AI-Powered Interior Design in Blender 5 | Marwan Hussain | Skillshare

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AI-Powered Interior Design in Blender 5

teacher avatar Marwan Hussain, 3D Artist and tutor

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.

      001 The Intro SK

      0:52

    • 2.

      002 Before you start

      5:37

    • 3.

      003 Using AI to Visualize Design Possibilities

      11:29

    • 4.

      004 Essential Blender Settings and AI Tool Setup

      8:41

    • 5.

      005 Preparing Reference Images for Our Design

      17:44

    • 6.

      006 Modeling Walls with Door and Window Openings

      19:05

    • 7.

      007 Modeling the Floor and U Shaped Seating Area

      15:34

    • 8.

      008 Modeling the Staircase and Glass Railing

      19:58

    • 9.

      009 Adding Door and Window Using BlenderKit

      12:46

    • 10.

      010 Modeling the TV Feature Wall Part 1

      27:30

    • 11.

      011 Modeling the TV Feature Wall Part 2

      24:17

    • 12.

      012 Creating the Curtain Frame

      12:46

    • 13.

      013 Applying Bevel and Placing TV and Curtains

      17:18

    • 14.

      014 Modeling the Kitchen and Under Stair Storage

      27:17

    • 15.

      015 Placing the U Shaped Sofa in Sunken Area

      23:56

    • 16.

      016 Adding Dining Table and Kitchen Island

      12:46

    • 17.

      017 Adding Decorative Wall Trim

      14:00

    • 18.

      018 Starting the Ceiling Design

      32:15

    • 19.

      019 Modeling Glass Railing Standoff Pins in Blender

      25:01

    • 20.

      020 Modeling Decorative Wood Cladding and Segmented Glass Railings

      26:12

    • 21.

      021 Adding and Distributing Ceiling Lights

      20:17

    • 22.

      022 Adding Hidden Lighting to Shelves and Staircase

      24:05

    • 23.

      023 Modeling the Pendant Light

      23:23

    • 24.

      024 Modeling the Dining Table Pendant Light

      19:08

    • 25.

      025 Adding Lights and Creating Emission Materials

      21:22

    • 26.

      026 Starting Materials Adding Floor Material

      20:38

    • 27.

      027 Applying Materials to TV Unit

      25:31

    • 28.

      028 Applying Materials to Stairs and Pendant Light

      23:11

    • 29.

      029 Applying Materials to Step Down and Wall

      15:25

    • 30.

      030 Modeling the Stair Handrail and Applying Mater

      26:58

    • 31.

      031 Adding Door Lighting and Adjusting Scene Light

      12:46

    • 32.

      032 Adding Decorative Objects to TV Area

      31:18

    • 33.

      033 Styling the Seating Area with Materials and Cu

      21:47

    • 34.

      034 Styling the Seating Area with Materials and Cu

      12:54

    • 35.

      035 Placing Plants and Decorative Objects on Table

      8:40

    • 36.

      036 Adding Wall Art and Frames

      9:32

    • 37.

      037 Setting Up Camera and Rendering the Scene

      11:54

    • 38.

      038 Creating Portrait Render with Depth of Field and Dim Lighting

      11:05

    • 39.

      039 Adding TV Screen Image and Rendering with Dept

      16:20

    • 40.

      040 Creating Simple Daytime Lighting Part1

      22:08

    • 41.

      041 Creating Simple Daytime Lighting Part2

      17:13

    • 42.

      042 Creating Volumetric Lighting and Sunbeams

      6:39

    • 43.

      043 Post Processing and Final Touches

      10:57

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About This Class

 

Transform Your Interior Design Ideas into Stunning 3D Visualizations

Welcome to AI-Powered Interior Design in Blender 5 – a comprehensive course that teaches you a modern, efficient workflow for creating professional interior design visualizations.

What Makes This Course Different?

This course introduces a revolutionary approach to interior design in Blender by integrating AI tools into your workflow. Instead of spending hours guessing how your design will look, you'll learn to use AI visualization tools like Nanobana to preview and refine your concepts before diving into detailed modeling.

What You'll Learn:

  • Set up Blender for interior design projects with optimal settings

  • Use AI tools to visualize design concepts and iterate quickly

  • Model essential architectural elements including walls, stairs, and custom features

  • Import and customize furniture and assets from BlenderKit

  • Create custom interior elements like TV feature walls, kitchen units, and built-in storage

  • Apply realistic materials and textures to your designs

  • Set up professional lighting for both daytime and nighttime scenes

  • Create stunning volumetric lighting effects with sunbeams

  • Master camera setup and depth of field for cinematic renders

  • Style your interiors with decorative objects, plants, and accessories

  • Render photorealistic scenes using Cycles

  • Enhance your renders with post-processing techniques

Course Project:

Throughout this course, you'll build a complete modern interior space from scratch, including:

  • Open-plan living area with sunken U-shaped seating

  • Contemporary kitchen with island and under-stair storage

  • Dining area with custom lighting

  • TV feature wall with integrated shelving

  • Staircase with modern railing

  • Multiple camera angles and lighting scenarios

Who Is This Course For?

  • Blender users who want to learn interior design visualization

  • Interior designers looking to create 3D presentations of their projects

  • Architecture students wanting to showcase their concepts with photorealistic renders

  • 3D artists expanding into architectural visualization

  • Anyone interested in modern AI-assisted design workflows

Requirements:

  • Basic knowledge of Blender interface and navigation

  • Familiarity with viewport controls and basic modeling tools

  • A computer capable of running Blender smoothly

Why Learn Interior Design Visualization?

Interior design visualization is a highly sought-after skill in architecture, real estate, and design industries. Whether you're looking to present your own design ideas, offer freelance services, or enhance your portfolio, this course gives you the tools and techniques to create professional-quality interior renders.

Start your journey in modern interior design visualization and bring your creative ideas to life in 3D.

Meet Your Teacher

Teacher Profile Image

Marwan Hussain

3D Artist and tutor

Teacher

Marwan Hussain is 3D, and 2D artist, and internet marketer, he taught hundreds of students, and he had worked in 3d design in many disciplines, including architecture and mechanical.

He is here to share his information and legacy about the 3D and 2D software that he learned through the 9 past years, you will find his courses full of useful information that will move you on quickly in the path of learning.

