Low-Poly Isometric Modeling In Blender | Zerina 3D | Skillshare
Drawer
Search

Playback Speed


  • 0.5x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 2x

Low-Poly Isometric Modeling In Blender

teacher avatar Zerina 3D, 3D Artist And Animator

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction class

      1:50

    • 2.

      Modeling The Houses And The Garage

      12:42

    • 3.

      Modeling The Windows

      13:54

    • 4.

      Modeling The Roofs

      19:47

    • 5.

      Modeling The Balcony Fence

      17:10

    • 6.

      Modeling The Trees And Flowers

      13:18

    • 7.

      Modeling The Street And The Details On The Balcony

      19:01

    • 8.

      Modeling The Street Lights

      15:35

    • 9.

      Application Of Materials Part 1

      20:04

    • 10.

      Final Application Of The Materials

      15:09

    • 11.

      Adjusting Final Render Setting

      6:41

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

685

Students

21

Projects

About This Class

Hello guys, Zerina here welcome back to another Blender course. In this blender course, we are going to be creating Low poly House with an Isometric camera view.

We will start the creation of our buildings by blocking the three buildings and then peace by peace we will start modeling the details on those buildings. We will model three different objects the first one will be the large house, then we will model the smaller house next to it and also the garage.

We are going to be modeling dors and windows firstly and then we are going to add more and more detail as we finish with that. For the object creation, we will be using all basic modifiers and mashes, and also we will be using all basic shortcuts that will be easy for total begginers, so in this course, we will also practice some of the usual shortcuts.

Once we finish modeling the large and smaller details on the house and out of it we will start applying the materials to our scene. We are going to be using basic materials as well for these objects and also we will be using the pastel palette like swatches for the material here is the link form where you can get those swatches https://gum.co/hyJiT

In the end, once we finish creating and applying all materials to objects, we will then start with the final render settings. We will adjust our camera to be orthographic and like that, we will have an isometric view from the camera to our scene.

This course is mainly for beginners, but if you are an advanced 3D artist you can use it for practice. You can use the model for animation, portfolio, or show it to your friends on social media. What are we waiting for let's hop on to the videos?

Meet Your Teacher

Teacher Profile Image

Zerina 3D

3D Artist And Animator

Teacher

Hello there, my name is Zerina. I am a graphic designer and a 3D artist. 

Creativity has been a part of my life since I can remember; even as a child, I was interested in art and computers, so I followed my passion and now do what I love. ^_^

Also, I have a lot of teachers in my family, including my mother, so I've always tried to emulate their teaching methods. 

I joined Awesome Tuts to begin my teaching career. And I have more than 5 years of experience teaching computer software for design and computer graphics. 

I preferably work in Blender, and the type of work that I do is; animation, sculpting, and modeling low and high poly models. 

In my courses, you can expect a practical approach to teaching, which means that I will expla... See full profile

