference image. First of all, I'm going to press Shift. And now I can direct my mouse and increase the scale of the object a little bit. That key will help me to scale this object without Z axis. Right now this looks better. Pressing Y again, x ray mode, and maybe we can increase this one a little bit, something like that. Now we can directly create the windows. Here we are going to use three look cuts. Let me increase it a little bit in edit mode. Control R will help me to create loop cut. And press three, left click and right click to leave it as it is. Okay, We're going to do the other parts later. I'm going to add new object in this part. Shift a mesh and icospherelet me use and Z to bring it like this, scale it down, that's the top of the object. Maybe we can look from this side. Something like that will be fine. Okay, maybe we don't have to use another object for this part. I'm going to use this one and hide this object. Select this again, edit mode. Let's use control shift and B to bevel this part. And click something like this directly we can use to x root zero again to scale it down, maybe we can make it wider. Use S to skate it a little bit, that will be fine. Now we can show our icosphere again. This is how our objects look like. 3. Modelling Balcony and Ladder: Now we can add some details into these parts. I'm going to use control to add a look left click and drag it a little bit over something like here. You can always change the location of loop cut by pressing. And again, by this key we'll be using our slide option. You can always select this icon over here and use this gizmo that will do the same operation. Let me increase it a little bit. Maybe you can change it as you request. Okay, that will be fine for me. Let me get closer. And using control B to bevel, that will divide our loop into two. In this part, don't increase the number of segments, just we'll use bevel for getting this part, maybe a little bit thinner. Left click and leaving the object like this. Three, we'll switch to face selection mode. I'm going to use exude along, normal guys, I'm going to press over here and drag it Exude along. Normals will be here, selecting this and using it. Just pressing this chismo, moving it upwards like this. That will be too much. Maybe you can make it. As you want to select this loop, I'm going to use old key and left click that will select all the loop looking up by axis in x. And to bring this a little bit down, let's do the same for this foldleft click from axis in Xd. Something like that will be fine. Okay, right now we can use a different approach to model this part. Let me check this out. That will be a low poly project, so it's not going to be a problem to model it with different objects. I can select this loop again by pressing Alt and left key shift, and D will duplicate this loop that will lock this in axis. That will be fine. Extrude this in Z axis and leave it like that. We can now use a solidify modifier to increase its solidity. First of all, we need to separate this part from the object. Let me switch to face selection mode. Take my Maskers over here, pressing L to link select. Now we can press P to separate the object by selection. Now we have a different object. Using control will help me to apply its rotation and scale. That will let us create better solidity. Select this one, actually, right now, we guarantee our job to see a better result and use modifier, modifier, generate and solidify. Now you can see that the object exuded a little bit inwards. Let's change this value. I'm going to be changing thickness a little bit. That will also, but maybe we can make it similar like that. This will be nice. Okay, let's do the same procedure for the parts. I'm going to be selecting this object, tap to edit mode in it selection mode, Alt and left key. Right now we can duplicate it by shift D and Z. Let's extrude this a little bit. Use to extrude and lock in z axis. I'm going to leave it something like that guy. First of all, I want to switch into phase selection mode L to select this part and to separate our selection. Now we have another object we can press key in Numpat or Total Local View. The shortcut for this is nump'mel, this one. If it's not working, use it again. Okay, right now we're in local leap to see our object better. Switching edit mode by pressing tab, press A to select all the faces, use X and we'll delete only faces. Right now our faces are gone, but we didn't delete our edges. Okay, Right now we can select one of these edges over here in edge selection mode and select similar length. Okay, That will select all the edges which have the same length, with this edge pressing X and edges When my object selected in object mode, right click set origin origin to geometry. The view point for this object will be in the center we can use and Z scale it in z axis. Something like that will be enough. We can exit local view by pressing Ump and edit it as we want, maybe a little bit downwards. And to scale it a little bit inwards, I want this to be directly in this point inside the edge over here. Something like that will be fine. I'm going to leave it like this. I'm going to select this one. Right click Com to curve. We will use properties coming over here. Let's see this fund better. And under the Bel section we'll increase death. You can always use left shift to smoothly increase its value. Let me check this one. Actually, this looks fine. But if you didn't like it, you can change the value or maybe number of segments using resolution type, something like that will be okay for me. We will copy these parts here. Look in the object from y axis, shift D and Z. Let me bring the origin of this object to, again, its center right click. Set origin, origin to geometry and selecting both. Right now we can directly scale it. I'm going to leave it in somewhere like this to bring it in