See full profile

Related Skills

Blender Design Interior Design
Level: Intermediate

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Transcripts

1. 001 The Intro SK: Hello and welcome to AI powered Interior Design and Blender five. My name is Maron Hussain, and I am a three D artist with 14 years of professional experience in interior design architecture visualization, automotive design, and product design. I have the privilege to training thousands of students worldwide and creating over 20 professional blender courses. In this course, you are going to learn a completely modern approach to interior design visualization by combining the power of blender with AI tool. Create stunning photorealistic spaces. Throughout this course, we will build a complete interior project from scratch. You will learn architecture modeling, lighting setups, realistic materials, and professional rendering techniques. Whether you are new to interior visualization or looking to upgrade your skills with AI assisted workflows. This course will give you everything you need, so let's get started and create something amazing together. 2. 002 Before you start : Hello, everyone. My name is Maron Hussein, and I would like to welcome you to this video. In this video, I would like to talk about some stuff, important stuff regarding the course. So the first thing that you should do is to download the resource folder, or sometimes they call it course resources. To find the course resources, just head over to the last section, right? And you will find it right there. Double load it. In the course resources, you will find these folders as you can see right here. We download it, we need to do something else. So let's start with the blender kit. A Blender kit is a place where you find or where you can download three D models and materials and HDRI. Head over to Blender Kit and click on the first link and create account right here. Okay, hit Register and create account because if you want to use it, you need to create account. A blender kit offers a free three D models and paid three D models. In this course, we are not going to pay for this tool because we can use the free three D models, and there are more than enough. But in case you want to pay for support or pay because you want it, you can pay, and it is affordable. Guess in the interface, you can see how many three D models we can download from here. Imagine this Corvet C seven you can download it for three. This material, this plant, this car right here, car studio, a lot of things for free are available here in bladder kits. So this is the first step that you are going to do. After that, we want to do something else. Head over to PURIF right, and click on the first link. To download this tool. So to get PRF, go to the Dowloa second and scroll down. Choose your system if you are using Windows or Mac or Linux. And then here in the price, go to the custom amount in case you want to use it for free. And delete this number in a zero and then hit Enter. After that, you can download this tool for free. And it is very important and handy for you if you are a three day artist because using this tool, it will make browsing images very easy for you. And I will give you an example. So as you can see right now, I'm using the PUR this tool right here. It's a little bit hard to see it, but I will maximize it like that to fold the screen. So now you can see I can browse these images that I'm going to use to create our scene. And if I debit click on one of them, I can zoom them. I can move them. I can rotate them. I can clip them. I can add text, add a draw here, I can do a lot of things. So this tool is very, very handy and imported. Just download it, so you can use it right in general. And so you can open these images because I will leave a Puri file to open these images. Just keep that in mind because you can't open it if you don't have the tool installed on your computer. Now let's go back to blender kit. We need to download the blender kit. Just hit Download and it will be downloaded in your computer. After that, go to Blender. And go to edit and then preferences and go to the add on section and you can go to this arrow and instill from the disk, just hit and instill from the disk and search for the blender kit add on and then install it. After that, you will find it right here. Just click on this kickbox to make it active. And when you do that, you will find the blender add on right here. It will be visible here. All right. And if you open the side panel right here, you can see it right here as well. And to use it, you need to login. Here, you'll find a button tells you login. When you click on it, it will take you to the browser to login from there. And after that, it will be ready to use. One more thing I will leave it with the course is this book that calls Mastering nano Banana, okay? This book, I will share with you some prompts or let's say, a lot of prompts fit to different scenarios. So when we start creating our scene, we're going to use some prompts from this book. So this book will be something handy for you in case you want to use nanopanana. So take a look on it and try to understand. You will find this book with the project resources as well in the last second. Yeah, I think that's it. For me, I'm ready. If you are ready, let's get started. 3. 003 Using AI to Visualize Design Possibilities: Hello, everyone. My name is Maron Hussein, and I would like to welcome you to a new blender course. So in this course, we want to create an interior scene, but this course will be a little bit different if you compare it with my courses because usually when I create an interior scene, I create everything and finish everything and render everything and then take some shots for the final result and then recreate it together me and you but this time, I want to do something different. And you may ask why? Because today we have AI, and we can use nano banana to imagine the realistic result of this three D model. So what I create is some walls and I added some curtains, some decoration because this is what I want to create. This is the idea that I want to do here. But as you can see, it's not finished. We don't have roof. We don't have door here, we don't have materials. We just have a part of the idea, and we need to complete it together, right? And the idea is very simple. All what we need to do is just take a screen shot and then send it to nano banana and just talk to nano banana like you are talking to a person. Just tell it make this realistic. And maybe you can tell it just add a garden outside. You can ask you to use a certain material to the ground, certain material to the furniture. You can do a lot of things. And then nano banana will king this to something realistic. After that, we can see what we can do, what we can pick from that image to apply here, and I will show you some images to understand what I'm in here. As you can see here, I already used nano banana to generate the idea. And at the beginning, nano banana gave me this result, and I said, This result is very cute and nice and I can create a course using this image. And then I talk to Nanobnana, ask you to show me the other angle of this interior scene. And it show me something here, give me another window here, and I like it actually. We can add two windows. We can extend the design, make it something tall like a rectangle. Then I asked Nau banana to focus on the kitchen and give me close shot to the kitchen. And Nara banana did a great job and it gave me this, and it's very cool. And I asked to imagine the design, the blueprints of the interior scene, and the result was not perfect. But it gave me a little bit idea of what I need to do here, what we can add here. And I ask you to take another shot for the opposite angle, right? And it gives me this result right here, as you can see here. And I said, Yeah, that's very cool. We can add a TV and some decor right here. And then I said, Okay, we can add a door there as well. So the idea is very simple. I just used these images to imagine the final result. And the final result was like this, as you can see here. But this interior scene is not finished. We need to take it from here and finish it. So in this course, I'm going to show you how to create all of this. And by the way, we are not going to model everything because time is important. And when it comes to interior design, creation time is very crucial. That's why I'm going to use one of the most important add ons. It's called Blender kits, and you can just go to their website and download this add on, and you can install it inside the blender so you can use it. I'm not going to use the paid version. I can use the free one. And there are a lot of free, beautiful three D models here. You can use, just click and drag and use. And I'm going to show you all of that step by step. So the scenario is very simple, and I will show you. Let's bring the images right here. For example, you can see this image. The question is, how did I create this Image? Actually, it's very simple. You can from the viewboard inside the blender, after you create everything, you can take a SecreNhot. You can hit the Windows key with ft and S, and then just take Screen hot like that, and it will be saved automatically. And then you can go to the nanopanana for example, you can use one of these models. Its name is Abucus, right? And I will talk about that later. Don't worry. And you can choose one of these models. I'm going to choose nano banana P and then just hit Cant roll V to best the MC right here. And as you can see, the k now is ready. And you can talk to nanobnana ask it to make this image, for example, realistic. All right. You can ask it like that, and I think that's it. Or maybe you can, sorry, you can tell it like add a garden. Out side, for example. That's it, maybe. And you can hit Enter. And you can be creative. You can ask about a lot of stuff. You can choose what kind of material you would like to add to the ground. For example, I can go to a second line here and I can ask add marble material. To the ground, for example. And I will hit Enter to see what nano banana going to create for us. Award, as you can see now, Nano bana did a great job. Don't worry about the garden. Just ignore it. But see the hid lights that we got right here on the wall, see the marble, see the color of the sit here, of the sofa here and see how Nanobnana deals with decoration here, with the TV, with the door. So this is why we need nanobnana and we can go beyond that. We can ask it to add all the necessary details for this interior scene. Let's ask it, for example, add more details for the scene. And when we ask to add more details to the scene, now we got some details. And now you can see the ideas, what we need to do here, what we need to add there, and you can download these three D models from the add on and just put them in the correct places. For example, I can ask you to put some pictures on this wall. So let's talk to nano banana. Let's ask you to add some images on the left wall, and let's see what's going to happen. Alright, so this is the result that we got, and it's not make sense because now we got a lot of images here, and this is not beautiful. We can ask you to add, for example, three. We can determine the number three or four images, and you can tell non banana what kind of images you want to add there, for example, something modern, something classic, whatever thing you like. And no banana will take care of all of that. So now you got the idea, now you understand why we didn't finish the interior scene because now me and you, we need to guess and see what we can add to the scene, right? Now we have very large window of options we can use to make the scene realistic and complete. Let's go back to the images. Let me show you something here. Alright, I picked another angle and asked a banana to complete it, and this is one of the results. Now, as you can see here, we have something different. Now banana suggests something different outside, not a garden. Alright. All right. For this image, I told nano banana to try to create something dark. That's why Nano banana picks a dark marble with this type of color with this dark wood, and it's very, very beautiful, actually. I like it. So with the help of nano banana, we can imagine how the roof will be, how the interior scene, how the details will be, and then we can pick whatever thing we feel is going to suit the interior scene. We're going to pick it and put it right there, and we're going to finish it. Alright, so maybe I can depend on these images that we have right here. I can share with you all of these images, or maybe we can ask Nano banana again to create new images. I'm not quite sure, actually, but let's get started. Let's create the interior scene. Let's go back to Blender. Let's try to create this, and after that, we will go back to Nanobnana and for these images to see how we can complit this. 4. 004 Essential Blender Settings and AI Tool Setup: Hello, everyone, and welcome back here. Okay, before we start doing anything, first thing, I would like to mention that I'm going to use Blender five point to create this project. And after that, you can go to the dits and then preference is to change some settings right here. Alright, in the interface section, here we have the display, and the resolution scale, you have the ability to change this slider, if you want to make the interface icons and text a little bit bigger in case you have a vision problem. For me, I like to ching this to 1.3 maybe. It's a good value, and it's up to you if you want to change it. After that, we can go to the navigation, activate these three if you find them off, the first option orbit around selection, it will help you to orbit around something around the selected object. For example, if I select this light now I can orbit around the light. If I select the camera, I can orbit around the camera. I mean, whatever thing you will select, it will be the pivot point for your orbiting. And here we have this option Zoom to the mouse position that will help you to zoom towards the mouse position. For example, if I put my mouse right here, I can zoom here. If I put it there, I can zoom there. So Zoom will follow the mouse position. It's very handy option here. Now let's go to the key maps. Here we have this option called Pi Mino on the track. By default, as I remember, it's off. If we turn this off. Now, for example, if you Z to open the heading Pi Mino, you can access it by hitting the Z button. But now if you active this option, now you can access it by hitting Z and move the mouse, just a tiny bit. You may ask why do I need to do that? Actually, if you do that, now you have an extra option. For example, before, if I zy, all what I can do is just access the Pi menu. But now I active this, now if I his, I can access the wireframe wood, and this is an extra option. Now, in case you want to access the Pi menu, just move the mouse, just a tiny bit, and you will access it. And it's very handy when it comes to camera. For example, if you want to navigate around something, when I hit the the tilda key and during the escape, right? Now I can access the I don't know what they call it. I just forget. It's right here. I guess in the in the navigation. Yeah, it's called walk navigation. Now, if you hit the tilda, you can access