Level: Beginner

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction class : Hello guys, sitting a here. Welcome back to another blender course. In this blender, cause we are going to be creating low poly house with an asymmetric camera view. We will start a creation of our buildings by blocking industry buildings and then beat by bees. We will start modeling the details on those buildings. We will model three different objects. The first one will be to large house than we will model the smaller house next to it and also the garage. We are going to be modeling doors and windows firstly, and then we are going to add more and more details. As we finish with that, for the object creation, we will be using all basic modifiers and meshes. And also we will be using old basic shortcuts that will be easy for total beginners. So in this course, we are also practicing some of the usual short sense once we've finished modelling the large and smaller details on the house and out of it, we will start applying the materials to our scene. We are going to be using basic materials as well for the, these objects. And also we will be using the pastel palette like swatches for DOM material. I will link in the description where you can get to dos swatches in the end, once we've finished creating and applying golden materials to the object, we will then start with the Final Render Settings and also with the lights. So we will adjust our camera to be orthographic and like that, we will have an isometric view from the camera to arsine. This course is mainly for beginners, but if you're an advanced 3D art is you can use it for practice. You can use the model for animation portfolio or show to your friends on social media, what are we waiting for? Let's hop onto the videos. 2. Modeling The Houses And The Garage : Hey guys, welcome to the first video on how to make this little poly Home is a metric few house in Blender version 2.91. So we are just going to begin with modelling the house right now. So as you can see here, I just open my blender software and we are going to go here on general, here you can see the default cube, default light, and default camera. We are going to select everything using the mouse, and we are going to delete it. Let me just turn on my screen guest keys. So here guys, on the left inner corner, you can see what I'm doing. Right now. We are going to be modeling the house. So the first thing I want to add is my plane. So I will add a plane and I will move it down as you can see it here. So we are going to start modelling. I'm going to press one and on that I am going to add a cube. Now am going to scale that cube like so. You can see it. And also a, let me just move up this, this point here, ASA now. And my cube here, I'm going to scale it down a little bit, move it to the y-axis, and then I'm going to press one and scale in y-axis. Okay? And now we can scale it in the x-axis as well. And we will have some rectangle that will look like this. So I'm going to scale it a little bit more in Y axis. So it is, it should be thinker. Let's scale this up as well. And well, OK, so here we have the first part of our house. Now we are going to be, we are going to be adding one more here. So I'm going to, on this side, I'm going to add one more. I'm going to skip the down, grab it in x-axis and gravid in zed and align it with this one. So I'm going to move it closely to the other one, like this. And now I will press seven, grab it in y-axis. So I'm going to put it here. Son. And now what I want to do, I'm going to select this cube, go into the Edit mode by pressing tab on my keyboard, selecting these vertices and grabbing them in y-axis and aligning them with the, with this one, with the first one. Okay, now that I've done that, I'm going to go here and we move these vertices on the x axis. Now we want to select this one, shifty duplicated in x-axis and scale it in x-axis. So this will be R a garage. I will grab a little bit closer as well. Like this. Awesome. So we are addressed now blocking how our houses going to look like. And also what we could have done is we couldn't have made this one a little bit more. I'm going to leave it as it is right now. So let me go just back so that I yeah, I do this gate. So these are my buildings and I'm simply going to scale them a little bit more and grab them in zed axis so that I can align them better with the, with the plane here. So let me just press one, grab it up. And you can see here that the garage, he's a little bit oscillating and also this one. So I'm going to select these two and grab them a little bit. Move them here. Awesome. Let me see where the plane is. Awesome. So they are just on the plane. Now we are going to start subdividing our cubes and we are going to make some additional, additional parts of the house. So we are going to be adding a couple of luca soul in this video, I'm going to show you how to make a couple of doors. Okay, so I'm going to add one here. So let's add one here and two in the middle. Okay, awesome. I will press one. So like this one by pressing alt and left-click here on the edge w, j and move it up a little bit. So this should be, this should be our doors elect scale with a little bit in x-axis. I want double doors here. I'm going to add one vertices here. Awesome. So we have this here. I'm going to select it, but first of all, I'm going to make door on this part, on this side as well. So I'm simply going to select these and grab them in x-axis. I can go like this or I can simply scale these enacts axis so I can make the smaller doors. But let's go here and we are just going to insert the face, insert like this, and scale it in x-axis. So I'm not going to change the topology up here because we are going to be adding some, some windows and we don't want them to be different from this side. We are going to make a couple of a couple of different a couple of different windows. But yeah, so we have this one here and we have these here. So right now I'm going to press extrude that. First of all, I need to go E on this one. So I scale in x-axis. Awesome, and now we are done with that. I'm going to select these vertices by pressing Shift and Alt here and here. Okay, so now we can move this pivot 0.2 individual origins, and I can simply press E, But let me go in x-ray mode. So I can go here on x-ray mode or I can simply press Alt, Z or options, ie if you're working on Mac and extrude k. So you can see if I go like this, it is going outside. Glycolysis is going inside. Here we have it. I think that I moved it a little with weigh much inside. So I am going to go back and simply select this one. Awesome. Let's go with this one. You can see that it changed. So they are not now individuals, but now our change it back. Let's go inside like this. And now what we want to do, I'm going to press I one more time. And on this side as well, it is going to be inserted scale in x and now Extrude one more time in sight. Okay? So you can see how it how it looks like. Let me just go like so. So we made 22 steps. Let me just extrude this one a little bit more. Okay. So you can see it right here. If I go here on their shading, I will change it to random so I can see clearly these little detail that I have here. Okay, so if i first one and then nine and then go into the Edit mode, you can see that this, this door is like this house. So I'm going to scale this house a little bit. And I accidentally press H, So I'm going to press Alt H two to bring it back and bring this has a little bit up here. Awesome. So once we have our doors, we are going to select this house and we're going to do the same exact thing. So I'm going to go here and let's see where is the top of the house here? Let's kill it in. Okay. Let's scale it in y-axis. Let's press three. Select these vertices in, grab them Q, so I can change. Yeah. Now we have it here. I'm going to add two loop guts in the center by pressing control are. And now I'm going to go out to edit mode. Okay, out of x-ray mode, select these two. Insert to face, extrude inside. Insert a face one more time and extrude inside. So here I have the doors here and here. And also we are going to make doors on the garage as well. So I'm going to add it here. Let me add to Luke nine. Add to a loop, good, skilled and int x axis. And it is going to be right here. So I'm going to press, I extrude inside, I extrude insight. Awesome. So here we have our doors. And one thing that I'm going to add to my doors are these little details as the windows onto doors. So I'm going to select these vertices that are inside. So this one, this one, this one. Let me just go back here. This one. By selecting shift to, we can select multiple vertices. And I'm going to press command be beveling Elizabeth and add one more insight like this. Now I'm going to go in edge select, select these two edges and grabs them in y, x. So I have this point here. Awesome. And now once I'm done, I will select these two. Press I for inserting the face and extruding insight. Now, I will go one more time i, and extruded inside. Because you can see now that we have more 4G, more details on the, on the doors as well. We are going to do same thing here. So I'm going to add 10 to flatten the vertices. And now I'm going to select the in the middle window, inserted a face extrude inside, ensued face extrude insight. Awesome. And yeah, so on the, on the back side of the house, we are going to do the same thing. So I'm going to press one, nine. And now here I have one more window. I'm going to insert a face extruded inside of the house, inserted one time and extrude it one more time. You can see it. And on the garage we could add one illiquid one. So S z 0 to flatten vertices. Select the middle window here, insert a face and Extrude one time. So we're not going to do two types. Awesome guys. So we have blocked the blocked the buildings. So we have the garage and we have the house and we have this small house can use as the yeah. As the help house is I call it again. So we have made the the doors and the next step are the windows and small details. So we are going to hop on to the next studio where I'm going to show you how to block the windows for this and this house. And also we are going to do one small on the on the garage here, I think. So we are just going to hop on and do them right now. So I will see you there, guys. Bye. 3. Modeling The Windows: Hey, what's up, guys, welcome back to the second video on how to make these low poly buildings in blender. So we are going to block out the windows now. So I will go back here on the first building, going to the Edit mode. And now I will press simply control arm for the loops. And I will add a couple of loops here. So I will add one here and one here. Okay, so now I have two loops. And also what I wanted to do, I wanted to go into the x-ray mode selected top here, an extruded and one more time. Okay, so I have it here and also a lead start modelling it. So I'm going to set be selecting these, these two, these two faces. So I'm going to go on face select, select these two faces and do the same thing as I did with the doors. So I extrude inside. I not that much. Let's go back. Extrude. Awesome. And now I'm on the middle one. So I'm going to select the Edge, select, select this one, Empress. Let's select the vertex delighted because we need two of these as well. So I'm going to select the vertex selection here, these two, and on the top here, these two. Well, let's see if we selected the right ports. Yes, we did. And now I'm going to press Control B to babble it offset. And now let's select the Edge, select, select the middle line, gravid in y-axis and all lot. So here we have the windows and also while we can do is we can go back here, insert one more time and extrude that here. And now I think that we have much more detail. And right now we are going to see how it looks like. I'm going to go into the x-ray mode, go into the IJ, select, select the top of the, of these, of these windows, grabbed them in z direction down. So there are going to make them a little bit smaller. Okay, now on the side here, we are going to do the same thing. Go add to Luke guts. We have one here. So I'm going to press E, scale in y-axis. Awesome. Extrude inside into the rhomboid time. Gill said extrude. Awesome. So here we have one more. Okay? On this side, we're not going to make the Windows, but we are going to make the balcony. So I'm going to add 11 vertices here while loop could hear. Okay? Now I'm going to select with the face, select. These four vertices, okay, let's add two more here. And now we can extrude this part. I'm going to select these vertices and extrude them all the way here because this will be our balcony. And also we are going to make the balcony here on top. Like so let's add one more here. And now select with the face, select, extrude here K. So you see that they aren't the same thickness. So we can change that by going into the Edit mode, selecting these and grabbing them in zed axis. Awesome. And now we need some doors here. So what I'm going to do, I'm going to select these two vertices and I'm going to insert a face as I did with this one. But I'm going to make a one Bohr in dissenter. Okay? So I'm going to select it. You can see how I did it. And now let's go back on the nine. And let's see, here is our, our balcony. So I'm going to select these, these faces. I think that they should be a little bit taller. Let's see. So I