z axis. Okay, that will be fine. Actually, this looks nice. Right now we can add our leader somewhere over here. I'm going to shift and right click to bring my treedcursor over here. Shift a mesh and I will be using plane now actually we can model it in local view, again, non pat total local view. In edit mode I can use scale and maybe scale x. Now using to extrude that will be one part of our leader, R x and 90 that will rotate our object 90 degrees by x axis. We'll be using modifier to get our leader. But before we do this, let me check the leader. Maybe from this image about a steps over here, we can add something like this. Okay, using modifiers, modifier generate an array. I will change x to zero and y two, something like two. Now we can increase the count to something like eight. Maybe eight is not too much, but our object is a little bit wide. I will use and z to scale it in z axis a little bit, something like that. Now I can change the actual value of y. Maybe z, again, something like that will be fine. In edit mode, you can always change the base object and the others will also be affected. Use and Y to grab something like that. Again, we can use shift D and right click from this object. I will remove modifier using R Y 90. Using Enter to apply it, we can decrease its scale in y axis y. Like that Y. We'll move it a little bit middle of this part. Now to increase scaling axis Z, I'm going to locate it somewhere over here. Maybe we can scale it in x axis a little bit, shift D to duplicate it. We can use mirror modifier, but we do not have to actually to mirror this. Maybe we can select them again. And y a little bit thinner, that will be fine for that object. Okay, right now I can select this one and apply the modifier and select them. All right, click, I'll join the objects. Also, you can use control J as a shortcut. That will be one object right now, unless we wish to global view and scale it down a little bit. I will locate it like this, scale it down, change its position. Something like that will be fine. Do not forget to save your project because it's important. That will be fine. 4. Adding Door and Windows: And we have one last part. If we don't include the Windows, this part will be easy. Actually, let's do this. I'll select the object, switch to edit mode. I'm going to press shift out and left key. I will select these two face loops over here. I can also select these parts and I will use key. And again that will switch to individual mode, Left click. If I turn this off, that would look before pressing key. Again, selecting individual and our faces will inset individually. Maybe you can change the thickness by again selecting shift key to make smooth changes like this. Okay, We'll just change the color. Maybe you can use something like x route along normals in here, but I'm not going to use. Okay, now we are about to finish the base part. Let's add a door over somewhere here. I think we can just control R and left click and I will drag it a little bit downwards, something like this. That's not going to be so bad. We can always change it by using G and G key Again, you can drag it in any way. I will leave it as it is G and G again, maybe a little bit upwards. And switching to face selection mode for this part. We can select this face over here and X and delete it because we are not going to need it. I'll select this face inset and left click and extrude it. This is going to be our door. And using IP again, maybe we can use a different color in this part. That will be fine for our object to see our object better. I will change some properties over here. I will open the shadow and cavity. Maybe we can also turn the Y frame mode for a while. And turn the XA model off. See how it looks. Okay. Now we can create our windows and shift a mesh and add a plane, turn the snapping off. Maybe we can scale it in y axis a little bit and x axis something like that will be okay. I'm going to switch to Edit mode to Inset. If this inset does not work properly, as you see, these parts are not perfectly equal. We can just use and x to scale it in x axis a little bit. That will be one of the solutions. Actually, it's not the best solution. But this will be better for now because we're going to use snapping in edit mode. Again, use control R to create one loop. Cut over here. Right click to cancel control, left click and right click to leave it in center, select the faces over here. Use key to inset them. If you press again, I will turn the individual mode on. Now I can snap this window over the lighthouse. And I will turn snapping on, change the settings the pace and align rotation to target will be active. Also, we can snap it closest and use to snap the window summer over here. Let me rotate it actually. And again, that will snap our window one more time. We can try the best rotation to see how it looks. Scale it a little bit. Rotate, that will repeat the snapping. Let me see how it looks. In my frame mode, I want this to be directly at the center of this face. Let me try this. Always pressing shift key to make side changes. Left click control S to say project, that will be okay. And now we can actually select all the faces by pressing a and to extrude in this side, that will be perfect. If you want to move it a little bit, maybe you might want to do this. You can directly switch to normal mode in transform orientations and turn the move option on. By doing this, you can change the normal coordinates. That will be fine for me. I will select the faces and extrude them a little bit. Something like that will be perfect guys. Now I can duplicate the window over here, but I'm not going to be using shift D to duplicate. What will I use? I will use A and D that will link Dublicate our object. The object data will be exactly, this means actually the window objects are exactly the same. We do not have to use Shift