the k navigation. But before this bring the settings back. But if you turn this off and if you hit the tilda, you will find this menu. So by turning this on, now you have an extra option. In case you want to access the view Pimo, just hit the Tilda key and move the mouse a little bit. I hope that makes sense. After that, we will jump to the addons. All right, here we have multiple addons I'm going to use in this course. Here we have bull tool and I have loop tool. Just search for these addons right here. And when you find them, just active them by clicking on this rectangle Sorry square. And here we have this add on right here called Blender Kits. This one, you download it. After downloading this from the website, you can go to this error right here and open it and use and still from the disk. So let's go to the website. Let's go to blenderkit.com to see the add. Alright, now we are in the Blender kits website. Just go to this big icon right here. And download the add on. And before you do that, actually, you go to the register and create an account, right? And then download the add on. After that, when you download in the computer, you distill it from there. And as you can see here, we have too many three D models for the free plan, as you can see here. You can exit the Bait models using this opera here, this menu, open it and you can sweet this to full or free. And you can browse them and see them. I'm going to use this add on. It's very important for you if you are interior designer. Let's go back to Blender. After you download it, just go to this error instill from the disk and just find it and install it. One more thing important I would like to mention here, when you download blender kit, you will find it zipped. Just keep it like that and don't unzip it. Okay, now, maybe we can jump to the AI tool that we're going to use to access Nano Panana. I will leave the link to access this website and the project folder. The name of the website is apocus.ai. Just hit over here and create a new account. You can sign with your Gimeil account or you can add your Gimeil with a new password. After doing that, you will have a page, similar to what I have right here. And if you head over here, you can access this list and you'll find a lot of models you can use. One of them is NanuPananaP. So just active nano panana and you can use it. And that can give you a quick example. If you take a secrene hot for this cube, you can hit windows and ft is key Windows heft is, and just take a small secrenehot for example, to this cube and you can go back to Nano banana. Hit Control V to paste the MAC. Now, after adding the IC here, you can ask Nado banana whatever thing you like to ask. For example, I can ask you to this cube made of gold. You can put it in the forest. Attached to the ground. And then hit Enter. Now the result is finished. It just took 4 seconds, and it's scary, actually, and amazing. Imagine if you want to create something simple like this, how much time do you need to create? Some people say, I will not replace us. I hope they write. But look what we got right here. Oh, my God. Let's go back to Linder. Alright, I think that's it for this video. And in the next video, we will start creating our project. 5. 005 Preparing Reference Images for Our Design: Hello, everyone, and welcome back here. Al right now, we have a new scene, and now we are ready to start this journey. So the first thing that I'm going to do, as you expect, we're going to delete the cube, I'm going to hit A and then X and then D to delete everything, A X, D, A to select everything, X to open the delete menu and then D to delete. Alright, now, let's open this folder. I will leave these images in the project file. Okay. You could find all of these. Here we have some images we're going to import here in the three D viewpoard. So for example, here we have the image for the bag side of the interior scene. And here we have front, left, and some perspectives. And I guess we have the top right here, and we will start with the top. So it's very simple. Just click and drag and put it right here. Let's go to the top view, hit seven from them Bad. And I just would like to mention that whatever thing I will whatever key I will hit, it will be right here. Just keep that in mind. So hit seven from them Bad to jump to the top view, and let's go back to the same folder, and I will click and track to put this image right here. Alright, so now we have the image, and as you can see here, the origin point of the image, it's not aligned to the center. And by the way, it is not quite important, but if you want to get if you want to organize your scene, you can just reset the location. Now, if you hit in to open the side, meaning right here, you can go to the item and you can see you can see right here that this image is shifted a little bit towards the X and towards the Y. All what we need to do is just zero out these to push the image to be in the center. This is the whole idea. So the easiest way is just reset location. Just hit Alt G to reset the location. So I will hit Alt G to reset the image, and now we got it in the center. Alright, so now we can go back to these images to import the other images. So maybe we can start with the front. By the way, when you go to the tube view, if you hit seven, you will be in the orthographic view as is written right here, Tube orthographic. But if you orbit around, you will lose the orthographic, and you will jump to something called perspective view. If you want to orbit around with orthographic, still active, just hit five from the and bad. Alright, just keep that in mind. Right. Now, let's go back to the images, and let's see which one we can embod. Maybe we can embard the front. Let's open the front, let's take a look. So the front view is where the TV is, and it should be right here. All right. It should be in this area. So I will hit one to go to the front, and I will orbit around. I just want to see if this will be aligned in the correct way. Yeah, it will be aligned. So grab the front and click and drag and let's leave it here in the Viewboard and just hit Alt get to reset the location and you got it. Alright. When you orbit, go back to the orthographic and just move the image a little bit right here. All right? You may ask why I'm doing this. Actually, we are doing this to prevent these images to be intersected with the design. This is the whole idea. So just move this a little bit, and maybe this one we can move it down like that, and that will be okay. You may ask me, again, if I move these images or if I shifted these images towards their axis, why do I reset the location? To make the life easier for you, instead of, let's assume that I have this emit right here. I put it right here and I want to align it with this. I need to zoom in maybe go to the top, try to move it like that and zoom in a little bit and move it like this so I can get better alignment. So instead of that, you can just reset the location, and that will be it. I will grab this IMC again, hit Al G and just slide it a little bit towards the axis. And now is the time to bring the other images. Let's go back to the folder and let's see what we have here. We have the bayview. Alright, to active the bayview, you have the front. When you hit one, you can access the front. If you hit Control one, you can switch to the back view. Now, let's go back to the same folder, and let's grab this Image and let's move right here and hit Alt key to reset the location and guess orbit around. And let's move it a little bit right there. Alright. And you can see that this image related to the side because the kitchen is right here and the staircase is here as well. That's very cool. Now let's see what else do we have here? We have front, back, left. Alright. So let's go to the left, hit three. Alright, maybe we can start with the right instead of starting with the lift, yeah. So just hit three to jump to the right orthographic and click and track this image right here and I'll key to reset it and go to the orthographic view and move this just a tiny bit to the x axis. And let's see if this related to the site All right. Actually, this image is not related to the side because here we have, as you can see, the curtains and the curtains should be right here, and here we have the s, and they should be here. So this image should be right here, okay? And if you got a problem like this, we can flip these images to put them in the correct place. So for example, if I hit you to move this right here, okay? And I want it to be visible on the other side. So what I'm going to do is I will grab the image and then go to the properties of the image. And here we have some options. Here we have the side. Now it's on the front, I will swipe this to the bag so I can see it from the side. Alright, that's very cool. We solved half of the problem, but we need something else. We need this side to be aligned here and this side to be aligned there. Alright, we need to flip it. It's very symbol, actually. Just go to the object. Go to mirror and mirror this to the Y global. If you ask me why I need to use the Y axis because because of this line, it's aligned to the Y. That's why we're going to use Y, and now it's flipped. Now it should be aligned. Alright, now we got this. We flip these images. So the image that's meant to be on the right, now it's become on the left. So now let's bring the last image. Let's go to the right. I'm going to put it in the right, and let's see what we will get. All right, this one right here, I will click and drag in here. Hit ld to receive the location, and now let's move this a little bit towards the X axis. And now let's make a comparison. Let's see. All right, so now, as you can see, this site is related to the site. And the same thing here, the side related to the side and everything in the place. That's very cool. That's very cool. Okay, after doing all of that, the three D courser, as you can see, is in the middle. And for some reason, if you got the three D coursor in another place, just hit Hefts and just pick this option cursor to the world origin to be in the middle. Now I will add an empty, hit fte to open the ad menu, and let's go to the empty section, and let's add, for example, Q. Alright, I want this cube just to make the life easier for me so I can throw all of these images. Okay, so now let's go to the top and see what we got so far. I will scale the cube a tiny bit like that, and you can align it with the image if you prefer. That's totally okay. Like this. And now I will grab these images and I will move them towards the cube. All right, let's move this a little bit like that. All right, I'm doing this so I can control these images using this cube. Now, if I link these images to the cube, now if I move the cube, I can control all of these images. This is the idea. So let's go to the top let's grab this one and maybe we can move it right here. Alright, that's very cool. Let's see what else we have. All right, with this image, you can align it. You can move it down like that. And now I will just make the cube a little bit smaller. All right. And now I'm going to link these images to this cube. So just select them like that. Sorry, don't select the cube. Now, and now we got all of these images. Hold have to grab the cube. The MT, I mean, and then hit Control P to open the parents menu. And I'm going to parent these images to this cube, hit parent to the object and keep transform. Alright now, if I move the cube, all these images will follow. And if I scale, these images will follow as well. So this is the first step. Is that important? Actually, not quite important, but it will help you to control these images a little bit better. Let's see if you want to scale them, you can just take go this cube and scale them like that, and that's it. One more thing here I would like to do, I will go to the front, for example, or if you like to the right, and I want the floor of the design to be aligned with the zero level of the blender. So grab a cube and then G to move those up and align, as I said, the floor with a zero level of lender. So we just need to move this a little bit. You can go to the front if you like to the right, hit key to the Z and move this down something like this. And now if you scale, Alright, I guess, Alright, so now if you scale, you will miss that alignment if you scale from the origin dot of the cube. And that's very easy to fix. Let's Alright, I just want to give you example. Now, if you scale like this, you can see the alignment that we just did right here, we will miss it. But if you go to this Op right here, transform BifutPoint if you change this to three dcursor, now you can scale according to the position of the three Dcursor. Now we can scale from this point, and that's what we want for now. Alright, so that's very cool. After that, go to the top, and now we need a guide. We need to make the wall, the thickness of the wall 25 centimeter, because that's what I did actually. So fair thing. Let's go to the scene. Menu, and let's go to the units, and unit system is metric, and that's what we want. And the length in the meters, you can accept meters and you can accept centimeters. I think centimeters is easier, so I will pick centimeters. Now, if you add, as you can see now, everything is changed to C and mean centimeters. Now if I add, for example, cube and go to dimension and add cube, now we got cube. And it's 200 centimeter in XYZ. I will grab this and try to select all of these, and I will hit 25 centimeter. And now this is the thickness of the will be the thickness of the wall. So I'm going to move this, for example, to the side if you like or the side. And you can go to the wire frame actually. And now, what we need to do is we need to scale the image according to this. You can put through here or you can put it in the corner, by the way. You can align it with the corner like that. And I think that will be easier for you. Alright, so now what we need to do is we just need to scale the empty cube, this one, and when you scale it, the image will be bigger, and we will do that until the thickness of the wall match the size of the cube. This is the whole idea. But how can we do that in a professional way? All right. Actually, it's easy. All what we need to do is just grab this mesh the cube, the guide that we just added here, and tab to go to the edit mode and you can pick one of these vertices, for example, the smart right here, and you can use it. So how can we do that? Grab this vertex, hit hits and choose cursor to select it. I mean, I want the cursor to jump to be in the position of selected vertex, the smart right here. So choose this option. And now we got the three D coosor right here. And you remember when we switch the pivot to three Dcrosor and when I told you, now we can scale according to the position of the three Dcrosor. Right now what we can do is now we can grab the cube, the guide, and now we can scale it from this point like that until this cube become at the size of the wall, let's say, Okay, maybe something like that. And now we got this. Alright, now, you may tell me, okay, you did that that's very cool, but you missed the original the center of the environment here. I will tell you that's not quite important. And in case you want to fix that, just to grab the cube and reset these axes right here. Just reset the X and reset the Y. Grab the that is zero, and it will jump back to the middle, and you will keep the scale. Now, if you grab this guide and for example, if you align it here, everything will be perfect. That's very cool. Now we got the scale fixed. All right, one more thing here I would like to do is I'm going I will grab all of these all what we have done here, and I will hit to open the collection menu, and I will hit new collection. And you can call this, for example, sorry, BluePrint Blueprints images, and you can hit Create. And now we got all of these and set the blueprint. Now you can hide them and hide them. And for this small mic you can keep it or delete it's up to you. Alright, I will end this video here, and I will see you in the next one. 6. 