can go back here and select the edge, select and grab these in the zed axis. Like so. And now I can select these if I instead entered the face, like this, scaling in x-axis. And now here I will just select these two and press E. Okay? Now, again answered to Phase II. And well, let's kill them a little bit down. So these will be the terrorists, the balcony, balcony doors. Okay, I can select them like this. Let's go to face a lot. Select these by bursting alt and shift and scaling them in x axis, both. Awesome. So we made the DRS and we made the windows. Okay? And now let's make a couple of more windows up here. Okay? So here we are going to make the Windows. I'm going to press as zed 0 to flap needs. And let's grab them down. Select this window here. Insert face, extrude inside, ensued to face one more time scale in y and its shrewd insight, Awesome. You can see how big this, how big this window is. So we want it to be like that. And also let's do it on the other side as well. So let's go back and select this one. Okay, well, let's grow like this breast three, go with the face, elect to lug these two faces, Kate and Sir deface extrude inside. Extrude inside, inserted to face one minute time. Scale it in y-axis and extrude it. As we did that now we want to do just press S to scale it a little bit. Insight. Good. And now what we can do, we add one more here on top of these. So here, let us see. And on the top here I'm going to add two to Windows as we have here. So I'm going to go into the Edit mode, add to loop cuts like this. Let's select the top one using the Alt and shift game prize, w, g, w j. Okay, like so. And now I will press one, go into the Edit mode, x-ray mode, and select these two faces. Now I'm going to go out of x-ray mode using gold z. Press I, inserting the faces, scaling them in x-axis. So I want more width on to decide. Extruding inside, insert deface, extruded insight. Okay, and now again the same thing. So I'm going to select only these, these and this led go out of the edit mode, select these. So we have three edges that we want to select. This one, this one, and Command B, we want to battle them. This is too much, so let's go back. You are going to try to make your own. So try to experiment with these. So I'm going to select the middle, as you can see. And I'm going to scale them in Y axis. But I'm going to change the pivot point to media reports. If I scaled them in wide, they're going to go one here and one here on the opposite side. So if I go back, you can see that we have that here. And now let go back here. Go with the face, let go into the XJ mode. Select these four faces, insert them and extrude them inside, but change the media point to individual origins. Well, let's go back extruded. So I need to change the side. Ok, awesome. So you can see it here. And I think that, that is it with the first house. But we can make one here as well. So I'm going to scale it and y-axis to make it a little bit smaller. Instead to face. Extruded inside. Again, insert and extrude and then scale. See how it looks like. And we are done with the first toss. And now let's make a couple of windows here as well. So I'm going to select, I'm going to do one we know here inserted to face x, shoud, insert, extrude and scaling psi k. I'm going to do one here. One here on the side. Here. Insert a face like this one more time and extrude back here and scale it down. Okay, here I have it. And also what we could have done, and we can select these top and grabs him. Ok. So we're now going to change anything on our house, as you can see. And let's make one last, the last one here. So I'm going to set back, select this one, move it up, select the whole face, insert a phase extrude inside. Answered onetime extrude inside is key that inside. Okay. So we're not going to make a double door on this one because I think that we don't need it. And also let's add one more window here. And this one is going to be small one. So I'm going to press three and then nine to go to the other side. Okay, now I'm going to press W, j, m. Let's move this one a little bit up. Let's see if we change anything. No, we didn't. 139. Now select this bark, insert a face, extrude inside, insert a phase extreme inside. And also what I'm, what I wanted to at is I wanted to add to loop cuts one in the middle of one across. And now I'm going to select only the, let's see. I'm going to select only these edges here and the one on down here. Let me go back here. Let me go back here, press Command B, so onto Batalden. And now I will simply select these and extrude an insight. So this will be the window on the garage and also we can do it here as well. So I'm going to do two. Select all of these vertices that we want to travel. Control B gate. We accidentally selected this one and we don't need it. Awesome. Go face, select, select these faces and extrude them insight. This is way too much, so I'm going to grab them in y-axis. Here we have it. So guys, the next step of this creation, low-quality Creation, we are going to hop on to the roofs and we are going to model all groups. So I will see you in the next video, guys, bye. 4. Modeling The Roofs: It was not good guys. I'll come back to the third video on hots make these low poly buildings in blender. So as you can see here, we have made the blocked out model off our houses and also the garage. So one thing that I'm going to do is I'm going to a little bit slim this garage bid because I don't want it to be this long. So I'm going to go in all z, select only these Bart and grabbed them in x axis. So you can see that I, that I made it a little bit slimmer than it was before. So now a lad seat, while we can do as well here, we can go back to the house and let go press one and select these vertices here. I'm going to go out of, out of x-ray mode, and I'm going to select only these here. So let me change the vertices select. So like these, make sure that all of those are selected. These here must go like this. Ok? So we want these and these up here as well. Everything is selected. And now what I want to do is I want to press one, go in x-ray mode, you can, and we want to scale it in x axes. But first of all, we need to change the pivot point. So here is an individual origins, but we want to change it to media point now skeleton X and will lie. Now if I go out of edit mode, you can see to know I have these two that I can make the windows. I will select the two here and two here vertices, scale them in x-axis. So I have, so I have bigger windows. I'm going to select these four. Go here, changed, vivid point to individual origins, inserted to face. Then we want to extruded as we did with the previous ones. Insert one more time, extrude and scale insight. Okay, so like this. And now on the top, so here I think that I will add one more on each side. So here and here, let's do them just now. So I'm going to insert a face scaled in y axis. And you can see that how we change the width here. So if I press S y, you can see that I am proximately trying to get the EIA, the width here and here to be the same. Now I'm going to press E, go inside a answered face. Now S, Y again, E, extrude inside and weekend scale it down little bit so that we have more details on here. Okay, so we are done with the top and we are done with old though windows. Now, let's hop on and do the the roof. Okay, so I'm going to select the top vertices here that I have. I'm going to press one, and now I'm going to Bryce E, S, Y, good. This, grab it down and then extrude it up. Once I did that, I'm going to insert a face like this. Then I'm going to extrude it downwards. But let's see. Okay, let's extrude it one more time up like this. Now scale that, insert a face like so and extruded now and Dom. Awesome. We can scale this inside or we can simply select this row of a vertices and browse command be control B. And let's add one level with a 22 segments. So here you can see that we added two segments and we have it, linked it. So I'm going to press right-click sheets, mood, and on here. But we are going to click on normals, oddest MOOC so you can see it. And now everything is smooth and clear. Now I will press tab to go to Edit Mode and press eight. Then I will see if the normals are flipped. So here ON, on this layers, we are going to click and see where it is. So here under normals, we have it here. So base orientation. You can see that everything is fine. The blue means that everything is outside and the red bars should show you the inside parts. You can see if I go inside this building, I can see all the way through eight is it is red. So I'm going to go back here and disable feet orientation. Now, we are done with this roof. Let's hop on back to this one. So here we are going to do the same rule as we did with this one, with the Doppler. But we're not going to select these two vertices only DCE. Ok. And now extrude in scale like this brass one. And in x-ray mode, we want to select these two vertices. So this one in this one, and press g, x and align it with the width, this part here, so I can select everything and breast sx 0 to align it closely. And now what we want to do, let's go back here. We want to select the whole roof. These vertices as well here. Breast one, going edit mode. Select these breast one to go to autograph Hadfield front, extrude up. But we need to change the global to the pivot point to media point. And if I extruded up, you can see that we have one political problem here. Ok, so that is why we need to go back. Before we extruded and scale because it was on individual origins and we need media point. So if I, for example, now extruded scheme, you can see that these vertices are also going inside. So we are not going to select the inside ones. Only the outside wants for disk one. So extrude and scale like this. Now, let's go back as I've told you before. So we need to move these back because we don't want them to overlap with this, with this House. And now, once we are done, you can see here that we have a little bit of problem with the feature x2. So if I pull the face orientation, you can see the some of them are flipped and we are going to change that by going in edit mode, selecting everything. And now we want to browse, Shift N to recalculate the normals. And now you can see that everything is blue. So now I'm going to turn this off base orientation. And now let's go back and select everything. So I'm going to go into the Edit mode and extrude to talk like this. Let's grab a little bit more. Now what we want to do is we want to insert a piece like this and now Extrude one more time. Like so. But let's bring it a little bit down. So we are going to do the same thing as we did with the top one. So I'm going to select these vertices. Let's kill them a little bit. And now we want to select all the vertices that we have here. Let's select them a second. And also these here. And breast i to insert a face lightness. Or we could have simply selected only these vertices. You don't need these. I'm going to select these and extrude downwards. Awesome. You can see here couple of vertices here. Here. If I move this back, okay? So I will select these vertices. Let me just select them one by one, or I can select it from here. So I will press 7, press C, and then I can select them like this. Here as well. We have one here and here. Here as well, next to the windows at each end. And this one. And also we have one here. Let's see if everything is selected. You can see that we selected the bottom as well. So we don't want it. Press C, increase the size of the, of this circle by going down using your middle mouse, middle wheel, and just click and drag. You can see that now we have everything. And also here we don't want these. So I'm going to disable selection. And also this one. Awesome press one, extrude down like this. Skilled inside. And will. Now for this bark here, I'm going to go into the Edit mode, select these vertices, impress sx 0, and grab them in X axis. Now, I will be selecting all of these on the side and press as x 0 because I want them to be flood. And net is one thing that I want to do for now. And if I go inside here, you've just seen that this part is, we don't have the vertices here. So I'm going to select these, these four and press f. Now I'm going to select these to impress F old way. So it is going to fill itself by pressing f. Awesome, and now everything is fine. So let's see if the phasor in diction is good. You can see everything is fine. We don't have flipped normal anywhere. Okay, let's disable it. And that is for disbarred. And let's see, we could have 11 more time with this or simply skilled is part. And we will see what we are going to do a bottleneck, but for now, it looks good. And for the garage, we are going to do the same thing as we did with the small house that we had. So I'm going to select only the top vertices here, and I'm not going to select the middle lines and the end ones here. So I'm going to select only D's. Okay? Now the S for S one going x-ray mode, select these and grab them more closely to this vertices here. So they should be parallel angle automatic mode here I can see now the flip normals here as well. So you can see that it automatically the change of color here. But we will do that in a second. Now, I will select these vertices here. And this roof is going to be different from the two that we had. So I'm going to show you how I'm going to do that. I'm going to press E