Dublicate because that will cause us to take up more space in memory. Also, this have one more advantage By doing this, we tell blender that all the data in the objects will be the same if we change the color. For example, I'm going to use blue color and white color. When I do one change in this window, that will be exactly the same for the others. We will see the result when we use materials. Okay, now let me snap in somewhere like this. Alt again, to bring it like that, I'm in Y frame mode to see them better. And one more Alt D to snap it somewhere like this, that will be perfect. Let's rotate them separately. Rotate to snap again. Rotate, and to snap again. Guys, that's not going to be the best way we create windows, but it's a nice way because if you try other methods, we will need more time. I would prefer to use snap them separately because we just have four or five windows. Maybe we snap them perfectly. This is not going to be a huge problem. If I come over here, rotate and G, maybe we can see a better result. Rotate, G, something like this. This one is okay, this one is okay. But some of the windows turned inside. We can directly change it by using normal transform orientations. Select this and just use move option to move it a little bit outside. Like this. Actually it doesn't have to snap perfectly. Bring something like this because we will remove the faces over here. Control to save project, that will be nice. Let's do the same for that one and move it outside. Now our lighthouse model is done. Maybe we can change some of the objects. Like we can scale the ladder a little bit to see how it looks. Again, I'm in normal mode. I can change the location. It's not going to be really that important. Let me see how it looks. Maybe you can scale x axis. Again, that will be nice. Now we finished our object. In the next part, we can model these parts and start modeling the base. 5. Creating Lighthouse Environment: Okay, let's keep modeling. And I'm going to add a cylinder to the base of the object, shift a mesh. And I will add a cylinder. Maybe we can keep it something like 12. The number of segments is going to be 12. And move it to the bottom of the object. Scale in the Z axis. And scale it all the axis. I will create something like this, we can check out from the top we maybe scale x, but we can maybe take a little bit to this way because our door is going to be here, that part can be wider than the back. Let's add our stairs over here because I'm going to use one of the faces over here, Shift D and right click using route, something like that will be okay. If your x rod goes another way, you can use the normal mode to fix it. Let me take this a little bit. Something like that will be okay. And select this pace a little bit downwards, it's going to be something like a E. Now I can switch to a selection mode, select this edge over here, and use control B to create a bubble, but you'll realize that the Bbl is not working properly. Again, I'm going to apply the scale of this object. First of all, I have to separate this one L to select all the faces or edges, it doesn't really matter, P and separate the selection. Now this is another object. And secondly, control A and apply the scale. Now in edit mode I can select this H control B. Now you can see that our Bevel is perfect left click. And I will open this Bevel menu. I'm going to use maybe eight segments and enter. But I don't want this shape. I want to step shape over here. Let me change the profile type to custom and change the preset to steps. Now that will create our stairs, maybe we can change the number of segments and apply preset again. You can always change the number of steps by doing this. Let me make the width of the stairs smaller. Okay, if we check out the door over here, and if you imagine that a human being is going to enter into the door, we can make the stairs smaller, maybe let me first like both and bring it a little bit downwards. We can keep it in somewhere like this because our tredcursor is in here. Let's change this mode to treedcursor. We can change the transform just by treedcursor. It's not going to be affected to backside. This will be a nice property to use. Scaling a thredcursor mode and and Z two maybe increase the height of the stairs. Actually we can leave this like this and bring it somewhere here to use the steps. Okay, Now we can select this face and grab it a little bit upwards. This can also be fine. Actually, that's going to be nice for me. As I said, you can increase the number of the stairs and I can maybe scale this one a little bit by using the normal orientation. Maybe we can also increase the face over here, and now this face a little bit upwards. Okay, that's going to be fine. Now there's some parts over here. Let me maximize this window. Actually, we can easily model these cones over here. Let's first do this. I'm going to take my predcursor to somewhere like this. Shift and right click. We'll do this operation. Remember shift a mesh and create a con, let's decrease the vortices something like 12. Or maybe if you want you can use eight or something like this. It doesn't really matter because it's a low poly project. I'm going to increase the radius two by pressing Shift and left click and dragon. That object will be nice and maybe decrease the radius one a little bit. Now that's going to be perfect and scale, we can actually directly snap this one in the z axis. I will turn snapping on with these settings I will use and Z to just snap in the Zaxis. Left click. Devil be nice. Let's scale it a little bit. And Z, that's going to be perfect. We can use Alt to duplicate Linkedl again and keep snapping. Actually, we can take somewhere like this. And this one over here, I say the project, okay, just one last time. Maybe we can scale them in individual orden mode. I selected three of the cons and scale