006 Modeling Walls with Door and Window Openings: Hello again, and welcome back here. Alright, now we are ready to start modeling. And here we have multiple images to understand what's going on here. So I just took multiple shots from different angles to see the interior scene. And I think it's clear to you what we need to do here. And here, we have this image with some dimension. If you want to know some information about the length and the height of some walls, we got this image. And by the way, I'm using very handy tool called PUREf. If you want to download it just head over to Google and search for PUREf and you will find it. Click on the first link, and here we have the tool. Just go to the download. And then select personal and select Windows if you are using Windows. And here we could just way guess a little bit. All right, so if you can pay for the tool, you can pay, and you can choose custom amount. And you can add the amount you like. Here, if you want to download it for free, if you can't pay for them, just add zero here and hit Enter. And now you can download the tool for free. This is the idea. And then the images in the folder, just grab them like that and put them inside the tool, and they will be downloaded like that. Just click and put them inside the tool like this. And now you have the ability to use a BF, and it will be always on top. Alright, now it's got the top view. Hit seven from that and that. And now I think we are ready to create something. Alright. So I will add a plane, hit Heft A and add plane. And now we got right here. And just hit en tube in the side panel and you can control the dimensions here. Let's type 2025 centimeter. Enter, and now it's become 25. Now you can align it with one of these corners. For example, you can add it right here if you prefer. Something like that. And now we can start following this line or following the walls. Just tap to go to the mood. And here we have the vertex edge and faces, we will stick with the vertices. For now, you can hit one, two, three, two squeak between them. And now I will grab these two vertices, and I will hit E to make extrusion. Just hit E from the keyboard and move the mouse like this. You know, right all the way to this edge. And just keep in your mind you can start from anywhere. Not necessarily from here. You can start from here, here, whatever place you prefer. Alright, maybe we can move those yes, a little bit y to the Y axis, and there we go. Alright. The cube guide, I think, we can delete it. I think we don't need it anymore. Just tab and you can delete or you can move it anywhere. Alright, so I will hit Delete to delete it. And let's go back here, select our plane and tap to go to the Edit mode again. And let's COBE maybe this vertices or let's say this phase, you can just click and drag to cover it like that. Now we have this phase selected. And then I will hit it with D to cove it and then hit Y to move this on the Y axis, and you can leave it right here temporarily, and then you can zoom a little bit and i again to the Y and move it and align it right here. All right, so align these vertices with the blueprints and then grab these to ten them, hit G and move them, and that's it. All right now I can grab those together or hit H D, and let's move those right here. And now we can grab these vertices as well and move them all the way right here. To this corner, and then I will extrude this. Just hit E to extrude it and extrude about 25 centimeter minus. So just type 25. And if this goes to this darken, g at minus, hit the minus to rectify the result at minus and then enter. Sorry. Let's do that again. Hit E and then 25 and then hit minus and then hit Enter. And now we got it. Now we can grab them, I guess, and we can move them back guess at ten bits. Sorry. G to the Y. Not too much. Now I can grab those right here and we can extrude them all the way to the end like that, I guess. And I can grab those, hit HD, take a copy, and maybe we can start from here. Let's try to align them better. Okay, grab these vertices, hit G to move them, move them right here, for example, to the corner, hit E to extrude, hit 25, and see where this goes. If this goes to the wrong direct, can hit minus and then hit Enter. Are grab those, and maybe we can extrude them. Maybe right there. And, sorry, G move them just a little bit. Hit E to exclude them, 25, correct hit enter. And let's select those as well. All right, maybe I can grab this hit HD and let's move this here. I can grab those, and then hit F to create a connection between them. So all what did I just grab these four vertices and then hit F from the keyboard. All right. Now, I guess we can grab this as well, hit vD and move it right here. And then grabs for vertices and then hit F to create a connection between these edges. All right. Cool. So now we need to connect these vertices with these vertices here on the other side. But just keep something in your mind. These vertices or let's say, these egg is not necessary to be aligned perfectly. Maybe there's some variation about millimeters. It's not something huge, but in case you want a perfect result, you can align them better. And it's very simple, by the way. Just grab those vertices and scale them to the Y axis, scale them like that to the Y. And that will solve the problem. So grab these vertices. I just want to align them, hit S to scale, but we will have a problem. If you scale these to the Y, the scale will work according to the three d coursor because we didn't tweak this back to the median point. So don't forget that. I mean, let's give you an example here. If you hit S to the Y and then hit zero enter, you will move these vertices to the position of the three D coursor it's right here. All right. So I will hit Control Z. And I will change this to the median point, and now I can grab this, it is to the Y and then zero to align them together, and then enter. And the same thing for those it is to the Y, zero, enter, and now they are perfect. Now we can grab those and then hit F to create a connection or create a face. One more thing here, just keep in mind, after creating this, make sure it's on the floor, and let's depend on the three D cursor position from the beginning when we added the plane. And now so far, everything is cool and correct. Now, maybe we can hit A to select all of these faces and extrude them. Just hit E to extrude those up. And here, according to this I, you can see the height here. It's about 300 centimeter. So that's what we're going to do. I will hit E to the Z and then hit 300 centimeter and then hit Enter. And you can hit Z and go back to solid. And now we got this so far. Alright, after doing that, now we can see the reference images. I just want to align what we have done to kick if there are any problem. Alright. I think on this side, we have misalignment, and this is not a huge problem. We can cancel that later. So if you got something like that, don't worry. It's not going to cause as serious a problem. Alright, let's go to the front or to the back. Okay, as you can see, everything is aligned here. And I guess, yeah, cool. Now we are ready. And maybe now we can jump to the next step where we need to create the windows here. We need to make some connection from here to here and there as well. And it's very easy. And one more thing here, we need to create a door in this area. So let's start doing that, and maybe we can depend on the Let's see. We can depend on the left view. I just want to see the heights of the wall. Alright? This one right here. So yeah, let's start doing that. What we can do is we can create a general cut, something to cut the whole walls like that. And you can actually do that using the knife tool inside blender. And there are a lot of ways to do that, but the easiest one is to use a knife tool. Alright, to use a knife tool, just hit K from the keyboard to activate the knife tool and just click from outside, for example, from here. And go like this, as you can see. But the cut, as you can see, it's free. If you want to restrict the line towards the Y axis, for example, you sit A, all right, and now it's restricted. After that, I want to cut through the whole walls if you cut, if you accept this result, if you hit the click again to confirm the cut, you will cut just what you will see here in the front of you. But the walls on the other side will not be affected. So to cut through, just hit C to cut through, and then it hit left click and then hit Enter. Alright, that's very cool. And now, as you notice, the cut is not in the correct place, and this is something very simple to fix. Just grab this new line and move it up a little bit like that. It z and align it like that, and that's it. Now we got this result. Is to go to the solid view, now we got this. After that, swich to the face mode, hit three from the keyboard, grab this face. Hold, you have to grab this one, and now we got those selected and then hit right click and choose to break between them. And the same thing here, grab this, hold, you have to grab that and right click to break between them. Now we got this. All right. Now we're going to create an open area for the door here. Okay. Tab out to go to the object mode, and you can use this icon right here, just click and choose Add cube. Hover over here and draw a cube on the wall, click and track and create cube like this and release the mouse and give this a little bit of depth and then hit left click again. And now we got cube. Hit the W to jump back to the select box. And now we got this cube. After that, let's give this a dimension. So in the X axis, right, don't worry about the heights for now. Let's let's focus on the Y. Let's add, for example, 1 meter rights, and maybe depth. Don't worry about the depth. For the heights will be 210. That's very cool. And now we got this. Now, this should be intersected with the wall because we need to cut the wall. And not just that. We need to move this down to align it with the base. So I need to use snap to snap this base of the cutter or of the box with this space here. I'm going to use Snap, and I'm going to active vertex snap because I want to snap. The idea is very simple. I want to snap this vertex, for example, with this one. So with this one, with the vertex snap selected, I grab this box and then hit to the Z and hold control and snap it right here. And it will be snabbed because the snap base is the closest. It means a blender will snap this one to the closest vertex. And this one the closest because I put the mouse on it. Alright, so that's very cool. We did a great job. But here we have some intersection between these faces, and it's very important to fix it before you trim the door. All what we need to do is just tap to go to mode, go to the phase selection mode three, grab this face, and then to the Z and move it like that, make it taller. That's it. And now we have this ready to cut the walls. But before you do that, you can go back to the reference I make to see if this is correct or not or if this is in the correct place. And as you can see, it's not in the correct place. What I'm going to do is just hit G to move it a little bit like that and put it in the correct place, and now it's perfect. Even the height is aligned with the reference I make perfectly. Alright, now let's go back to the solid and we can use this as a cutter. And you remember the Remember, when we talked about the addons, I told you you need to active the poll tool. So now we're going to use the Bull tool. So don't forget to active the Bull tool. You can find it from the preferences. Go to the addon and search for it. Alright, so to achieve that, first thing, you need to select the cutter, and then you have to grab the targets. And then go to the edits and then choose difference. And now we got this area open. All right, so this is the Bull tool, choose difference. And now you got the cutter. You can use it for free like this. If you move it, if you scale it will, for example, if I scale it like this, you can see this area will be open like that. You have the ability to control it. And you can ing it if you like. You can it, put it right here, right here, right here. All right. But that's depend on the second option because here we have two options autobleon and pllonPrhpleon. Let me explain to you what's the difference between those. If I hit Control Z multiple time to go back, so this is what we got so far. Let's use the first one. I want to create an open area right here. So grab the cutter, hold, you have to grab the target, and then choose difference. And now we got the cuts. But the cutter, it's not available anymore to control it to move it, to scale it, right, you will lose it. But if you choose a brush, you will have the ability to grab it like that, and you can do a lot of stuff. You can copy it skill it. You can change the position of the cuts. This is why this option is handy in case you want to make further adjustment later. But for me, I don't need that. That's why I'm going to use the first option. So just hit difference, and that's it. 7. 