for Extrude scale down. Now, we can, we can go back here and select only this row, but I want to extrude one more time and scale it down like this. And once I did that, now I'm going to select only the top vertices here. So I will press seven, and I will select these vertices. Did I have here? Here as well and scale them down. You can see the now this point is off. So I'm going to grab it in x-axis, right-click shade, smooth and oddest. Okay, so this should be the roof for our, for our garage. We can select this one, w, j, w G. Command be bubble this up. Let's try one more time. So you can see that it doesn't bubble as I wanted to. But yeah, so let me move these vertices and see if I have. Simply by moving them. Yeah, so we need, I think to flip their normals, loving, go out of edit mode, resort engaging yaks. And here we have the problem in here as well. So if I go back without the face orientation, you can see that the here we have a limit problem and also here and everywhere, here, everything is fine. So why do we want to do we want to select everything a shift and to recalculate the normals. And you can see now, I think that we don't have any lander. Yeah. So we don't have floods, normals, everything is fine. We're going to get, okay, so let me select these edges here. And let's try to build up, let's see how that looks like. To click interesting. Let's go back. Let's bevel DES man be. The problem is that it is right next to this building. So it's an ongoing to look nice. So while we want to do, we want to breast one going to the Edit mode. And now I'm going to just move these vertices closer, closer to the, to the building here, as well as these because they need to be closer. Now they're going to look like this. And if I go back and if I shade flooded yet, so we need to shade smoke, because you can see all the, all the vertices here do we have? And we don't want that. So what's the, how it is immaterial preview? Yeah, okay. So it looks good, kinda good. And I'm going to scale this down a little bit. C. Okay? So what you can do as well, we can simply select these vertices and lead the faces. Now once we are done, we can relate these edges. And you. Here we have some doubles vertices that are left. So we don't need them right now. So I'm going to delete them, the lead, the vertices. And we will be left with this part. And as well, I'm going to delete these vertices because we don't need them. And yet we don't have any other double vertices. And what we want now is we want to press one extruded up, Keil it inside. Tried to scale it inside, yeah. And let's extrude in scale, in psi rabid up. And what we want to do now is we want to go here under face grid fill. And let's see if everything is fine now. Okay, let's see the Face Orientation. Everything should be fine except of this vd, I think that we don't have the, Yeah, as I taught. So here we don't have any vertices. So I'm going to select these four vertices and select these two. And then it should feel itself because we have write number of vertices and will work. So this is, this is the final bard of the garage. And although while we meet here, we need one more loop cut. Let's leave everything or should be fine. Let's go back here. So we need one here in the middle. So I'm going to press one, go into the Edit mode, select these vertices. Let's try. If I move them, will I be able to see? Yeah, so I'm going to move as well. These two press sx 0 to flatten them. I will press one, and now I will move them a little bit away. So here should be fine. And also I can move them, these vertices, grabbing them in x-axis. And because we need to door for the, for the garage, we need that, this part here. So I'm going to select all of these vertices. And let me move these a little bit more. As well as these grabbing them only in a, in X axis. Now I will insert the face grabbing down and extruded inside ofs. So that should be all here. Some forests here, not good. So actually what we can do, yeah, five sheets wounded. Let's see if I added some material to the garage. If we will have yeah, 14, everything should be fine. Even from this part here, everything should be fine. So those are the small detail that can be crucial sometimes. But for now I think everything is fine. Let see again the phasor orientation. If anything changed. Yeah, everything is fine. Go and disable it. And yeah, guys, so we are done with the with the roofs. And here as well, I think that I will change this part. We will see further a 100 onto the desert of cars. And now we want to make some details, so detailed as the fence on the balcony. And also we want to make some details on the on the front of the doors. And yeah. So I will see you guys in the next video where we'll do some details. And we'll see an air, right. 5. Modeling The Balcony Fence: Hey, what's up, you guys? Welcome back to the fourth video and a half to me, this low poly house in blender. So we are done practically would everything on our house except off the chimney and some a couple of the deals that we that we want to add. So right now we want to add offense for our, for our Balkan, for our yeah, I'll cons so here, here. And also we are going to add some details on the house as well. So for now what you want to go back here and add a cube, rabid up, scaly down. Now, once it's here, we want to scale it in y-axis and grab it all the way to the wide on down to the balcony here. And now we want to press one and let's model it out. So this fence is going to be not so long. And it's not going to have those lights, bikes on the top because this is not the garden fence. This is the defense for it. A balcony. Okay. Well, let's give it a little bit more and scale the x-axis so we will make it thinner. Now, I'm going to grab it and move it all the way here, the x-axis. So it's going to be all the way to the end. And now we are going to use one modifier. Let go here and add a modifier, and we're going to play around with the array modifier. So here under factor, we are going to see how much is going to be the width between the two off the fence. The fences. So I'm going to choose one. Yeah. So I'm going to choose 1.6. And now we are going to change the number of these details. So let's add it up. So the count of these wouldn't the wood here helped me to expand. Like this. Should be our fence but it needs to be smaller. Ok, let's see how it looks like. Awesome. And now what we want to do, we are not going to add this or a modifier. We're simply going to select this one, duplicate it, and grab it in y-axis. Now, for this one, I'm going to press B separated by select end right here we will have two separate objects. So I'm going to select this one and go into the, now I'm going to change the number of the, of the bees, like wooden bricks, going to increase it to six. And by selecting the brick here, I'm going to breast are zed 90. So you can see that it's changed like this. So I'm going to go out and edit moon, Empress air are zed 90. And you can see it here. I'm going to now gravid in x-axis and alignment with these. Let's grab a dean. Why? And we want to align it perfectly, grab it a little bit, and move it. X-axis, awesome, like this. And let's add one more. Okay? Everything is fine. And now I'm going to go and apply this or a modifier, Go, Control a, all the transforms. And then I'm simply going to add the mirror modifier. Let's apply that mirror modifier. Apply it, go into the Edit mode, select these and grab them all the way to the end. And we're going to have the same bark as we have here. So move them a little bit. Everything is fine. So now I'm going to select this one shifty duplicated one more time. So let me duplicate it. If I grab this one. Let's go back shift. Let's select it, shift, the added air and separated by selection. Now here I have the 22 parts of these little bricks. So I'm going to grab this one. Go into the Edit mode, get rid of these. These bricks. Press a, press one and rotate in zed axis. Rotate and y-axis my 90 degrees. Now I will move it here, scale attain z direction because we wanted to be a little bit polymer then these gravid here and scale it in x-axis like this. Now, we can add the array, but you can see that it is now here. So we want to change this factor. So I'm going to press 0 for the x. And now we want to move it down to the zed. Okay, so I will, I think to 2.4. Let's see how more yeah. Let's increase it a little bit. I'm going to increase it to 2.6. Okay? And I think that I will not meet the bottom line. So let's bring it a little bit down. Down here. Scale it and y-axis. So the width is going to be different than these and grab it in y-axis and put it inside of d. So if I go from this side and from the other side, you can see that we don't have any a beating out. Now I'm going to select these shifty duplicate P, separate them by selection. So let me just grab them. Okay, our Zed 90, I'm going to scale them now in y-axis. Grabbed him up. Grab them in x-axis, sorry, align them with these, and grab in y-axis insight, scaled them. Also in y axis. We have the mean y. And you can see now when I go over like this, you can see that they are right on the point where they need to be. And for these. I'm going to just duplicate them and move them to the x-axis, right here in the middle. Okay? So here we have the fence. I'm going to select the fence and all the details here. Then I have shifty duplicated in y direction. So now I will rotate it in zed axis by 180 degrees. But previously, I am going to be adding the array modifier on each one of them. So let's add it here. Ply, apply. Now I will select everything. Command control j or a yak control. Rabid down. Press three, rotate in zed axis by 180 degrees and grab it now in x-axis, rabid in y. And let's align it perfectly with these rabid index scheme with a little bit in X axis gravity. Next. Let's see. Okay, well I'd grab it NY Lawson here as well. You can. And now this point and this point are not the same. So I'm going to press one and D9 and simply select everything in steel in object mode. So let's see now how it looks like. Yeah, so I'm going to grab it a little bit more to the x-axis because I want the width here and here to be a little bit cool slur. Yeah, so let's see, let's do it. Time rabbit here. And here we have it. The fences on our, on our Balkans. And now I'm going to do the same thing here. So I will add one here and grab it down. And because we didn't applied the array modifier, I will show you how to do with three traits. So let's align it perfectly here. And now because we didn't add it, the array modifier, I'm simply allowed to do a few more of these looking bricks. I'm going to move it to the x axis, like so. And now I'm going to apply the array modifier and select this one in edit mode. I'm going to hover above it, Empress l, p separated by selection, not on this one here. I will be able to have an array, but I'm going to duplicate it in y-axis. Go all the way here. And now I am going to rotate it in zed axis by 90 degrees. But we need to add the origin to the center of the mass are 90. Let's align it better. Here. And in x-axis. Awesome. And now we can draw these. And for this one, we will add array modifier. Let's change this onto 0.06. And let's add a few more of these bricks. Okay, I'm going to move down a little bit closer to these and will not for the bottom fences, I'm going to duplicate only these. Grab them. Shift D, duplicating grabbed them in for y. Press seven, align them here, g, x, press one, g set. And we can scale it in x-axis. Asa. And let's go back here. Good. And now we are going to duplicate it one more time. So here it is. I'm going to rotate it in zed axis by 90 degrees. Gravid in x-axis. Press three if it's easier. Gravity in a y. And we can scale it also inline grabbing in y-axis process. So here we have the fences, and now let's do the smaller details on this house sale. I want it to have an opening for like the roof of the house. So I'm going to scale this in y-axis and I'm going to put it right here in the middle. So what I want to do are going to extrude it up, inserted face exerted downwards like this. And this will be the opening for the top of the house. And let's go back here, select the edge, the face, alloc and rabbit instead axis. Also this, because we don't want it to out really, really much. So now I will select this face here shaped as cursor to selected. Now I will be able to add a cube here and to make a chimney right away. So I have a gravity in y. And let's select the top brass line. Extrude S, extrude, inserted to face. Scale it a little bit more and it's rooted downwards in zed axis. Gravity's set X is going to take more. Awesome. So that is for debt. And also let's make a couple of, a few things here. So I want to make like flower part. So I'm going to select this one, scale it up. Yeah, go to the bottom scale that one as well. Let's select everything, scaled them in x-axis and move them in x direction. Now for the top, I'm going to insert a face and extrude it down. Scaling consigns Wilma. Now, let's duplicate that. In one axis. And we'll do a couple of these here. So I'm going to just duplicate them and align them with the with this here. So I will bring it closer to the house on the left and grab it in y-axis. Gravity next, rabid in y, now shifted duplicated and now I'm going to rotate it in zed axis by 90 degrees. Rotate 90. And let's move it a little bit closer to this one shifty, and let's add one more. Have them. And also for the top here, I wanted to do the same thing as I did for the, for the second house. So I need one place that I will be will. So I need to insert this face here, but first of all, it's extruded out. Insert a face is too much. Let's inserted inside. We have the homes are ready. And also a let's do a couple of things here as well. So I'm going to select these these parts. We can add our vertices and you just go back. So we can add one here. And also we can add one down here. But I think that it is not necessary. We can simply select these two and grab them and scale them in x-axis. You let's press one. And now using the face electoral, I'm going to select these faces here and extrude them outwards. This is too much. That should be enough. And also for the, for the doors, I'm going to select these and extrude them. And also we can do that on the top of this. Yet on top of this, but we can do it onto here. So I'm going to select this one, add a loop, go face, elect, select this one and extrude this. So you can see that how small details we have here. Let's extrude this one as well. So you can see that this one is a little bit bigger than this one. I'm going to change it like this. And also, let's add one here. Why shouldn't we? I'm going to extrude it here. Awesome guys. So we are done with these small details. Now we will hop on to the next step. The next step, we are going to model out some grass and some trees to put here. And also we want to make some smaller details are for our house. So let's hop on to the next video, guys, right. 