them. Individual origins, model and Z again. And maybe we can add one more con using something like this. Just because we duplicated these objects with Al, any changes in one of the objects will affect the other. We can model this one. Maybe we can add some loop over here. Left click and turn the snapping off. And use G and G again to turn slides on left click. I will leave it in somewhere like this. Select this loop by shift alt and left key. And maybe we can use trade along norms using this yellow gizmo. I'm going to exude this a little bit outwards. We can leave it like this as you see all the changings in the base object affected the others. Now we can start modeling the base object. See you in the next part. 6. Modelling the Island: Okay, we can now model the base part. I'm going to use Icosphere to model it. Pressing shift a mesh and I will add an Icosphere, scale it a little bit. Maybe scale in the Z axis and grab it over here. Something like that's going to be okay, and X like this. Now I want to change the upside. How can we do this? First of all, let me check out the reference. Actually, we can do something like this. I'm looking the object from this side or this site, it doesn't really matter. I'm going to turn X ray mode on and select these pass over here, z zero. Now if I press Enter, we'll get a flat face like this. Now we can extrude it and I'm going to turn the snapping off. Seems okay. And also I can select this loop over here and extrude along enormous, something like that's going to be fine, but maybe I can scale it in the Zaxis like that. Now let's scale it a little bit more. Maybe it's too much. Just like this guys. Now we can change the shape of the object. In edit mode, I will switch to vortex selection mode and select any face. And I'm going to do some changing using proportional lit next to the snapping icon. We have proportional lifting option. I will turn this on. If you press and move it slightly, you'll see a circle at the center. If you scroll your middle mouse button like this, you can see the effect of vertex changing. If I increase this too much, it's going to affect all the object. And if I decrease it, it's not going to be that effective. I can keep it something like this and move the vortex slightly. I will do this to get the different part of the object. Maybe we can use this one a little bit downwards. I'm doing the same here and here. Maybe we can get a better result. In this side, I'm changing the size as I want. Actually, that's going to be fine. Maybe we can select all the vortexes over here at the bottom. And using scale and Z a little bit, maybe we can get some different shape. As I said, it's not going to be exactly the same. You can do it as you want. Let me get a better shape here. We can do the same for the edge selection mode, like this. Okay, that's going to be fine actually. Now maybe we can change the other parts. I can do the same by selecting any H, something like this, Maybe to vertexs, I can do something like that because I will move the object, we're getting closer to our result. Let me see it. Also, we need to change the vortexes over here. Maybe downwards a little bit, something like this. As you see, I'm trying to get different shapes, but if you accidentally select another vertex, you need to change it back because this is a low poly object, any mistake you did can cause different results and maybe you will like it more. Selecting these vertices over here, This one is over here. Also, I'm going to try to get a nice result. Something like this is going to be nice. Maybe we can scale the bottom part a little bit and seem like this. Okay, that looks fine. Actually, I liked it. If you didn't like your result, you can also change the location of some vertexes. The result is really similar to our reference image. Actually, as I said, we do not have to do exactly the same, but you can get your own result better in x mode. Maybe we can choose this vertex like this. I want some changing here. Okay, maybe I shouldn't change it. This is how proportional liting works, actually. Now we can add our rock and grass. Let me use shift A, create an icosphere, decrease the subdivision to one. That will give us a nice rock shape. Again, we can use proportional thing to change it a little bit. I want to change something like this will be fine. Now I can get this over here. If you use view section over here and use frame selected, that will zoom directly to your selected object. Choosing this, now I can edit better. That's going to be nice. Maybe rotate a little bit. You can rotate this better by pressing R and R again. Now you can freely rotate it, something like that's going to be fine. And shift D and scale it a little bit, Maybe you can rotate it again, pressing R twice. I'm using shift because they're not the exactly the same objects. Something like that's going to be fine. Maybe I can scale it a little bit and select two of them and use shift D, bring it somewhere like this. Scale them in individual mode. That's going to be a nice huge rack. Maybe we can take it to this pace. Actually, scale, rotate, do the changing as you want. Let me one more time, bring this rack over here. This looks good. I want some more rocks to this side. I will duplicate this one shift x, and scale it a little bit. That's going to be nice. Maybe we can scale it in axis. I will use global orientation over here, x. We'll scale it in the x axis and rotate it like that. That's going to be nice. Maybe some more details over here here. Now, we can also do the same for the top of the island using shift and D. Also, I can duplicate all of them, shift and Z. Now we can do our changing. I can control space to maximize this window to see better. I think we finished our model. Let me check out the reference image. We just need to add our grasses. And I will do the same procedure with the racks. I'm