007 Modeling the Floor and U Shaped Seating Area: Hi everyone, and welcome back here. All right. According to the reference images here, maybe we can start with the ground. I think it is something easy we can start with. So let's see how can we create the ground? All right. Actually, it's very simple to create it. All what we need to do is just copy the outline of the walls and use it as a ground. So let's select the geometry and let's tap to go to the edit mode, and I will hit one to go to the front or if you like, you can go to the left or right. The idea is, I just want to grab these faces on the top. So let's go to the face slcule mood a Z to go to the wireframe and group these faces like that. As you can see, Alright, so after that, I can hit ft D to take a Cobi like that, and maybe you can move it up just a little bit like that for now temporarily. And then I will separate it from the mix. Just hit P from the keyboard, and then hit or you can selection. So if you want a cook way, just hit Ps. That's it. And now you can tap out from this object to select this one. Now, grab this one, tab again to go to the Edit mode, and now start doing something. These edges, we don't need them actually. We can simply delete them to grab them like that and dissolve them. Alright, the hot key for dissolving, just hit Control X to dissolve them like that. And I want to create a connection between those this area. So I need to add a cut right here in this area and one cut right here. So I can create face in this area. And to do that, you can hit Control R on this face. And now we have edge. You can slide it like that and hold Control and snap it here. All right. Here you can see I have the vertex snap active. So I snap to the vertex to this vertex. And I can do the same thing here. Hit Control R, click and rock hool Control and snap it here. Now I can grab this edge, hold to grab this, and then I can hit F to create a face. After that, you can select these inner edges. You can hit Alt click Alt click again here. Just select all of these edges right here and then hit have to create a big face. And now we got the ground ready. After that, tap out and move this down, G to the Z, Holt control, and snap it to the base like this. Alright, that's very cool. After that, we need to create this area. The UCP sitting area. So I will go to the top and his Z to go to the wireframe, so I can see the reference images. The three D courser, it's in the middle. That's something cool. I will hit A to add and I will add, for example, a circle. The vertices of the circle at 32, we can crank this up to 100. I want it to be smooth, let's say. And we can move it, for example, right here and scale it just a little bit and align it with the reference image like that. Maybe we can move this just at any bit, trying to center it, and then we can scale it again like that, and now it's perfect. After that, we can have to go to this mood, go to the vertex at one, so we can see the vertices. And you can see this is the middle area here. All what we need to do is just keep the middle area and delete these vertices like that and keep these vertices that's aligned with the middle area. Okay? And delete is. So grab these vertices, hit X V to delete them. X V. All right. After that, I will select these two vertices here and I will extrude them like this and move them, take them out. That's totally okay for now. And now we got this. After that, you can tab out and you can move this up just a ten bit like that, or even you can r here that's totally okay. So the idea here, we need to use this whap as a cutter to cut the ground. So we need to project this down. And to print it on the ground like that to create the U shape. This is the idea. And to achieve something like this, we need to select the ground first and then tap to go to the edit mode. And then you can select all the faces, hit A, select everything. Hold control, grab the cutter and now we got it. And if you go to the MIs, let's move this right here, for example. If you go to the mesh, here we have knife projects. If you active the knife project, you can see now we projected the line according to the view. Now it's projected right there, and you can see the result, we cut this area. But this is not what we want. Now, we need to project it from the top. So just go to the top and let's go back to the mesh and choose knife projects. And now it's done. Now we have a cut right here. Cool. After that, you can focus on this phase. Just go to the phase selecum and now grab this phase and you can extrude it down like that. You can now go to the right view if you like Z to see the reference image and you can align it with the reference image to the Z and align it like that. Okay. And according to the reference image, now we can see here we have this border we need to create. Let's see how can we create something like that? I will slide to focus on the ground itself, and maybe we can select these faces, grab one pace, hold control, and keep selecting the other face like that. So the idea, I want to create inset, but I want to create an inset, let's say, outset, not inset, right? So I will teach you how can you do that? Let's select this phase as well, and maybe this one. Alright, something here I would like to fix, you can see this edge is very close to this one. They try to fix this problem before we go any further. Let's jump to the edge selection mode and I will grab these edges and hit control to dissolve them. So what we need to do is just to grab these faces, the citrab of faces and just maybe shift it a little bit. I think that will help to fix the problem. So hit I'll click to select these faces like that, and Alright. What I want to do here is I want to align this vertex with this one right here. I just need to move it atan bit like that to be aligned here. Alright. In the blender, there's a new addition in the snap menu. You can use B to control the snap even better. And I will how can you do that? Normally, when we snap, we can hit G to move and then hold control to a line. But sometimes this is not giving you what exactly you want, but there is another way you can use. You can hit G to move and use the axis. For example, I want to move this to the X axis, so hit X, and then I can hit B to till a blender that I need this vertex to be aligned with this. So hit B, cure this one and then cure that one, and now they are aligned. So now this edge is aligned with this, and that's what we want. And for the tilted egg, you can connect it right here, actually, something like this, and then hit space to confirm, and that's it. And this edge, now it's becoming extra. We don't need it hit control X to dissolve it. Alright, so now is the time to create this border. So let's go to the pace I grab this face in the middle hit Control bls to grow the selection. And now, if you hit I, you will create an inset. But if you hit O, you can create an outset. So I just want to create an outset like this, and you can see this from the top of you. Alright, so let's go to the top. Easy to go to the wireframe. Let's bring back the other images and then hit I for inset, and then hit O to change this to outset. And now we got this. Let's hit Slack again to focus on the ground. And now we got this. Now we can copy this edge and use it. So this is one way to use to create this border or in case you want the area to be cleaner because here we have some mess, you can hit Control Z multiple time and ignore this method. But you can select these faces and take a CBI from them, it have DZ, take a BI and you can separate this, hit P, and then S. All right. And this area here, we don't need it. We can delete it. So tab and go to the vertex, and you can just create a small cut using the knife tool like that and then space. Now grab these vertices because we don't need them anymore. Hit X V to delete them. This one as well, you don't need it. And the whole area here, we don't need it as well. We can delete it. So all what we need to do is just use an F tool again and create a cat goes like that at space or confirm. And now grab this face, hit X F to delete it. So now we just have this. After that, separate this from the mech, hit Ps, tab out, and select this and focus on it. Tab again, and now we're going to use NSIt again, hit I now, if you hit I and nothing happened, that's because now we are using outset, not inset. So hit O again to invert it. And now we just need to go to the top view to see what's going to happen. So I will cancel that and I will hit slide and go to the top Z to go to airframe. And here I can do the inset hit I and hit O to invert. And align it like that. That's very cool. You can hit slash again to focus on this geometry, and now we got this. After that, we can grab these faces, and those right here, we don't need them anymore. Hit X F to delete them. All right. Here we have angle. All what we need to do is just grab this vertex and move it a little bit like that and align it with this. And the same scenario right there. So I'm going to grab these vertices. Head G to move to the Y, hold control, and snap it with this one. Cool. Now after that, you can tap out and snap it with this vertex or with this corner. So he to the Z Hot control, snap it here. Now we need to give it a little bit of thickness. Now again to go to the edit mode, and you can use soldify if you like, for example, tous. You can go to the modifier, add modifier, go to the generates, and let's add solidify to give this thickness. But the thickness goes down. We need to flip this on the opposite side, so I will use minus. And maybe we can add 1.5 minus and then apply the modifier. It Control A to apply the modifier. And now we got the thickness. After that, we can tap, to go to the mode. And according to the images, we have small line right here, if you noticed. All right. I can't paint on this. It's right here. So to achieve that, just hit Control R and create this edge and slide it right here, for example, and that will be enough. Now, grab these vertices or these edges, hit G to the Z, to slide these down just a little bit. And now we got this. Cool. We finish with this one. Alright, I think that's it for this with you. I will end it here and see you in the next one. 8. 008 Modeling the Staircase and Glass Railing: Again, and welcome back here. Okay, now let's see what else we can do. Maybe we can start with the staircase. Let's see how can we create this? I will depend on the reference images. Just go to the top first. It's easy to go to the wireframe and we have this, the first step. Let's start with the first step. All what we need to do is just maybe put the three D cours, for example, right here, and then hit Hefty to add and I can add cube. Okay, and the dimension of the step is let's open the side panel. And let's go to the item. And so in the X, as I remember, all right, 120 centimeter, and in the Y, it will be 30. And in the Z will be 20. As you can see, this is what we got. But we can manipulate that and king it later. Okay, let's go to the top, and let's go to the wireframe, Z and go to the wireframe, and, and let's put this in the place. Alright, just snap it to the wall. Like that, move it a little bit like this, and that will be it. Alright, so now we got this, maybe we can move this up just a little bit like that. After that, we need to duplicate it. And I'm going to use Snap to snap this vertex to this one when I take a Cobe. Alright, so these tips goes to this darken. Okay, to achieve that, just grab this, hit heft D to take a Cobi like that, and then hit B and then grab this vertex and move it to this one. And now we got two. So now we need to repeat that again and again. To repeat that it if R multiple times. And now we have these duplicates take the same position of the second step. So just keep doing that until you reach this height. And I guess if we go to the right, I guess we can, we should delete those too. Actually, you can delete them or you can go up to the end and rotate them. Hit ftar again and again. And now we can grab those and rotate them and use them right here to fill this area. So let's see how many steps we need to take three or five, so I will grab those, and in the perspective, I can move them like that, it up to the Z and rotate them 90 degree like this, and temporally, I will leave them right here. And for those right here, I can grab the last one and then tab to go to mode, and I can grab this face and extend it a little bit had gei and move this all the way to the end, maybe a key, hold control and snap it right here to this vertex. And now we got this let's go to the right and let's take another look, let's see what we got. All right. That's correct. Very cool. Or at least try to understand what's going on here. So the idea here, these steps are separated, not connected like what we got right here, and that's something very easy to achieve. So let's try to do that. Tab out and grab this and you can hit s to isolate them and then tap to go to the eight mood now I will select these phases one by one like that. And now I can ph these up just a little bit. I'll give you the Z like that, and you can give it a specific You can move those to ten centimeter maybe and then hit Enter. Let's s to excite and let's take a look. And yeah, that's very cool. And we can do the same thing for those as well. Grab them, go to the local mode, tap to go to mode, grab these phases like this, and then hit to the Z, and then hit ten to move those 10 centimeters. And then it slash to excite. But we just forget to do something here. We just need to put those in the correct place. So I will tap and from the top you, what we need to do is just bring this vertex and align it here. All right. Just keep in mind to select these five steps and then hit G to move and then hit P and grab this vertex and move it here. All right. That's very cool. Now we need to take it down, hit G to the Z, and then hit B again to grab this vertex. Or maybe we can. Sorry. Let's do something different this time. I will align the surface of this last step with the wall. All right. Maybe from here, we can do that. With all of this selected, give the Z, and then hit B, grab this vertex and move it down. All right, that's correct. That's very cool. All right, now let's create this small column right here. Okay. Maybe we can start with the new cube. Let's put the three D cosa right here, and let's start with the cube and just scale it, make it small like that, and go to the right. And let's see where should we put it? Head G to move it right here and it has to scale it a little bit more like that, and you can tap to go to mood, grab this face head G to the Z, and move this up. You can align it with any corner we got right here, the Z, align it like that. And they grab the bottom face, hit the Z and align it with any vertex you like. And now we got this. Now we can go to the top and let's take a look at A, select all the faces, or you can tap out and they grab it and move it here and then scale it to the X axis like this. All right, one more thing here we should do. Alright, this area should be extended a little bit to this direction, and it should reach this edge. And that's something easy to do, actually. All what we need to do is just grab this and tap to go to the mood. Maybe we can add one E right here with Control R and move it hold control and stamp it with this corner so we can extrude this alone, grab it and hit E to extrude and align it with this vertex hold control and stop it right here. And now we got this. All right now, I think it's time to create the glass roiling. Let's see how can we create it? I think we can start with this phase. We can cope it and start from here. It's totally okay. I will hit H D to the Z to take a copy right here and I will separate it. Just hit P as we learned to separate this, tap out and the grab this to focus on it. Tab to go to the edit mode and go to the selection mode, and I will grab this and the key to the Z, and I will move this down and I can align it right here with this vertex. We got a vertex right here. You remember. And from the right view, I guess we can go to the wider frame and determine the height Maybe it should not quite here actually. Maybe it should end here, I guess, reach this point. All right, that's very cool, and maybe we can now take this line had HvD to take a COBI I will put this line right here for now, and maybe we can align it with one of these tips. So let's see where we put it. Alright fair thing I will move this to the X axis and align it here like that. Hold Control and snap it here, and I will move this again and align it right here. Alright. I will grab this vertex, head G to the Z, and maybe you can snap it right here. Aquilla is not aligned perfectly to the stiffs, but that's not a problem. I will grab this vertex. I give you the Z and align it here with this corner, and I guess we can start from this point. So I guess we can tap out temporally and grab this hit edge to hide it. And now let's go back, select this tab. Now with this vertex selected, actually, let's try to snap it. What we need to do is just hit G right to the X and snap it right here, and that's it. That's very cool. Now I can grab this vertex, hit E to extrude, and I can extrude it and snap it there through this corner. And for this vertex, we don't need it, hit X V for now. Alright after that, I will select this vertex, or maybe let's stick with this one because I want to extrude it again. I will hit E to extrude this right here at this point. And now I will grab those and I will hit E to the Z to extrude this up. And you can extrude this about 90 centimeter, I guess, something like that. And now we need to move this vertex down and align it like that. But in case you want a perfect result, let me explain something to you. Let's go to the local mood. Alright, now, what you can do is you can grab this vertex and just move it down and align it like that, and that's it, and no one will notice it. But in case you want a perfect result, right? 