6. Modeling The Trees And Flowers: Hey, what's up, you guys, welcome back to the fifth video on how to make this a low poly house and lender. So as you can see here, we are practically done with all these detail, bigger details on the home. But we want to make some small details as the trees and also as some lights that we are going to do here later on. So we are going to be modeling the trees here. So I'm going to select this face here and press Shift S cursor to select it. So I'm going to go from here, adding the meshes. I'm going to press command a, shift a, and I'm going to be adding a cute. Let's scale that cube root down and add a subdivision surface modifier. Now once I add it to subdivision surface modifier, and once I increase the numbers of levels in viewport to three, and also in a render mode, I am willing to be able to now extrude these bones and meet the branches for the tree. Now, let's extrude this one up. Let's add a loop cut here. Well, let's select that loop cut and grab it a little bit more closer up here. Now, I will be adding to a two loops and change it the immediate point to changing the pivot point to media blind. Scale x-axis in zed axis, selecting these vertices here, these loops rotate, extrude. So we are going to press three for this one. Let's grab it. Y-axis, rotate and extrude rabbit in y axis and rotate. Now I will be adding one here. So here you can see how it looks like. And we're going to add one more that is going to be on top. So let's add two to loop guts extrude this point, press three. Gravid here, rotate, extrude gravity here. Rotate rabbit closer here. Now let's add one here and you can see how it looks like right now. And right now we are going to be adding the ICU sphere. Now I'm going to scale it down and gravity and zed axis. And what I wanted to do, I'm going to go into the Edit mode, go here, select, and we want to random select. Now once I did that, I'm going to scale that extrude in scale. And you can see how it's going to look like. I'm going to play around with the shapes, so i will scale it up and everything. So let me go back here. Rabbit X and Yochai's. So that is practically all that we are going to do with the, with the trees. So let's extrude this one up here. Let's select this one. Rabbit here. And let's add smaller one here. So I'm going to scale it down and add one more here. Okay? So now I will select the two of them. And actually what we could've done. Yeah, so we are going to select these shifty duplicate, y, scaled and dao. And we are going to make two of them. But now I'm going to rotate this one axis by 90 degrees. Select these and move them in y-axis. So Did they don't go in each other, so they, they don't collide. Ok? And also one thing, one thing that we want to do as well, we want to duplicate that. But before that, let's move them all the way to the center of each of these phases. Here. We can duplicate them down here. And let's add them. So I'm going to select, this one, is going to go all the way. Here are why G, Y, G said, let's bring it here. Gravity down. Awesome. And now let's move this one. G y, g, x g set J y. It is going to go inside of here. Let's press seven actually and see if it's in the center. So let say like this. Let's select them like this. And now let's grab in the middle here, grab it down. And now we can add one more here on smaller one. Let's kill it, Donald. And let's rotate this one. Z axis by 90. Let's rotate the zed axis by minus time t. So now that we have this point facing the opposite direction. And this is the final look of these details. And on here we want to make a little vase. So I'm going to select, yeah, I can select these two shift as cursor deselected and it is going to be right here in the center. I will be adding a QC, scaling that cube down, bring it up, go into the edit modes, clearly downscale the top up. Grab it down, inserted a face, extrude insight, and scale it inside. Ok, so this will be a little ways that we have on the, on the, on our on our window here. So I'm going to grab it, so it goes inside. And for this one here, I will be selecting the face select moved up, shift as cursor to select it. And now what we want to do, I am, I will be adding a curve. So I will add it. I will be adding the path, go up, add the nerves bath. So under nerves bad under geometry we have babble. So I'm going to increase the battle, going to the Edit mode, select this one. And now what I want to do, I wanted to go here individual origins and scaled it inside, but I want to feel caps. And let's see. I will be Alt S, scaling, get hauled ass S. And also make sure to save your file because I definitely now saved IT S, Let's kill this one. And this one. And now let's select it and rethink. Rotate y axes by 90 degrees. Rotate in y-axis, 90 degrees in minus rotate y-axis minus 90 were added up. And now what we want, we want to scale this part here and grab it in y axis. Like so. Want to grab these parts as well here. So I'm going to grab it in Y axis. Now, I will shift the duplicated in Y, rotate in zed axis by 90 degrees. Rotated is that axis by 90 degrees as well. Grab it here. Let's duplicate it. Few more time. Someone to duplicate it here. Now going to get it mode, wrap them in y-axis, make it flat back. Let's make it smaller. And you can see that we can scale this a little bit more. That S, Let's do that here as well. All S. Awesome. And now we can make this one a little bit smaller than the opposite. K, makes sure that this one is closer to them. And we can do a couple of more. Here, scaly down, grab it in y-axis. And well, so here we have a nice, nice little flower command J jointed together and using shifty and get press seven. Now I'm going to be adding it here. I've added here rotated, shift d y. I am going to leave here. Like so. Let's see how it looks like a rabbit a little bit more. So it goes inside here as well. We want to, for it to go inside, move it. And these ones like saf. And for Ds, I'm going to duplicate them in x-axis. And now I'm going to bring them over here, grab them up, grab them in x-axis. And now for the side, from the side I'm going to see if they are on the correct position. Let's go back here. Ok, I need to grab them a little bit more to the x-axis and the y. And also here, we can scale this liquid in y, actually know in x. So I'm going to duplicate them one more time in X. Press one, grab them in x axis and a log. So here we have those smaller details. And we can add one more here. Why shouldn't we be grab it down and grab it and y-axis? And then an awesome guys. So here we have it. Now, let's make this chimney taller. Or let's simply grab in x-axis and make it a prisoner in the middle of the house. Asa. And now we can start with the, the street. So I'm going to select this one, scale it, grab it in y-axis, extruded down. Okay, once I extruded it, I'm going to add a couple of Luke guts. So I'm going to add one here, one here, one here, and one here, here, and the rest is like that. So let's select everything and move it in y-axis. Now, here we need two more. So scaling them in y-axis, change the pivot point to media point as y. And now we need a few more here, but we will do that later on. And let's make the from for the house. So here we have 12. So these are the path of the house that we're making right now, and also the path for our garage and whatnot. So we will go here back in another video. And I will show you how to make this trade and all the details is common for the street. So I will see you there. Bye. 7. Modeling The Street And The Details On The Balcony: Hey, what's up, guys, welcome back to the sixth video on how to made this low poly house in blender. So right now we are going to make the street right quick. And a Let's begin. So first thing that we aren't going to do is we are going to make this part here. So let's make, I'm going to select only these parts. Like so. Let's get rid of this one and this one. And I'm going to extrude it up. But first of all, let's also select 0s, except of these two. Now let's select these vertices. Okay? You can see that these vertices, these loops are closer to each other than DES. So what I'm going to do, I'm going to select these and scale them in y-axis so they should be near each other. Let's select now these vertices. Okay? Awesome. And right now I'm going to extrude it up. Okay? Here we are going to be adding the trees. So I'm going to select this one, shift D duplicated and gravity in y-axis, scale it up so it should be victory. Lumbering down. Rotate in zed axis by 90 degrees, graphic in x-axis. And we are going to be adding a couple of more branches here. So what I'm going to do, I will be selecting this half, like this and scaling it down. Or I can simply press wj and let's see what we are going to you. We can scale it down and make fun, fun tree here. So I'm going to select also this, this face here. Couple of few times. Let's add one here. Well, let's grab one here. So in X-ray MOOC, I'm going to select these. And now I will be able to ship the duplicate this one selected here, and simply go into the edit, edit mood, executed a couple of times up here. And let's make fun on Cree. Okay, so you can see how it looks like. And now I'm going to select everything shifty a few times. So I think that three times should be enough and I'm going to grab him down. Some of them, I want to grab down some of them, scale them zed axis. So also here. This one I'm going to do the same way as I did that. Then middle one, I'm going to extrude it a few times, gravity up and extrude it one more time. So you can see didn't Now it is super different than D's. Okay. We can do the same thing here, but why should we? So also shared, let's add one. You will get here as well and will nucleate and here as well. And now I think that I will rotate. This tree closer to the house. So rotate in zed axis by 90 degrees. Rotate that axes 90 degrees. Again. I will return it and I will leave it just as it is right here. Awesome. And here we are going to select this tree, Schottky duplicate it in y-axis and put it right here. We're where the garages. But I want to rotate it a little bit and tried to make it more fun. Shifty, one more rabbit in x, grab it down. Revenue x. Yeah. So we have one here and three here. Also, we can go back here and select this tree shifty duplicated gravity in y-axis. And put it instead of this, instead of this one, let's try to do that. I'm going to delete this one, select this rabbit in y, and we want to scale it. Rotate in zed axis by 90 degrees. Let's press seven and grab it to this point here. Let's scale it up. Press one and put it inside of the, Okay, so right now I'm going to go S. Let's try to do that. Go back, something happened on S and let's flatten Nebula with make them smaller. K. Here we have the trees. And one thing that we can do here, we can select this part in gravity. So let's make it a little bit funny. To me. This one like so. Here we have the trees and now we are going to make some spout. So I'm going to select this vertices here on top that we have these two Shift S cursor to selected. And now, because this is too thin, I'm going to select the face, elect, select these and scale them out a little bit more. Also, I'm going to do that same thing here because we are going to make spoke here as well. So I'm going to select them like this, go into the Edit mode. And the select the ones that I have on this side as well. Yeah, so I'm going to scale them. Let's press one. Scale them out. This is how they are going to look like the edit mode at select vertices, vertices leg and move them right away. Awesome. And now once I have it there, I'm going to be adding a cylinder. Now, change the vertices two cylinder to 16 because we want them to be a little bit, a little bit smaller. Now, I will grab it in y-axis, scale it down. And