going to take my treedcursor here, shift A, and we can add a cone actually. But I will decrease the number of vertices to something like three. Maybe we can decrease the radius. Perfect. And that's going to be our grass, now we can dublicate it. I will directly select the island and the grass to see them in local view by pressing Nampa so we can see how it looks from the top view. I can duplicate it shift shift and select them. Cancel this one shift. Maybe we can change the skate of the objects. You can use geometry nodes to do this. I consider in this project that you're a beginner, that's going to be a better practice. Let me do this in edit mode, change the side of the, maybe we can duplicate two more again in proportionally think I can change the top vortex. Now we can duplicate these different places, changing them and creating some deformation and getting different results. Maybe we can exit the clio because I want to see how it looks. Maybe we can scale them down. Rotate them may be like this. That's going to be nice. One more time, we can add some extra grasses next to the racks and scale them in the bounding box center mode, not individual. I can scale them all and rotate. Maybe I can do the same for some little rags over here. Actually, because we got this local view, we can see how it looks. Now let's add our materials and render the project. 7. Adding Materials: Okay guys, now we created our model. Normally I suggest you to remove unnecessary parts in the object like the bottom of this cylinder because we are not going to see this. If you just move it a little bit and X and face, we can just get rid of this face because user is not going to see. I consider that you model this project for a game engine, Unity or Unreal Engine. Maybe if you're creating this model for a Game engine, I suggest you to do this. Okay, now we can add materials to our object. I'm going to use these colors, but you can use different colors. Guys, let me start adding material. But before I do that, I'm going to switch to Material Preview mode by selecting this one over here. Now we can start adding color to our base object. First of all, I will open material properties by selecting this and add a new material. I will call it base base one, maybe, because we will have two materials in base. One of them is brown and one of them is going to be lighter. Let me select here, base color. I'm going to use this eye dropper to choose exactly the same color, like this, something like that. We can get a little bit darker like here or maybe like this. It's up to you. If you like it, you can leave it as it is. But I'm going to change it a little bit. Maybe we can do it a little bit red, something like this. I'm going to leave it in here now. We can select the material for here, but how can we do this? I will select one of the faces over here. If I press control nap, that will select the other faces outside. Keep doing it. One more time, I will select these faces and I can select the others with left shift and selecting this one also. Now this part is going to be brown. Let's add a new material, base two. We can also choose the brown color for this. Something like this one is going to be fine. Then me change it using eye dropper. And this one I'll assign it to project. Okay, that's going to be nice. If you didn't like it, you can always change. Then maybe a little bit lighter for the rock objects, we're going to use exactly the same procedure, selecting this one. For example, adding new and I will call it rock. Let's select the color dropper and that kind of tone. We have a lot of rock. Skies. How can we apply the same color or the other rocks? If I select every object and select this, will actually take a lot of time. You might prefer to do this, but actually I will select all the rocks in the sea. Try not to choose the grass excellently. Selecting all the rocks as this one, this one and that one. Now we can select this one for the last time, and that will be our development. What development means is if we now use control L to link the data of the object, the material of this object will switch to others. Select this. Now all our acts are gray. Let me change the color a little bit. Actually, it doesn't look bad, but we can change the tone like maybe a little bit lighter. That's going to be nice. Keep doing the same for the grass objects. You can select this object and open our filter. Turn on the selectable guys, because if we do this, now I select this object. Let me open this collection. This is our base object. You can see. I will turn it selectable off. Now we are not able to select our base object that will help me to select the grasses easily. You can also turn off the rocks, but I'm not going to do that now. We can move them to a collection, maybe new collection, grass select. Okay. Now we can select all the grasses because they're in the same collection. If I select grass collection, right click and select objects that will select all our grass objects. Now let's add its color for this one. And I will add a new material. Let's change the color to something like this. Now select all the objects. Right click, Select Objects. And finally, this one. If that's not the development, it's not going to be applied. Control L and link materials. Perfect. Now let's keep adding the others. I'm going to use white for the stairs. Actually we can call it just like white for this one. Also control L link materials, that's also going to be white. Let's add color to our objects. For example, I want to add color for this one, but this cone includes some details. I will add five loop cuts control R and five. Maybe four can be also enough control R. Four, left click and right click. I will leave it as it is. Okay. First of all, we need to add a white material to this object. Now I can add the orange color for the loops over here. Actually we