100% perfect result. You can do something different. For example, you can grab, for example, this age, and you can hit HD and Dacobi ear, and you can separate it. Just hit Ps. And now you can grab this UH and tap, to go to the mood, you go to the vertex, grab this vertex, and from the right, you can see this vertex here. So what we need to do is we need this vertex to go to this direction perfectly. Right to achieve that, grab this vertex, hit getwise and push this back and then hit alt and move this all the way here. And now we got perfect extension. And maybe we can do the same thing for this one, or that's not importance. Alright. After that, now you can tap out and grab or emetry and now we can tap again to cut this small area. All I know that's not worth it, but I'm here to tik you something. Alright, now I'm going to use Knife project to cut this small triangle. Okay, so now we are in the edit mood of this mesh, and I will hold control to grab this edge, as well. And then I can go to the mesh and choose knife projects. And now we got this result. After that, I can grab this vertex, and then hit X V to get rid of it. And now we got perfect cuts. Alright, now we can excite and after that, maybe we can give it a thickness. So let's separate this. Let's take up these vertices like that, then hit P and then let's separate this out because I want to focus on this for now. And let's give this a thickness. Alright, let's go to the modifier and then hit hefty A to open the add modifier menu and let's add solidify. And let's give it a thickness 1 centimeter to the minus. So minus one and then hit hunter. And maybe we can give this one as well, grab this. Maybe we can transform the solidify modifier from here to here. Grab this, hold. You have to grab this one, go to this arrow and use Cobi to select it. And now we got the same modifier right here. Alright now I will tap to go to mood because I want to grab these vertices and move them down just a little bit to snap them with this edge. So I give you the Z hold control and snap them right here. And it's very cool. All right, this vertex here, it's not correct to leave it like that. Maybe we need to taper it a little bit. So to do that, hit Control shift with B to bubble this, something like that. Alright, cool. Now let's tab out and let's take a look at Alta to bring the hidden column here. And yeah, now we got this. All right now, let's compare this to the right view, and let's see the differences. 53, go to the right, and go to the wireframe, and you can see we need to move this up just at any bit. So let's do that. Grab this tab to go to the mode, select all these vertices and go back to the right. Z and move this up, Q to the Z, and let's move this all the way right here. If you have a variation, like what I got right here, it's not a problem. You can accept that. And you can tab out. And now we got this finished. Alright, one more thing here we just forget to do. If you notice here, or maybe in the right view, we can see it. I got this shape here, and I don't know if I can catch it here. Yeah, it's right here, and maybe we can see it unless you're quite sure. Yeah, it's right here. It's obvious here. So let's try to create this, and it will be very simple to create, actually. So let's grab this and tab and all what we need to do here, take this to the local area, add two gs right here, like that. Or something like this. Or maybe we can add one egg for now. It control R to add one egg in the middle and then you can bevel it. It control B to bivalt determine the height, maybe something like that. I can leave it right here. That's very cool. Now, I will add another edge hit Control R to add one in the middle, and then hit Control B again to be the second edge, something like that. After that, I can grab this vertex and this vertex and I can hit G twice to slide this a little bit back like this. And that will be it. That's all what we need to do here. Top out. And yeah, now we got this. This have you see right here, you can consider it as a design print because it exists all over here. You notice, for example, here, in this area, and it exists here and here, so you can consider it as a designer print. If you are interior designer, just keep in mind to have your unique prints when you design something. And this is, as I think is something important because people when they see your design, they can recognize you, and they will say, Yeah, we know this type of design, that person who the only one who doing something like this. For me, I think this is important. If you care about these details, you can create your own designer prints or you can ignore it. For me, I just added this small tweak here, like what you see right here to make this design unique. Anyone who expert in interior design, when he see these exist everywhere, he will feel or he will realize that this design has a unique link or unique prints exist everywhere, or you can ignore it if you like. Alright, I will end this video here and I will see you on the next one. 9. 009 Adding Door and Window Using BlenderKit: Hello, everyone, and welcome back here. In this video, I want to create these Windows. Actually, I'm not going to create them, instead of that, I'm going to use Blender kit to download them. And I will make some adjustments, okay, to make them fit the wall. Okay, fair thing, download Blender Kit and login in your account from here. After you install Blender kit, just go to Blender Kit from here, and you should find Login, a button right here, Login button. Just click on it and you can login after you create your account, by the way. And now we can search for Windows. Okay? The idea is very simple. Here we have this e, just click on it to open it like this. And now we have the three D models. You can download whatever thing you want, just click and it and put it in the Viewboard and it will be downloaded. But first, just go to this filter and active three first because we want to download the 33d models. And now let's go to this search bar and I will type, for example, Windows. It Enter. And let's try to find something suitable. If you didn't find what you want here, you can skip this bake to go to the next Baker. All right. Let's see which one of these we can use. Maybe we can use this one. I will click and drag and put it here in the three D view word and release, and it will be downloaded. After that, maybe we can download human because it's very important to add a figure right here to compare whatever thing you do to a human. So just type human with Enter and let's see which one of these we can download. Maybe we can download this one, just click A drag and let's put it right here. Alright, that's very cool. Now we start with the window. I will grab the empty because you can control it through the empty and keep in mind, most of these objects, they will come with empty. So when you want to move them, you can use this empty to move them. Hit this I to closet, and now I will grab this empty and just move this back just a little bit. And let's put it, for example, right here, temporarily. Or you can align it key hold control and snap it with this wall. Okay. But okay, I'm moving this using the Mt. If you want to snap this vertex to the wall, you should select the geometry itself. So I will grab it like that and old control and snap it and it should work. All right let's see why that doesn't work. All right, maybe in the edit mode, it will work. So tab, hit Aslet all the vertices, hit keyhd control, and snap it, and now it's work. Alright, so now we got this aligned with the wall. Okay, now, maybe we can grab these vertices and the wireframe mode just hit Z and the grab these vertices and move them up, hit key to the Z and hold control and snap them right here. Maybe the handle the Z, let's move this, for example, right here. And you can use the human to see if the height of the handle in the correct place or not. The G to move it, you have the Z to cancel the Z axis, you can it right here. Alright and you can maybe make it move it a little bit down like that, I guess. Alright, I'm putting this right here temporarily, okay? Okay. Now we have a alend here. I want to take another Kobe, and if I do that, I will have a gap. And in case I want three doors here or windows, I don't know how to calculate this to fill this gap, but there's a trick you can use, actually, and that's depend on the Bies you want. I will tap to go to the mood and I will select, for example, this edge. All right. Or maybe this face. I will take a pie temporarily. Ft D to the Z, and let's have a pie right here. And now I will hit Control R to add one edge. If you want three windows, just rotate the wheel to have two edges here and confirm and hit right click to leave these cuts in the middle like that. All right. After that, now we can make some adjustment to the door and align it with this egg. All right. So if you can't see the egg after you tab out, you can simply just hit E to the Z and extroug this right here. And maybe this one E to the Z, sorry, E to the Z. And hold control and then snap it right here, and that's it. Now you can see it. Alright, now I can grab this window and I can tap and go to the wireframe and grab these vertices. And I can move these vertices, for example, right here first, and then push them back and snap them to this vertex. I can go maybe to the right view to see if this works or not. All right, let's move this. So they could be aligned with this vertex. And let's try that again. Hi key hold control. All right, that doesn't work. So if this doesn't work, you can do that again using the B button. So hit gee to the Y and now hit B and pick this point, and now we are telling blender that align this point with this vertex or this vertex. Okay? And now they are aligned. Alright, that's it. Now we can take another copy, he D, and let's move right here. Hold hold control and snap it. Sorry, Hi G to move it, and then hold control to snap it. And let's take another copy let's move it right here temporarily, hit G again, hold control and snap now we got a perfect results. And for the handles, we can delete two of them and leave one in case you want this window to be a door, as well. So grab this tab and go to the wireframe, grab this at X V to delete this handle. And maybe we can do the same thing here, tab grab the X V. And for the guide, this guide, we don't need anymore, tab. Let's select these vertices. All of them X V to delete them. These verte as well. And now we can grab those and then hit Hip D to take another copy right here and you can snap them there. And now we got these windows. Very cool. After that, you can select them like this. And if you want to put them inside a collection, just hit and in your collection. And let's call this Windows. Enter again. Okay. After that, let's try to download a door and use it to through here. Or let's see what we have right here. We have this handle, jumped here. I don't know. Let's delete it. Okay, so let's download a door. Just go to this e, open it, and let's search for Door head enter. Let's see what we will get here. All right. Not those. Maybe one, this one looks cool. I guess we can use it. I will download this as an option. I can put it right here, and I can search for another one. Alright, this one is cool. This one as well. Let's see what else we can find here. Alright. Let's see what is this. All right. I guess I will use one of these. All right. I just want to kick the wireframe. Alright, cool. So let's put this away for now, and I will turn this off because I will use this one. Let's see what we have here, whereas the controller. Yeah, this one right here, hit G, and let's move this a little bit here and hit R with the Z and rotate this 90 degree and G hold sorry, hit G to move, and then hit if Z to cancel the Z axis and let's move this here. And now let's try to align it with the wall G, hold control and snap it. Alright, it will snap to the Empty. Alright, so let's move this a little bit more. And maybe we need to make some adjustment here. You can change the wall. I guess, that will be easier. So I will grab the wall and tap to go to mood. And then I will select these vertices here and then move them towards the door with, and let's move them. Something like this. And maybe from the top, let's see what we got here. Let's see grab the empty and let's to move this a little bit. I just want to align this edge with the wall. All right, that's very cool. Let's go to the material review. I just want to see the material. All right, that's very nice. I think that's it for this video, I will end it here and see you on the next one. 10. 