right now, I will select only the bottom. I will rotate elliptic extrude like this as zed 0. And now I will be able to extrude it all the way down. Okay, grab it down. And you can see that we don't have any anything going here. So I'm going to grab it down like this. And you can see that I have a double vertices here and we don't want to have, and let's play around with the shape. So I'm going to grab it. Let's kill this middle ones. Let's grab them y-axis. Let's see how it looks like on sweet sheets mode it ok, you can see how it looks like. It doesn't look good. So I'm going to delete these vertices. Let go from the beginning. So I'm going to extrude axis milled in y, x shrewd, shrewd one more time in zed axis. And will. And now we need one more here. So should be X. We are going to, we are not going to scale it down. There's simple going to move this up, select everything, and grab it down. So let's align it perfectly with the house. You can see we have a little bit of problem and willing to grab this in y-axis here. And now I will be able to grab this point here, press one. Now for the bottom, I will grab it and put it here. Let's grab it a little bit more down. Mohsen and this one as well. And now I think that I will go back here, select this spark and double it. Yeah. Let's see if face orientation is good. So you can see that everywhere we have, the orientation is not good. So I'm going to select everything by pressing a going into the Edit mode shift, and Let's press a shit and recalculate vertices. Okay? These ones are going to have the different, different faces flipped because we extrude it the points. So don't worry, everything should be fine. And well, I so I think that this looks better. Let's bubble this one. Yeah, awesome. So I am going to do that same thing here. So I'm going to select this one, battle it, and this one, ambivalent. Awesome. Now I will select this one, shifted, duplicate it. You see here, press three, grab it in Y-axis, rotate in zed axis by 180 degrees because we want one bout here. Like so on the opposite part of the house can also lead to one more, smaller one to ship the duplicate x-axis g. Press three, rotate in zed axis by 180 degrees, rabbit in y-axis. And actually we need to grab this one a little bit higher, as well as this. And we have them. Ok. So we need to move the tree and look that up. And we'll want, so here we have those little details there. And also let's make alike for the close, like the hanger for the roads here. Okay, so let's select these shipped as skirts are due selected. Now I will be adding one queue or plane. Never mind because I'm going to extrude it. So let's go back here. Extruded in zed axis. You can see that now it is too thick. I'm going to add a subdivision surface modifier, increased number of subdivisions to three. Let's select everything scaled down, S, z. Let's add one more down here. And now what we want to do, I'm going to go and select the face, select, select the two faces on the side. On the sides like this, Extrude. And change this to individual origins. Select these two extrude. Add one here, add one here, add one to the other side, and add one to the other side. So here we have it. We can scale it up a little bit down because we don't need it to be very high. Control a old transforms so that we will be able to add one more here. So I am going to put the mirror modifier on top and applied because then I will be able to move these vertices like so. And we are going to select these two shift as cursor to select it. Okay? So you can see where the cursor is. So it is in the center of the 3D, 3D cursor. So let to let these two shipped as cursor to select it. And now I will add a Bayesian curve or busier or path. Never mind. You again, do boats Graubunden down, go into the Edit mode, gravity down, grab this one looks a bit closer, like so now we want to go on the array modifier and add a couple of dumps, not 14, but in the y-axis blocked at. So for example, if I add two, nothing is happening. Let see what is happening. I think that it is going on the other side. If I go to the minus k, Let the zed works. Let's grab it in tax. Okay. I don't know why it is not working, but we are going to be able to duplicate. Most sit down like so and make them here. So I'm going to select all of them like this control j to join them all together. And here under nerves Pat, properties and we have this geometry and beveled. So I'm going to level them a little bit like this. And so here we have that small detail. And also we can add a couple of, a few things. So I'm going to add one more here. So one thing that I want to do, I'm going to select this, this fence shift as cursor to select it is going to be right here. So now I will be adding a path, grabbing it in x-axis and grab a gate in Y axis. Now, I will be able to move it. So I'm not going to, I'm not able to see it because I have the tree in my way, but nevermind, I will do it like this. So I will grab it older way here to the fence as you can see. And one thing that I'm going to do is I'm going to grab it up. Now. I will select everything shifts the duplicated in set direction. So it is going to be right here. And I'm going to remove these two all the way. And I'm going to move these old way down. And once I'm done with that, I'm going to run more time, select this, shifts the set up. And now let's continue on with this. So I'm going to grab them in x axis and they are going to go right here in the central one. So let's move d1 and d2 as well. Awesome. Once I'm done, I will only select this one and this part in this part and grab it in y-axis. So it goes inside of these, inside of these inside of defense. And also we can go right-click subdivide, and on each one we will have one more. So I will move these in Y axis, like so. And let's see. We are going to be able to select the Font and grab it in x-axis. So it's going to be from the 1.2 to the second. And let's change the geometry, the bubble to 0.01. This should be enough. And on that, I'm going to press S, Shift S cursor to select it. And once I'm done with that, I will add a ecosphere. I'm going to scale it down, grab it in y-axis. Let me show you gravitate in y. And we get all the way inside of this and Arabs path. Okay? So once I'm done with that, I will shift the, duplicate, the rest of them. Or I could have simply went with the array. But never mind. I will grab it in set here. Let's see if we did the right thing. Yes. Now, I will select these two. Control j, control a. And let's add them here on the, let's apply them. L, L, grab them in x-axis and pull them all the way inside here. I'm going to select this one as well. These are the small details that are that we are working on. But believe me and trust me that it is going to look awesome once we are done. I'm going to do here shift D, duplicate them, grab them down, right-click set origin to the center of the mass. So I'm going to now join everything here, scale them down. Like so you can see that this one is a little bit odd. Rabbit. Ok. Now we want to One more time shifts the duplicate and pin down. Scaling. Awesome. So we are done with these local a Christmas lights. And now we, in the next video, I am going to show you how to meet the street lights. And we will talk on next to the materials and to define the Render Settings. So guys, I will see you in the next video. Bye. 8. Modeling The Street Lights: He was EPA guys. Welcome back to the seventh video on how to make this a low poly house in blender. So we are done with all of these details. And also one thing that I'm going to do, I'm going to scale this tree down. Let me just change this, okay? So I will join it together. Once I'm doing it, I'm going to scale it down. And actually let's go back, select each one of them. I'm going to change the origin to the center of the mass. If I scale it down, you can see how, why did seem to look like. I'd like to hear. I'm simply going to get rid of the subdivision. Scaling, jointed together, scaling down, grab it down, gravity and set x is. And now I will go back here, press L separated by selection and add a subdivision surface not only to the, to the branches. Okay, like this. Well, OK. So that it that is what we did here. And now let's hop onto the street lights. So I am going to select this edge here, shift as cursor to selected. Now from here, from the point up, I'm going to model our street lights. So I will be adding Q, scaling that cube down and moving it to the y axis. Now, I will go back here and add a subdivision surface modifier, increased the number of subdivisions in viewport D3 and also in rendered to three. And now let's start modeling. So I'm going to extrude this point. Let's collect everything and scale it down so it should be a little bit thinner. Now scale it instead axis like this. And the length of the street light should be in the, in the height of this this balcony. So I'm going to only select the top here, extruded one more time in zed axis. And I think that that should be enough. Yeah. So now I will add one more, one more vertices here into Sandra. And now we can start modelling the how the light. So I will extruded in y-axis and then I will add this loop. In x-ray mode. I will select these loops. And now I can start extraordinary. So ES, like this, grab it down. One more time, grab it down. Let's go one. So I will be selected these two, scaling them in y-Axis. So now let's hop onto this one. For the bottom one. Right now, E x Warner Time and grabbing down. So this will be our light. I will insert a face and then I will extruded inside scaling side. And it is going to look like this. So this one we can scale down and we can change how it looks like. So let's get back. Let's add one look good here, and one look good here. Okay, this is the way it's going to be. So right now, I will press three, select all of these, only these edges that I have on the street light, as well as this one. Right-click loop tools circle. Okay? So now you can see that we have peripheral for perfect scripts circle here. And we are done with the one light. Now, let's select the bottom and exchange it down. Actually, let's kill it elicited, okay, I think that this should be enough. I'm going to grab it right here. Look a bit closer to the house. Let's grab it x-axis. So what I want to do is I'm going to select this street and let go into the Edit mode and grab this up here. Now I'm going to select the all details on the house and the house, press three and grab it in y-axis. Like so. Now I will be able to add the, let's go are the edit mode. Now, I will be able to add like, like the sidewalk, this part, and this should be the, the entering to the whole k. So that is one thing that I wanted to do. And this should be good. So also, let's try one more time and let's go back into the Edit mode to the x-ray mode and grab it a little bit less. So I'm going to do this, grab these trees in y axis. And let's see how it looks like right now. Yeah, that should be fine. I will grab this and y axis all the way here. So what see how it's going to look like. So it's going to be right on the sidewalk, right next to the sidewalk. And I will press one and then R will duplicate a couple of dam like so let's press seven and arrange them better. So I'm going to grab them. Why? I'm going to grab this one as well. In X axis. They should be fine. I'm going to now select all of them, duplicate them in y-axis, pulled them right here, rotate in zed axis by 100, 80 degrees. And let's see if we have the damn right where we want them to be. No, we need to move them on with that. So you can see that they are right next to the trees. But they are on the sidewalk here. Okay. That is what we want. And now also guys, we want to make some details for the, for the trees. So I'm going to select the branches here, select this point and cursor to select. So from here, I am going to make like around the tree, like a protection for the tree. So I'm going to press shift a. Let's add a circle and change the vertices, 222. Okay? Now once I do that, I'm going to grab it up here, scale it up, extrude and scale inside. Like so. Select Aberdeen, extrude up. And let's add a subdivision surface modifier. Okay, so if I press one, you can see that it is not where I want it to be. So we want it to be right here. So now I will select the face Select, and I will select every sec. So you can see that here, here, here, here, here, and here. Okay? Now I will extrude them up. For each one, I will add a loop cut in the middle. So I will see here, one here, one here. So all the way around, I will add these loop cuts. Left pad here, here so that this line is more, more. So you can see it better these lines here. While we shade. So this sun, like so. And also while we want to do, we want to connect each one. So I will be going in extreme mode and adding these cuts like so. So I'm going to just add the loop cuts right now. So I'm not going to do anything else. And then add them and embed them all the way. Here. Press one. And now I will select the second batch, S zed 0. So i want to flatten them and change the pivot point to immediately as 0 so they are flat. And now the hard part, we want to select, the face select, and we want to delete each face on the side. So I can go in edit mode and they'll eat the phases like this. But I will delete all of them. And I don't want that. So I can go press C and disable selecting these. I don't know how