can see how it looks in this side. Now add a new material. Orange, that's going to be orange. Sign, something like this can be fine. Maybe we can make it darker or something like close to red. Okay, that's going to be fine. Also, you can do the same for this face over here. Select the orange sine. You can use both of them. It's up to your preference actually. Okay, let's do the same for the window objects. I will select one of them. Add the white material for the base. I will add a blue color for the faces over here. Selecting these faces, add a new material and that will be window, maybe something like blue, it doesn't matter. And change the color to this one. Actually, these are same. So we can use this color I selected sign that's going to be applied for all the windows. Maybe we can make it darker or lighter. It's up to you. Maybe something like this can also look fine. Okay, that's also finished right now. Let's select the loops over here for this object. First of all, we need to add the white material as a base material. This one, I will add a red material, but it's not going to be same with the con here. I will cancel these guys by pressing control and I'm going to dielect these. Let me check out the door again from the reference image. Actually, it looks like this. Maybe we can use the same color for here, but the inside will be white. I can also keep selecting with shift hot and left click now, I will also select the other parts, but let me add this first new one, red. I will change its color to red and sine. That's going to look fine. If you want exactly the same tone, you can use drop maybe a little bit lighter. That's going to be nice. Okay, now I want to keep adding the colors, but I want to add one more look at over here, something like this. And I will change the color of the object for these faces. I'll add a red color as sign. This can look fine actually, but if you don't like it, we can carry the loop cut over here a little bit downwards. I'll turn snapping on and use face again. We will do the same to bring it a little bit center. This is going to be nice. Okay, now we can keep adding the materials over this side. For example, I will select the loops over here, that's going to be red, that's a gray color over here. I will select this part, add the new material, maybe gray, that's going to be fine. Select the other parts like these loops and this loop over here. We can also do the same for the loop at the bottom and assign the gray. For this, I'll add a new material slot and select the gray and assign it the same for this one. Okay, we can do the same for this part over here, for this one. Let's add the material for the leader over here. Add new one. Change it to leather. I will use this image and use eye dropper. This seems too dark. We can change it to a lighter one. That's going to be nice. You can always add extra details if you want, but that's going to be nice for me. Maybe if you change the light from the settings over here and the rotation of the light, you can look how it seems. Selecting this loop over here and control Ump, select the down and the up loops with the current one. Select red and sine, also a signd color for this object. That's also for this one. We will select the faces over here. I don't know how can we do this. Maybe we can just look from the y axis and use x ray mode. Select the faces over here, make sure that you selected all assign a gray color for this one. We need to assign blue color for the faces over here. I'm going to select one of them and select how can we do this? Let's come over here, select similar and select similar area. What this will do is, is going to choose all the faces, which their area is exactly the same with the selected one. We can now assign our blue color window, maybe sign. We accidentally selected this one too. Let's cancel this. Actually, that one was red, but this looks better. Maybe red one. Check out which one looks better for you. I will keep using the same. Actually, if you do not want these windows to be in the same color, you can always change it. I can duplicate this material with this icon over here, and change it to a window. And change its color to something like this. Maybe it's going to be separated from the window material, but I will use exactly the same material. I won't change it, actually. We can use exactly the same color guys, but we did it, so let me do it again and make it lighter. Actually looks fine for me. Don't forget to change the colors for the accidentally selected faces like this. I will convert it to red and change this color to gray. That's going to be nice. You can use any color. Okay. Now it's time to render the project. We can add some light and extra details and render the project properly. See you in the next video. 8. Preparing for Render: Guys now we can add the C background over here. It's going to be so simple. Shift a, add the mesh and plane and I will scale it, turn it, snapping off from the top view, we can take it to the center. Something like that's going to be fine. I will change its color to Let me change it with diydropper. That's going to be nice. We can maybe scaled a little bit more. I will add a subdivision modifier and modifier, generate subdivision surface. I will convert this to simple and increase the level of earport to about six if I uncheck this option over here. Now in Y frame mode, you can see how many phases this includes. Actually that's going to be too, maybe increased to five. I will apply this, this error over here and apply guys. Before I do change anything, I want to select all the faces and control. We now triangulated our faces. By doing this, we will get this triangulated surface actually. Now I will switch to or text selection mode and use smooth randomized tool over here, you can find it under the smooth tab. Let's use our gizmo with left shift because