010 Modeling the TV Feature Wall Part 1: Hello, everyone, and welcome back here. Okay, now, maybe we can start with TV area. Let's see how can we create this TV furniture roll? I will put the reference image right here to see the details, and let's go to the front view. Easy to go to the wireframe to understand what's going on. So we have this image, and we have the top view can show us something here as well. Alright, so let's put the three D courser anywhere you like. I have the AT at and I maybe can start with the plane or maybe cube. Let's start with the cube. It is to scale make it small like that. And maybe from the front, I can hit to move it and let's move it, for example, right here, key to the Z end, align it just with this edge, and then tab to go to the mode, and let's select this face, it to move this all the way up to the end, and let's grab these faces the key to move those right there, maybe. Alright, let's go back here. And then I will hit Control R to add one a loop here in the middle. And let's move this here. And another control R to add one a loop here. The first egg loop, it will be aligned with this frame, and the second one will be aligned here with this one. Maybe we can move this just a tiny bit like that, put it in the middle and this will be All one more edge I can add here. Sorry. I'll just put one right here to align it with this frame. That's very cooled. Now I can select this phase. And then I guess we can go to the local mode to see what we can do about these phases. I guess we can grab them like that and then hit X F to get rid of them, delete them. And then go to the egg, grab this. We want to fill this area, and we can start from here. Just select this edge and then hit F to fill this phase, to create phase here, F again and F again. Let's go to the top and let's see what we got so far. Easy to go to the wireframe. Go to the vertices, grab these vertices, and let's push them to the wall like that. And these vertices, we can move them back just a little bit and align them with this edge and the reference image. All right, cool. Now I can delete these faces in the middle, grab them like that, and then hit X F and get rid of them because now I can use mirror modifier. Tap out, and let's go to the modifier list at Heft A to open the Admdifier menu and let's add mirror. Go to the front. I just want to see the results of this correct or not. Alright here we got some overlapping, as you can see, But don't worry. We can't fix that. All right. After that, I can tap to go to I mode. And I guess we can move the humor tree a little bit. You can move the organ dots, if you prefer, that will work as well. For example, if you go to the opgion and active the organs, right now, you should have the ability to slide the organ little bits until this egg on this side aligned with the furniture. Get to the eggs, and let's move this Jess at tiny bits. After that, now we can focus on the middle area. Let's turn off the organs. We don't need it anymore. And now I can tap and you grab these vertices and active the clipping. And I will tell you why I need to active the clipping. Now, if I grab these vertices, sorry. I I grab these vertices and move them back, as you can see, we have this overlapping happening right here in the middle. But if you active the clipping, this op right here, now when you move these vertices, they will snap automatically in the middle. And that's exactly what we want. So activate clipping and then gee to move these vertices, and as you can see, they will be snapped and wolded in the middle and that's what we want. Alright, so now we got this. All right, now let's see what else we can do. All right. Now, I will select these faces like that. Let's go to the front first. Okay. I guess before you do that, I guess we need to move these vertices, a little bit and try to put them in the middle. Or maybe maybe put them right here, I guess. Alright. Now I will grab these faces like that and then hit Shift D to take a pie like this and then hit right click to leave the new Kobi in the same place. And then I can hit P and then is to separate the sew Cobi. Now I can tap out and focus on new geometry just click again until you get it. Go to the top view and go to the wireframe. And now let's move this new Cobi right here. And now we will focus on it. So as you go to the front, it's easy to go to the wire frame, and now we'll see what we need to do. I will tap to go to mode, and I will add one egg here and align it with these cuts. Okay, maybe one egg right here and try to put it in the middle like that. And let's see what else we should do. Cool. Maybe this egg in the middle, we can move it up just at the end of bit. Alright. And now I will select this edge, hold lift end to add this one. Alright, now you can see in the perspective what I did. I just selected these eggs, as you can see here. Now let's go back to the front, and now I'm going to bevel them at Control B and let's give them small amount of beveling. Something tiny like that, I guess, 1.5, I guess. So accept the bevel, open the Bevel menu, go here and at 1.5 centimeter. But I think Bevel is not working correctly because when we create this piece of furniture, when we start with the cube, we scaled the cube down. And now Bevel is not working correctly. I think that's wrong, the number that we are seeing, sorry. The number that we are seeing right here is not correct. So I will hit Control Z to cancel that and tab out. Select this piece of plane, and then hit Control A and then apply the scale to get rid of this problem. And I guess if you hit N, and if you go to the item, you can see the scale is not one, and it should be one. So you can consider this as indicator that this piece is scaled and the scale still not applied. So grab this, Control A, apply the scale. Grab this piece as well. Control A and apply the scale. And now we can go back to the front, and I will tap and go to the wireframe and select these edges again and try to bevel them at Control B. And let's see now how Bevel will work. Except any amounts for now temporarily, just to see. So now I think Bevel worked correctly. Now I will add 0.5 centimeter let's see if this makes sense in the perspective. Alright, that's too much, actually. In the bevel width, kink the type to width. And now when you add 0.5 centimeter, it will be calculated correctly here in the three DV world. So just swig this to width. And yeah, I guess this is what we want here. Let's go to the front wireframe. Alright, that's very cool. So after having these faces selected, after the bubble, you can hit X F and get rid of them. And we can give this piece of plain thickness using solidify, so we can see what we have done. So tab out and have it over here and the modifier head kept A, and let's add solidify to give this a thickness. From the top, you can determine the thickness. Maybe five centimeter, I guess. Yeah. That's very cool. That's very cool. Now let's go back to the front, go to the wireframe, tap again. And here we have a Gab. Let's see how can we create it? Hit A to select everything. I just want to see the edges. And for some reason, I can see two edges of the piece behind it. So I will grab this and hide it. I just want to focus on this. Now, let's stop sorry. Let's stop to go to the edit mode, and now I will hit Control R to add one edge loop here in this area. I want to cut this area. So let's hit Control R to add one edge, and let's move this up here. Almost maybe right here. Just keep in mind to move it. And the distance between this edge and this edge should be the same distance from here to here. I mean, about 0.5 centimeter. That's why I'm going to move this down Jazz bit like that, and that will be enough. And for this area, you can cut it or create an edge lobe again. I can use knife tool. I think that will be easier. Hit K and create cut, start from here. Hit A to make the cut stright and confirm the cut here and that's it. And if you want to align it with this edge, just grab this edge, hit G to the Z, hold control and snap it, and it will be aligned. Now you can go to the grab this face, and let's see grab this phase as well and delete them at F. And now we got a second gap here. So let's see what else we can do. I guess we could create an A here according to the reference I make. Let's see, do we have this? No, we don't. We need to create an A here in this area. You can do that using the knife tool. I guess that will be easier for you. Okay. There is another way though, if you want. Instead of using the knife tool and create cut like that and then delete the faces like this, I guess we can do something different. That's will make the life easier for you. I can grab these edges and then hit V to rip them. Hit V and move the mouse to the X axis to create a gap here. All right. But this idea sometimes causes some problem. Let's do that again here, hit V. Sorry. Alright, let's hit Control Z multiple time, and now it's a tight. Let's hit V again and let's All right. This method is working, but it's a little bit annoying. Just keep in mind, especularly in case scenario like this because we got this edge attacked. And sometime when you hit V to rabbit, it will be attacked with this one instead of B attacked with this site. All right, so ignore the V idea, right? Let's go back to the knife tool. All right hit K to use an F tool, create a cut like that, hit A, to make the cut stride, confirm it hit space or enter. And now with this new selected, grab it endless, move it close to this one. Like that, I guess, go to the face selection mode, grab these faces, hit X, F, and get rid of them. And the same thing goes here. It can roll R to add Alright. Yeah, one loop here. Try to put in the middle, I guess, like that. It can roll B to be wallets. And let's add 0.5, I guess. Yeah, that's very cool. And we just need to delete this space here. XF to delete it. And these two edges, I guess we don't need them. But before we delete these two edges, let's try to create another cut here. I'm going to use F tool, head K, create cut start from here, hit A to make the cast right, left it click and then space to confirm. And now Dselect these, hold control, and Dselect them. Now let's move this new cut, maybe right here like that. Go to the face, grab this phase. Al crap this one, hit XF and let's delete it. Now let's go to the perspective, let's see what we done so far. I guess we don't sorry, we don't have an egg here. Okay, grab these two eggs because we don't have a cat here. He control eggs to get rid of them. Alright, let's see what else we can do here. Okay, now I think it's the time to create these heaps. Alright, let's go to the fronts. Go to the wireframe. Hit Z. And let's use then I have to hit K, and let's start from here. Let's see how the cut goes like that, goes here, and then hit A to make the cut sight and let's end it right here and then hit space. At least do the same thing here at K, you can start from here, create a cut goes right there, and it goes down here, at A to make the cast and hit A again to turn this off and end it to the corner right here at space. Alright, that's very cool. After that, go to the phase selection mode, grab these phases like that, and then hit P and then is to separate them out. And that will be it. All right, now, let's bring back the hidden part was right here. It Alt to bring this bag. And let's see if this aligned with what we just did or not. Is there any overlapping intersection? All right, everything is perfect. Looks beautiful. Maybe now we can focus on these details. Because we have mirormdifier alight on this geometry, I can copy one of these phases and use them. Select this phase, it have D to the Z, and let's take it down right here temporarily and hit E to extrude this like that, I guess. And I will select this face and go to the front. Easy to go to wire frame because I want to see where I move it. I get to the and align it with the frame of the furniture here. Select the aber face, and let's move this down. The key to this, let's move this down. It should be right here. Grab the side, I guess, from the top, you can see where we move it. AG let's move this maybe right here. Alright, and I guess we could ph this forward. According to the reference Image. Let's see from the right what we do. A it's not visible. Maybe from the lift. Yeah, I guess it should be moved a little bit. Maybe right here, let's go to the top and let's see, this is correct. Okay, now, after having the results, I will go to the local mode and I will select this phase with this phase and then hit XF to delete it. Actually, I will select all of these phases and then hit Ps to separate them because I want to focus on the salon. It's like to excite. Now, tap out. I grab this salon and now I will give it a thickness, maybe. Go to the modifier, hit hefty A to add from the generate, let's add a solid Pi. And from the front, we can see the thickness of the solidify. So this is the thickness of the solidify. First, active even thickness to fix the corner problem because if I isolate this, and let's give this a big amount so you can see what's going on. Okay, without even thickness, you will get a problem here at the corner. But when you active this, it will be solved. So let's go back, hit slag, go to the front, go to the wire frame. And now let's kick the thickness. Right? Maybe four centimeter or five. I'm not quite sure that will work. All right five too much, maybe four. Four is perfect. And now we got this result as you can see here. I will have over here and hit control to apply the solidify or tab to go to this mode and maybe we can hit control to add one edge here, I guess. Let's go to the local mode. I want to focus on this one alone. So what I want to do is I want to select these faces and delete them at XF to delete them. And I will grab this edge after you switch to the egg selection with head two, and I will hold you have to grab this edge, and then, sorry, not from here. Actually, we need an egg loop here. Something like this. And now I will grab this edge and then hit F to create a phase here. And we need another globra here at the same distance at Control R. Let's add one globra here, hold Control and stamped here. All right. But for some reason, the A lobs that we just added are twisted a little bit. All right, to fix this, it will be easy. Just go to the right, go to the Y frame, Z, grab them like that. Hit S to the Y to flatten them to the Y, zero, enter. And now you can move these just a little bit until you got a square, even square. Now we can go to the perspective, go to solid, grab this H, hit F to create phase here. Now with this new edge and this one, I can hit F to create a connection between them. On this side, I can grab this dF to fill this. And for this side, grab this ETF to fill this here. And now we can excite. After that, I can jump to the phase selection mode and grab these phases. It heavy to the Z. Let's take a CV right here. Hit P, and then E to separate this new geometry. Tap out, grab this, tap in, go to the edge, grab this edge hit Control X to dissolve it. We don't need it. Grab this edge right here. G to the Z, snap it here, grab this one, g to the Z, snap it right here. Have outs. We don't need mirror anymore because the result here is not even, right? We have one door in the middle, so we don't need to use mirror in this case. Hover over here at Control A to outline mirror for this uniometry. Tap to go mood, grab this egg in the middle. Control X to dissolve it or delete it. Now it control R to add four eggs in the middle. Just rotate the wheel. Here we have two, three, four confirm, right click to leave them in the center. Now with this selected head control B and bevel them at bit. And here, in the width, just add 0.5 centimeter. Speak the offset to the width. Head X, I have to get rid of this. And now we got this. After that, tap out, crop those together, go to the local mood. And I just need to give this some thickness. Just a quick tip I would like to hear here. For better preview, you can go to the viewport heading and active cavity and type switch it to both. Bring this value back and this one as well, and focus on the value. All right, now we can see better. Okay, now I will grab these faces and tap to go mode and give them a thickness or you can use sold Pi and the object mode, go to the modifier list, hit have A and add sold Pi. Let's push this a little bit like that, and that will be enough. All right. As you can see now, the preview is better. If you want to see the difference, you can see this before and this after. So just keep the cavity option in your mind, and maybe we can reduce the value a little bit. Something like that will be cool, I guess. Yeah, that will be enough. Alright. I think that's it for this video. I will end it here and I will see you in the next one. 11. 