it is going to react. Yes, it is. But let's go like this. So I'm going to delete these, these. Press, See if it's not working like this. C, c here as well. Change these, this one, this one, okay? X basis. And right now, once we are done, I'm going to select the Edge, select. Select the four edges and the four edges on the side. And we want to press right-click loop tools bridge. We have that option. And I'm going to do that same way here. Also. I can press F and fill them each URL like this, but I don't want that. I want them to be bridged together. So I will select all of them. Right-click loop tools bridge. If you don't have this add-on, just go here under edit, preferences, add ons and typed down here a loop, a loop tools, chapters box. And then you will have this add on as I do here. So I will select them. And this is the final thing that we are going to do for the, for the modelling. And the next step is that the materials and also the font, Final Render seen. And we will do that in a second once we finish these details. So I'm going to add a bridge and make sure that you don't select the wrong vertices, the law, the wrong edges. So I'm going to select these. If I select with the old, I think it's going to work yet. So silly me. Alt Shift, all right-click tools. Tools breach. Alt, Shift, Alt, right-click loop tools, bridge. Okay? So like this from right-click loop to this bridge. And also here we will have the same rich ok. Now for this one sheets. And also we are going to artists molded right here. And let's see. Yeah, we will add a few more of Luke cuts right here in the middle. Because I think it is going to look better than it is right now. So let's add them on the bottom. We have them already. And for these we are we are just going to add few more. Yeah. All the way here. Everything is fine. We have them everywhere. I'm going to press one, select these vertices at set 0, and grab them in zed axis globally. And for the bottom, I'm going to select and skill this point. So it looks like this. Now for each one, I'm going to duplicate them and put them right in the center of the tree. So you can see where is the center of the tree? I can press one. G x here is going to look. So you can see that these two are not quite as good. I need to move them legally. So actually they are good, but this tree is not. So I'm going to move this tree and this like this tree and this press seven. And I'm going to align them better by moving them in y-axis unless press three, and let's see if they all are in the same position. So if I press three, you can see I selected this one. I need to grab it in y axis. And the line is better with this, with these trees. And now let's move these trees backlit puppet. Or I need to move these. Okay, so I will grab these in y axis, like so. And also this tree, I'm going to move back in y axis and this one in y axis as well. Now, it's much better. Okay? So guys, we are practically done with all the details in with everything. And we have here. Now, I'm just going to go here under File, external data back all into blend. And also say your, say your file. And let's File Save As. And I'm going to go on desktop, low poly house and I'm going to change it to low poly house. Like so. Plus to Save As and now everything is fine. In our next video, I'm going to show you how to apply the materials and Yochai's. So I will see you there. Bye. 9. Application Of Materials Part 1: Hello guys, welcome to the eighth video on how to make this low poly house in blender. So we are no Dalton details. Now, let's hop on and do some materials. So we are going to pull this up and we're going to change it to shade your editor because you are going to modify some of the materials here that we have on this scene. So let's go in material preview and looked at mode, and let's start applying our materials. So the first thing that we need and to do, I am going to be adding the reference for the materials here on the side. And I will link down below for you guys this image that you can download and that you can use for your afford your project as well. So I'm going to move it here. And this is just like a swatch for my, for my material. So I'm going to start first of all with the houses. So I'm going to go here, add a new material, add one more. And on that one, I am going to first of all, do the outline of my windows and outline off my doors. So let us see. First of all, let's select the face select cannot go into the Edit mode. Select here. So you can see that we have on both sides the same, the same Windows. So I'm going to select them. And we're going to select this one and this one. So as you can see here, also we have same led, select these, but these we need to go inside and select them like this. So using the alton Shift key, I'm going to select this offline of the window. And also, let's deselect that inside of the window here. Like this. Let's now select the doors. So as well, the same thickening goes to this one. Using the Alt and shift gear. We are going to select the inside of the of the doors and windows like this. Let's go back, select these two. Like so. Let's go back down here. And now I think yet. So we need to and one by one. And I'm going to go like this. Or we could have simply go, went like this. And let's see how it is going to be easier for us. And we're going to move back here. Select the inside, like this. Select the outside. Using the Alt and shift key K. I need to go back here as well. Let's select all of these and this one as well. So we've selected the center one. Now let's go here and select these. The sides. And one thing that I am going to change here is I'm going to select also these here. So let me just select them as well. And on the bottom as well, outside here, all the way here. And the next step are these doors. And I will select them as well like so. Let's electron inside. First of all, you zoom in a little bit. We need to select the edge here and here, and here, outside, and this part here. Okay, so now we are left with these game. We need to select the edges only analog. Okay, now, on the side, go back. Select these. The outline as well. We have here. And on the bottom, one vertice. Also these words. We are going to select them. And wallah. So you can see here that we didn't select good this part here. So I'm going to go back and select them one more time. On top as well. So two times on each one. Like so. Okay, let's press C And let's select them. Now, let's go down here. Press C, select the outer point. So let the middle one as well. On the other side here also, we didn't select the d's. So I'm just going to go back and see if we selected everything. So on this side, the same problem. I think that this problem happened wise, we deselected piece. So I'm going to increase the size of the, okay, the selected these using the C. When our keyword we're going to select again the inside. So the argon, these. Let's go back inside. So only the outline and the bottom doors. And again, this same goes to this one center. Like this, this, and these two. We selected everything and now we're going to change the color. So I'm going to choose this one. I'm going to go here under base color, use this eyedropper tool and selected this color. Now I'm going to just assign. And you can see the color of the outline. Each one of them. We are going to do that same thing on the, on this house buffers. All he needs to select this point here. And these here, because you can see that they are not selected for some reason. Let's go back here, let them select here and press assigned. Now, better. Ok, on the other side, everything seems to be fine. Okay, so on the next house, we are going to do the same thing. So for this part, I'm going to select them in the inside of the windows, as you can see here. And on the other side I think yeah, we have that. And I'm going to press Control plus on each one of them, control plus. Ok. So I'm going to disable these. Select these that we want to say, that we want the OK, the doors. And one more time. The select the middle one. Select these initial b's here. Now we want to go back here and assign this material, but we need to make one more. Let me just go back. I'm going to disable this material again two times plus. And here I'm going to choose for my second one, this material and assign it. Well, we are done with this. And for our garage where going to do something different. So for this window, we are going to do the same thing as we did for the houses back there. So for this one, I'm going to add two times plus and add this material for my second one. Yeah, everything is fine. Let's add it to door as well. So we wanted them to be in the scene, took too much. This one. The savings selecting these and assign. Here we have it. So we are done with the material on our windows and doors. Now, let's hop on to the to the roofs so we can do the roof next. So I'm going to go and select these these pieces up here. The same thing, at the same way as I selected the otherwise. So I'm going to assign this material to them, as you can see. But I'm willing to go press here, three ON three. Click on it, and I'm going to change it. So i'm going to have second material. And this material is going to be a little bit metallic. For do. So also, I am going to change the roughness. And you can see that the reference is changing all the way. So I need to change this one. Let's go back. Let's change it to 5.50. And also return no, let's change the metallic to 0 and change the reference to 0.05. and now on this, the material here we are going to choose this one. And this one we are going to change the metallic and change the roughness down. For this one, I'm going to use this material. And you can see that now we have two different materials here. We are going to do the same thing here. So exactly the same. Select these vertices on the, on the edge here. Inside as well. And the outside. Okay, once we selected everything, we are going to assign this material too. And you can see it here. And now I'll look forward to top here of our, of our garage. We are going to add same material as we did here. And on this house. It looks a little bit wonky, so I will go back here and change that in a second. But let me just go back here. So I will two times pressed control implies. So I'm going to change the change the color of the garage. Let me just press Shift and the select these. I'm going to assign this material. So I'm going to add a new one that is going to be medical and to be grey. And I'm going to assign it an old flying going to increase the metallic and decrease the reference C9 and MLA. So this will be that now on the top here on the chimney as well. We are going to do the same thing. So I'm going to select on vertex select, select the inside of the chimney, the other side as well. Demand plus, Couple of times, press plus, plus. And on this one, we are going to assign this metallic material. Awesome. And for the top here, for these doors, I'm going to select them Command Plus a couple of times, so three times and assign his material that I have on the on the windows and doors. Okay. And on this one as well. So I'm going to select the middle, middle thesis, control plus, and add the same material here. Here I need to change it back. Okay, I need to go back few times. Control plus. Now I need to go plus and add this material on this one, but this one and assign it. Okay? That Is it. Okay? And also one thing that I wanted to do is I wanted to scale this one in y axis. Actually in x-axis. Yeah, I needed them to be smaller than these. For the next step we are going to do the House. So this house is going to be in this colors here. So I'm going to go here under New select with, with this eyedropper tool, this color. And for do we knows you are going to use the Windows last. For this house. We are going to be meeting, get this color here. I'm going to use the eyedropper tool for it. Okay. And for the garage, we can also do the same color as we have on the smaller house. Let's see how it's going to look like. Awesome. So now you can see how it looks like. For the for the fence. Press three. Select everything. Going to deity x-ray mode. Select the middle of the fence is well controlled j, we can join together, but first of all, we need to apply the older modifiers, but I don't want to do that right now. So I'm going to go here and add this material here. And let's actually go here under modifiers. And let's apply older modifiers and left join it together because it is going to be easier for us then here. And now let's sell it. Everything endured everything together. Control j and you can see it, okay, here is the R sense. And also you can make it a little bit darker if you weren't like this. And I'm going to do that same thing here. So let me just go back here. Control g here also we have array modifier. So I'm going to go back and apply it. And in the middle item that we have, here, we do. Let's select them, should control j and add the same material that we have on the other fence. This one. And dispense is actually applied. Well, OK, so here we have it. I think that I will go back and I will do this scholar that I previously had. So this orange one. I don't want it to be this this dark. So we are done with the fence. Now, let's hop on to the chimney. Chimney is going to be the same as the home. So this material and yeah. For the spout here, we are going to select them, join them together and the material for a dam is going to be silver metallic. So I'm going to increase this metallic and decrease the roughness. And it's going to be a little bit brighter. For the, for the streetlights. Going to be dark. Dark grey. Also, it is going to be metallic. This is two. Okay. This is good for these little guys. I'm willing to do the same material as I have for the street lights. So I need this one. Yeah. So not let's first of all add the street. So this one, we are going to add the three colors. This one is going to be new material is going to be this one. The second one is going to be this fine, ok, but we are going to make them a little bit darker. So the new material and to be pure white. And now for the, for the street, I'm going to add this material, the dark, dark purple. And we are going to assign it. Katie is going to look like this, but I think that I will make it a little bit to darker. So let's go back here and make it a little bit darker as well. For the sidewalk, I will do the same material as I did here. And for the outline here, i will be the same. Okay, so in the next video, guys, we will continue on with the application of our materials. I will see you there. 