if you don't use shift, the scale is going to be too much. I'm going to change it something like this. Maybe this one is going to be okay. Now we can check out in the material preview mode. Perfect. Now we have the result that we want. Also, if you didn't like any part of this, for example selective or text over here, use proportional think and change it. Okay. Before I render the project, I want to change the materials a little bit. Maybe this one darker, we can change the material properties like selecting this object. If you decrease the roughness over here, you can see how it looks. I don't really like this one. We can leave it something like 0.4 Okay, for this object, we can change the white and the red one. You can see how it looks bright in the reference image. If you want the same result, you need to decrease the roughness of red and white materials. I'm going to select red one, decrease the roughness. Let me see how it looks. You can see how it changes. But if you decrease it to something like 0.3 that's going to be fine. Also, I will do the same for the white one. Roughness 2.3 looks nice. Also, since that's going to be a glass, we can do the same for the window. Change it 20.3 and it's going to be brighter. This gives project a little bit nice look okay, for one last time, I want to change the color of this letter. Something like this can be better. Now let's render our project from this side. For example, we have to add a camera into our scene. Shift A, add a camera. But I want this camera to be directly where I look. If you cannot see the camera, you can scale it and you'll now see where is it. Historically on the precursor, I want this camera to directly look at this object. But how can we do this? If you try to move it and scale it or rotate, maybe you need a lot of time and it doesn't really work to do this. But if you press and open this menu over here, we can choose view and camera to view. If you check this box over here, now we can switch to camera view by selecting this icon and move the camera as we want. Maybe select the object and we'll use frame selected. Now that our camera is moving with us, something like this is going to be fine. Also, you can uncheck and get closer and check it again. Now you can see better. Actually, we can use this icon to get a little bit far away from the object control, say my project. 9. Lightning and Rendering: Okay, now it's time to add a lightning into the sea and render it. How can we do this? Before doing it, let's wish to render preview mode over here. And you're going to realize that there are no lights into the sea. We need to add a lightning actually, you can add a point light maybe, or area light. Using shift a light and point or area, maybe you can change the settings over here, but I do not want this approach. I will add a sky texture into the sea. In the first section over here we can add a sky texture by selecting this yellow icon. And under the texture tap sky texture. I want to change some settings over here. First we want to change this sun intensity to something like maybe we can divide by five directly. And that will set our value to 0.2 and the strength to something like 0.3 that will be better. You can also change these settings over here. Actually, it's up to you that how you want this scene to look. You can change the N values and see the results in the render prev mode. But right now we are in Render Engine, I'm going to switch to cycles. Before doing this, let me change some of the settings. Because we are currently in EV render engine, we cannot realize how the sun intensity changes the scene. I will switch to Cycles engine. By selecting the render engine to cycles, that will be how our scene looks. Now you're going to see this noisy look in the three port, but we can maybe decrease the max samples value under the port tab to something like 32. Render it faster. We're going to see the samples here. This is for report that one is for the actual render, so we can maybe keep it something like 128 if you want to render the scene faster. And if you have a powerful GPU, you can switch to that one. But for using GPO, you need to change the settings over here under the system tab and Cuda, you need to activate your GPO. If I turn this off, that is how it looks under the settings, even if I render, it's not going to use GPO. Turn this setting on and close the window guys. Now, before we render the C, we've got some little changes that you might want to follow. Firstly, if I select any material over here and see the properties for this material using this icon. If you increase the roughness values for all the materials, you are going to see a better result. But as you remember, I want these parts to be a little bit shiny so you can keep the materials over here like in a value something like 0.3 As an example, for the cones over here, maybe it's going to be a little detail, but I set these values to 0.9 You can also do the same 0.9 but if I change this one, I think these are the same materials. I'm not going to change it, but actually it's more important for the other materials, especially in the base. You can also do the same for the roughness values in these materials and for the grass materials, you can set them to 0.9 for the rocks also, I think that will give us a better result. I've got one more thing to do in here. I will select this object using Shifty. I will duplicate it somewhere here. Firstly, I'm going to press R and R again. Now we can independently rotate the object. I will keep it something like this. Let me see how it looks in the camera view. Pressing zero, we can use R and R again rotate it, maybe you can use the x axis, something like that. I'm going to change the camera view as we can see duplicated object at the background. Let me turn this and a little bit down, this can look better, maybe for the render. Also, you can render in any angle you want, but I want to show you a method over here. We will use this one as something like a sky. Let me actually firstly zoom one of the objects. Now I can easily move my viewport. If you also cannot move the viewport, easily select one of the object. Come to view section over here, frame selected. Now that you can easily move in the viewport, that will look nice. Actually, let me get this one, a little back side, that's going to be okay. Now we can change this one. Actually, it doesn't have to be exactly the same. What I mean in here is that I want this kite to look a little bit different from DC. How can we do this? Firstly, select the object at the background and come to modifier section at the modifier and subdivision surface. That will increase the subdivide level of our object, this how it looks. Now you can also do this too and come over here and apply. But before doing this, maybe one can be also okay. And now I want to apply this. After doing it, I'm going to add another modifier. Now under the generate decimate modifier, what this will do is actually it's going to decrease the polygons but not something like un, subdividing. If I select this one I can do the same. For example, if you switch this number to something like two, that's going to use a different algorithm. But this is not what I'm at, actually. I'm going to switch to collapse again and decrease the ratio. You can see how it changes as we decrease. Something like that can be nice. You can leave it in any value you want. But I will have a look at how it looks. I will leave in a value like 0.2 That will be nice for me guys. Okay, now for the last time I want to change the camera view. I will end up the final angle. Maybe get a little bit closer by directly using it. Again, I'm not able to move my middle map. I will select this one and view frame selected. Now I can move it easily. That angle will be perfect for me. Maybe you can also use different angles, but I'm going to keep it in something like that. Now we can render the object against wishing to render mode here, turning the sun a little bit, maybe from divorce settings, I'm going to change the sun elevation, maybe sun rotation to some value as I want. You can use any angle. Actually this will affect how our object looks. The sun factor over here. Let me increase it a little bit. Maybe change some settings over here. Bring your mask cursor to related value, for example this one. And press backspace to reset the value. Maybe double help you. And changing the sun rotation again, maybe a minus volue can be okay. Something like this. That will also look fine. Maybe decrease the strength to something like 2,050.2 25. As I said, you can change any value and get the result you want guys, changing the air will affect the color a little bit and adding a dust maybe, and increasing the dust. Now actually we are ready to render, but before I do this, I want to add a little detail to this object at the background, selecting it actually, accidentally if you move this camera, dielect the camera to view option and keep it like that. Now select the object and come to the shading tab guys and turn this box to object. Now we need to separate the materials because the C and the Sky object have the same materials on them. I will select this object and come to C and I will duplicate it using this icon over here. Now this is our new material exactly has the same properties, but I'm going to change it to Sky. Now we are in sky material using shift A and search, add a gradio texture. Now I'm going to add one more node over here using shift A. Again, search and color m. I want a little bit color difference in the object over here. Let me show it to you. I want a gradient effect on the sky. I will connect the nose like this, that's how it will look. Actually, maybe we can rotate it and using bring it a little bit and change the black color to exactly the same with using eye dropper for this. Selecting this, that will be the same, but because of the lightning, it's not exactly the same tone. We can maybe change it by our request. Of course, I want this to be a little bit lighter because it's going to be a sky. Maybe we can scale it down. And this camera, okay. You can always keep using the decimate modifier and maybe decrease the value over here. If you decrease it too much, this is how it looks. Maybe you can like it. And using this value, I'm going to increase it a little bit actually. That's going to be fine. Ice. I like how it looks and scale it a little bit more. We just got a little switch between the colors. Maybe change the tone a little bit. That's going to be nice. Something like this. There's just one more thing I want to change. First of all, let me turn this camera to and change these settings from here. Actually, I will select Render Output, or here under the render settings, I'm going to scroll down under the color management. If you change this look to something like maybe high contrast, actually the colors will look better, I think. Let me switch to render mode again and turn the noise on to see how it looks better. And scroll down again. Switch to look to something like high contrast. You can see how color contrast change it. I think this is better, but it's a little bit higher. Changes high contrast to something like maybe medium high contrast, that will also look fine, maybe decrease the economy a little bit. That's going to be fine for me. Now we can render our project, select this and render image. This is our final result. You can save the output by using image and save. 10. Final Thoughts: Okay guys, thank you for watching my course. I'm really curious about what kind of projects you come up with. Do not forget to share them with other students for inspiration. If you have any questions, feel free to ask them down below. See you in the next projects.