10. Final Application Of The Materials: Hey, what's up, guys, I'll come back to the ninth video on how to make this low poly house in blender. So as you can see here, we added some of the materials to the House and ultimately the street. We are going to take you on a with the materials right now. So we are going to be adding materials, first of all to this tree, and I will be adding these materials. So let me just go here and darkness looking but you can see how it looks like. And also for this bird here, I'm going to do the same thing. And for this part, actually we are going to be adding planes. And for that plane, let me move it up, grab it in x-axis. I'm going to go into the Edit mode, subdivided two times, right-click loop tools circle. And now, once I did that, I'm going to grab it in y-axis and scale it up. And I'm going to align it in each and every of these. So g. And we are going to apply different materials to them. So g, x. So for these, I am going to go with the, with the orange one. But I darken into looking like this. So it feels more like a ground. Like so. And here we will do the path. So let's add this and go select. The select will select a bath and we will make it quite. Now for we want to make us walk here. So I will subdivide a couple of times. So let's go out to the x-ray mode. We have one, 23 K, I will add P here and three here. Now using the face, face select, I will select these. The, the crosswalk will select these. Let's see. Are we going to select? Yes. So this will be r cross walk. Good. And actually, one thing that I'm going to change is on top of these, I want them to be a little bit lower. So I wanted to grab them down. So yeah. So that is it for that street. I we will be adding plane here, but we will do that later on. So for the four D's, little guys, we're going to do different materials. And first of all, let's see what we can do. Yeah, for the phases here, I'm going to select all of them and they will be old, one color. I'm going to go new with the pipe eyedropper tool. I'm going to select this material. Control j. It will be assigned to each and every one. So let's see actually how different is going to look like. So if I put this one, knows now going to look good. Let's go with this one. I think that it could be really good for the branches here, for the trees. Let's select everything, every branch. And let's join it together because it is going to be the same color. Control j to join it. Select eyedropper, select Orange and dark in that. So these are going to be our trees. And now let's hop on to the dot, to the tree here. So I'm going to select each one of them and select them. Go back through Also, we have three on top. We have more than here as well. I'm going to join them all together. But first of all, I need to select also this one. Control J. Awesome. So we are going to hop on to here. I'm going to add a new material that is going to be this color. And we are going to play around with some of the, we are going to play with the bump and with some textures though. First thing that we are going to add is a bomb to note. Going to move it here and selected to the normal. Now, on this bump, we are going to add in noise, shift a Cirque here, noise, texture. And then we're going to connect factor to height, factor to height. And let's change these details. So this one will be minus 0.2. Let's see how that will look like. The detail should be five. The strength, let see. If I decrease the string is going to look like so, so on. Yeah, it's on the distance. This is where we want to play around with the distance. So I think that this should be good. So we don't want to make it to two dramatic. And for these ones here, for Ds, I wanted to do the same material but is going to be green. So I will select each one of them, join them all together. And now I will go back here. You select this material and then click on this to here so that I make different material. So if I, for example, novel change color. That nothing is changing here, but I have this material. So I'm going to go back here. So here I have it. Now for Ds, I'm going to pull this back. For these, I'm going to have totally different materials and many of them are going to be the same. So I'm going to select this one, this one, but it's going to be darker little bit. This one is going to be yellow. So we're going to select this yellow for the thoughtful ones. I'm going to join them together and I'm going to add this material. So we are done and we'd look fees. Yeah. Now let's hop on and do the side. I forgot to bodies. So we are going to apply the same material as we did for the for the stoops. Yeah. And for this one, I am going to be adding the same material. So I have here, so this round one. You can see how it looks like. And for disks here. So I am going to first of all select these and then let's add the yellow. So with the eye dropper tool, I'm going to select this one. Okay, and now for Ds, I will select each one of them, join them together, and these are old joins as well. I need to move this one a little bit down. Okay? So these, first of all, the first ones are going to be pink. But I will not use the principle of the SDF, so I'm going to delete it by pressing X shift a mission. So we are going to make them look. I'm going to check this emission to subserve to surface, change the color to pink, and change his strength to five. Okay? And if I go into the Edit mode, into the air render, render mode, you can see that they are glowing. For DES, once we are going to add the emission, add this material by, we're going to duplicate it. And let's make them blue. And for these we are going to meet them yellow. Or we will see. So here, Jack this too, to make different color. So if I add them pink, you can see that they are not. You cannot see them very well. Ok. So we added that, those details there. And I can also duplicate this part and added up. So I'm going to simply select it shifty, duplicated on top. Rabid gravity in y-axis, pull it down. Let's see if we can do something with this. We have it here. But I think it's too much. Okay. Nevermind. You can, you can try and see which one is doing better. So I'm going to select now all the windows. And we are going to be adding the material for the windows. So let's select the inside of each window and also the doors. Okay? So right now I'm going to press plus and on this one as well. We're not going to use Principle the idea if we are going to use only emission because they are going to be glowing and they're going to look like this. So if I go into the Edit mode, you can see that they are going. Now, we are going to go on material preview, look that select Old and other parts. Here. Press plus and assigning the same material. So this assigned for the garage as well to here and the two on the signs. Press plus and assigned a bottom. Awesome. And we are done with them. And also one thing that we've heard guard is the shift adds cursor to selecting. So how are we going to open the doors? We need this part here. So I'm going to grab it and make it here. Extrude. Add one more. Rare to see one more loop. Going onto the face. Elect select the bottom one, extruded down and scale it inside. Now we want to add a subdivision surface modifier to it. Add one here. I wanted to define them. And actually what we are going to do, I'm going to select everything, grab it, grab it in y-axis, go into the Edit mode, select the face select, and we want this one. It outputs. So here we have the doorknob. And now I'm going to shade food it for the material we can use the same, but we can use the yellow material for this one. Or this shifted duplicated on the x, rotate in that direction by 180 degrees, but it's not going to work. One thing that I want to do is to command a old transform. So I applied location, rotation and scale to add a mirror modifier. So once I added a mirror modifier, I'm going to apply it. And I'm just going to grab this door knob and put it closer to the second one. Let's see. I'm going to grab it a little bit closer. And now let's select this one, shifts the duplicated in z direction. So I have one here, shifty duplicated in X. Now we need one for the back. Rotate in z direction by 180 degrees. I'm going to grab it right here. And gravity inside of the door. G, x. Well, you're right here. Grappled looking bit shift D, rabid in x, and put it here. So all the way around we have do our knots. And guys, we are done with the materials and we are going to hop on to the next video where I'm going to show you how to prepare your final render settings. So I'll let Hoffman. 11. Adjusting Final Render Setting: Hello guys, welcome back to the tenth and final video on this course how to make low poly house using blender. So we are done with bold of the materials here. One thing that I'm going to change is I'm going to scale these Olympic bids down. All of these. All of these. So let's kill them down. Change Good point. Origins. Ok, so now we are done and we told that the older material, so I'm going to delete this one. And now we will add a plane and we will kill it up. So this plane, I will fill up and move down all the way to the end like this. You can see that the plane here is a little bit bottom of the ground here and we have, so also for the ground, I'm going to apply this dark material. Awesome. Now for this plane, I will be adding the ring material. That isn't going to be a little bit like this one. Now I'll pull it up and now I will add a gradient. Gradient. Dr. Day is going to be right here on our base color. And we are going to play around with these so you can see whatever you like. So I think that, yeah, I liked this one, how it looks in my render mode. So actually we are going to play around with the with the world settings right away. But for now, we are going adding the lights, area lights on the street lights. So I will be selecting the first of all, the first light here, selecting Shift S cursor to select it. So it's going to be right here in the center of this straight line. So I will add it area light. And we will increase the power as well. So let's move this one down and let's increase this to 2 thousand. Okay, let's change it to light and change the color. Fine. Let's change the Render Settings to cycle or render engine disciples. And yet this one will be point. Let's go back here and yeah, turn on de-noising for S1. And on each one of these we are going to duplicate this disliked and added dare. So g x. Press one and see if everything is fine. So let square root a little bit closer. And this one as well. And now I am going to select all of them. So the tree lights here ship the duplicate them in y-axis and align them with these. Awesome. And if I go back here, I'm going to go here under File, external data backhauling to blend. And also I'm going to see my file so that if it crashes, I have it here. So here it is. As you can see, each one of the lights, Lindsey, if it hurts. Does. Okay. So we are done with that. Now we are going to hop onto the world settings and we are going to change them. The couple of things there. So for the world settings, I'm going to change the color to the bright, bright purple, this one, but it's going to be brighter. And I'm willing to change his strength. And also for the viewport display, I'm going to add grayish color here. And if I zoom in, if I turn off overlies, it is going to look like. So, so we are going to add our camera now. So I'm going to press one at the camera. Turn off, turn on overlays, grabbed the camera in y-axis, press 0, and now using the shifting period key and using S, we're going to zoom out. Let's find the best angle for our render. Image can lead to zoom in a little bit and also going to change the camera to orthographic. Let's zoom out with a camera. So let's bring it a little bit down and zoom out more. And I'm going to zoom out, go to the render milk will look ice. So for the plane down here, you can see that we only use gradient. And also for the, for the trees here. And we're going to increase the Elizabeth roughness. And once it's rendered, it's going to look nice. So Yochai's, That is all for this course. I hope you'll like you and I can't wait for another one. So I will see you in the next time. Bye.