011 Modeling the TV Feature Wall Part 2: Hello again, and welcome back. Alright, now let's see what's the next step. I think we need to create this shape right here where the fire exists. So I just want to hear something here. So according to this image, you can see here we have this place where we can add some fire effects. Alright, so this is what we want to create here. Let's see how can we do that? Okay, maybe we can copy one of these phases and start with it. For example, I can grab this and tap to go to mode, and I can select this phase. Maybe I can hit to go to the local mode. And I will select this with this one, it's again to excite, and I will hit H D to the Z and take a copy right here and then hit P and then it's to separate it. Tab out, select this humtry and I will tab again and go to the vertex mode, grab these vertices and go to the front. Easy to go to the wireframe and hit key to those here to align it with the with the design. Now I can grab these vertices, hit to the Z, and move them up and you can snap it with these vertices here. The same thing goes for those. It to the Z and move them down and align them here with this piece of wood. And now we need to give them thickness using solidify. I will tap out and I will go to the modifier here and it have A to add add solidify. Let's active even thickness to fix the corner problem, and maybe we can add two centimeter for the thickness, and that will be it. I will hit Control A to apply the solid Pi, and I will tap again because I want to go to the phase elecon mode and see if we have faces in the middle. They will be hidden in the middle and we don't need them, delete them. Hit XF to delete them. Let's go back to solid. And now I will go to the X selection mode or I will sweach to face because I want to select these faces, and I want to create an inset, just hit I to create an inset. But I will hit B, all right, to ignore this to ignore this area in the middle because I just want to focus on the outer edges. But this area in the middle, I don't want to target it, so just hit P. Okay, so let's do that again. Hit I for NSAD and then hit B, and let's accept this result. And B stands for boundary. It's right here. Just keep that in mind. I can control the thickness. Something like that will work. And now I will go to the selection mode, and now I will select these edges like that and then hit P as to separate them, E and then S. Now I can tab out, focus on this new edge, select it, and tab to go to the mode. Now I will maybe I can grab these vertices, these four to create a phase here, hit F. And I guess we can grab this edge and create a face, just hit F to create a phase. And as you can see, it's a flip because I have this option active called face orientation. I will hit A and then hit Shift with N to recalculate the normal to fix this problem. And now we got it. Let's see what else we can do here. Maybe we can create these shelves. Let's see how can we do that? I'm not going to use mirror this time because this side is no similar to the site. All right. I guess we can take a face from here, tab, and let's select these pass and then hit FD, take copy like that, hit P, and then as to separate it, tap out, grab it and delete mirror. We don't need it. And I will I tried to click, and I just want to king the organ dot to put a tear in the middle of this piece of plan. Is that important? It's not quite important. You can ignore it, but I prefer to do that. I want the organ dot to be close to me. I mean, I would I would like to see it always in the middle. So it right click and set organ Origin two hum and now we have it almost in the middle. I guess it depends on the cuts. I mean, if you delete these cuts and if you try to try to use this option set organ to geometry. I guess it will be in the center. So let's give that try, grab these gas, hit control g dissolve them, and let's do it again. And I just want to see if this will jump to be here or not. Right click Set organ to all right. Right click, set organ to uometry. And yeah, it jumps. So it depends on the ages on the geometry. I mean, I would like to give you example. It's not important, but let's explain this to you. When you tab, if I have an egg right here, let's hit Control B to bevel it, and I will add multiple egg is here. And now, if you hit right click and sit organ to hometry, the organ dots will jump to be here almost right here because here we have a lot of edges and vertices. As you can see, yeah, jumped here. So it depends on where the edges are exist. Alright, I don't want them, grab them, control eggs, Dabo organ to geometry. Anyway, And maybe we can move it just a little bit. So maybe from the top, we can go to the top. Easy to go to airframe and the key to move it and just tap it right here. And tap to go to the mode, grab this face, and let's give this thickness hit E, and we can determine the thickness when we jump to the front. As you can see, our face reached this point. We just need to move it back here, e to the x and move it back. Cool. Al right now, let's see what else we can do. I guess we can grab this face and use it. Hey and slide through here. And from the front of you just hit one, go to the wireframe, keep you dizzy and move this down, maybe right here. Less maybe we can grab these two vertices and just move them a little bit right here, I guess. And for those here, I guess we can move them here. All right. And from the top, let's see what we got. Right, from the top, I guess we can. Sorry. This is not correct. On the top, let's first let's separate this because they are connected. P and then S after you select this phase. Tab out. Let's focus on this one first. Tab and grab these faces or just one phase. Sorry. Let's move this forward. G to the Y hold control and stab it here. Tab out. Now, let's focus on this one. Tab here, and grab this edge, to the Y hold control and snap it here. And this one G to the X, snap it to the wall. All right. After that, I will hit Control R to add one edge right here so I can extrude this to the Zarcon. From the top, I guess we can see where should we go. I will grab this edge and hit E to extrude this all the way right here. Just keep in mind that I am following the reference I make. And I guess we could move this bag. I tend a bit like this. And the same scenario happen to this side like that, I guess. Alright, it seems like we have a wood block behind it. So let's try to achieve that. Let's try to mimic that. Actually it's very easy to do that. To grab this and maybe we can copy this phase. H D and let's copy it and both right here and then hit P and then has to separate it out. And let's focus on this. It's like to excite. And let's see what we got. Tab to go to the X elecu mode, grab this edge. And let's G to move it and snap it here. Grab this one, Go move, sorry, grab this, G to move it and snap it here. And now let's rotate the view, it E again to the Y, hold control and out here. And now we need just to give this a thickness, and maybe we can do that from the top. Tab out, and with this hip selected, go to the modifier, have A to add and let's add solidify. Active thickness. And now let's give this a little bit of thickness. Maybe five will be okay. That's very cool. All right. After that, maybe I can grab this egg with this egg, and I thought I can dissolve them, but instead of that, I can mirrc these vertices. I can mirrc this one here and this one right here, so I can grab it and give it a bevel because I guess if I focus on this vertex, I will control HFTB Alright the bevel is not working as we expect. And if you wonder why because of the scale, I guess. All right. I just want to cry. Control I up by the scale. Control P. Alright, maybe we could these two offsets. Yeah, we could these two offsets. Yeah. After that, we need to be valid buts. Let's see what's gonna happen if I mirrge those to this vertex. Guess active auto marriage. And then grab this vertex, G two time, twice, and slide it and push it right there, and it will be grab this G twice, slide it there. Alright. Yeah, I will give you a different scenario. So after that, we need to bevel it. But we can do that from the top. It's good at the top. Wireframe can roll heft with B to bevel the vertex and increase the number of the vertices to make it smooth like that. Actually, I don't like what's going on here. There's a different scenario. Let's try to delete this edge. I will hit X to open the delete menu, and I will choose Limit dissolve to delete the edge and keep the vertices at the corners. Now I can grab this, and now I guess we will get cleaner bevel. Let's go to the top, EZ control HFTB. And yeah, that's what I'm looking for. Let's increase the number of the vertices to make this area smooth. And you can add maybe 40. Sorry, I'm controlling the width I mean the segments maybe 25. Yeah, this is what I'm looking for. After that, I can give it a thickness. Let's go to the front and hit E to extrude this, and let's extrude this down all the way right here. And if the result flipped like this, hit A, select everything, have to recalculate the normal, and it will be fixed. Now, let's go back to the front again and let's take multiple copies, had he D to the Z, and let's have one copy right here. Sorry. All right. H D. Let's have a cover right here. And D again to have the last one here. So this is what we got so far. And now I just want to fill this area. I guess we can use these pass. Yeah, we can use this. Get HD, take a copy like that, and then P and then S. All right, tab out, and let's focus on these new phases. It's like to go to the local mode, tab to go to mode. And what I'm going to do is I will start from here and grab these two edges and then hit F to fill them, grab the set F, F and F again and grab the set F. And for this area, I can hit Alt click Alt, you have to click to grab those, and then hit right click and break a loop to break them like that. And then hit A to select all the pass, you have to N to recalculate the normal. All right. Maybe now we can jump to the left view to see what we have here. All right. And what about the top? I think there's there's a problem here in the blueprint, I guess. So let's try to fix this. All right. What I did is I created a new image, and I'm going to replace it with the existing one. Just hit five from then and bad to switch to the orthographic, and you can see this image that we are talking about. You can move it a little bit right here for now, right, just to recognize it. We got this image. I will replace it with this one. Click and try on this one, and it will be replaced. And now let's see if this will work or not. Hit Canta three, and now easy to go to the Wireframe. And now, as you can see, everything is perfect, as I guess, and everything in place. So yes, this one is accurate. All right, that's very cool. I'm going to replace it and rename it. So when you start with this course, you're not going to face this problem. Okay, now let's see what else we can do here. Let's focus on this side. Let's see what we have here. Or maybe we can I think we have something here underneath, I guess. Let's go to the left view. Easy to go to the wireframe. Yeah, we got this. Alright, Lisa, how can we do that? How can we create this? All right, I think we need to add one A loop here. Just have to go to the eight mod Control R to add one A loop. All I can see it. I could go to the wireframe, key and let's move this over here, I guess. Something similar to what we got right here. And I guess we need to have one a loop almost right here. We can determine that from the right of view or left a key and let's maybe put this one here. And then I will grab this egg and then hit E d and screw this down like that. And maybe this one I can move it back a little bit. And here we have a small curve we need to take care of. Let's take this to the local view, and I will turn off solidify temporally. And maybe we can turn off the face orientation, I guess, tab out and turn this off. And I will grab this egg with this, hit X to open the delete menu and use them dissolve. And now I can give this a bevel. So I just like to excite, go back to the left view, Control three. And with this vertex selected at control, have B to give it a bevel. And I guess we can reduce the number a little bit. Or I guess we need to move it first. Yeah, something like that. And then you can bubble it. Can throw a hip? Rotate the wheel of the mouse just to reduce the number, and let's have a small bible goes like this. And yeah, now we got it. Top out, and now let's active the solidify. Well, here, before you active the solidify, I guess we should separate this. Hit Ps to separate it or maybe we can create small. Alright, I just want to create a small bubble here, hit Control B. And let's give this small bevel like that, and let's tune this to width. And let's choose 0.5 centimeter. And now I can go to the face, hit X, F to delete this phase, tap out, and now I can activate the solidify now we have a small slice right here. Okay, that's very cool. Now I guess we can come to this side to see what we so do here. Alright, let's see what we have here. Alright, all what we need to do here is, I guess, just copying what we got right here, these faces and use them there. For example, I guess we can grab this and go to the local mode and tab and go to the face mode and this face right here and the wireframe mode like that, and I can use them. So with this face selected a head and move them on the other side right here. I guess we can move them back and align them here and maybe we can grab these vertices and he can move them here. All right. Now, select them all and extrude and hold control and snap them here. Okay. All right, I will grab this pace with this phase and then hit right click and use bridge phase to create a bridge and go to the selection mode. Alt click to select this, Altepty click to add this, Alteptic click to add this one as well, and this one. And then you can bevel them. Maybe from the top, we can do that. At Control B to bevel them, and let's add multiple vertices here. Alright maybe we can add 25, I guess. Let's take a look and let's see what we got. All right, it's very cool. Nice. Alright, I think that's it for this. I will end it here and see you in the next one. 12. 012 Creating the Curtain Frame: Hello, again, we'll come back here. Okay, in this video, let's try to create this wooden frame around the curtains. Let's see, how can we create this? Alright. Let's put this reference and make right here temporarily, and maybe we can go to the left view Or before we go to the left view, I guess we can take one of these pass first. Select this tab to go to the mode, and here we have this edge. I think we can take a copy from it and use it. I will hit Heavy D to take a copy right here, and I will hit E to extrude it a little bit like that. All right. Or maybe we can extrude this Zarcone to the X axis like this. And now we have a face. Grab this face, hit P, and then S to separate it. Tab out, and let's move this a little bit close to this. Go to the top and from the top of you hit G and move it and hold control and snap it here. Tab again, and let's go to the vertex and then hit Z to go to the wireframe, grab this vertex and move this maybe right here. Alright I guess we can move it here. Okay, I will move this one right here, and then I will take another copy. I will hit E to extrude this to this darken, and I will separate this. Grub face hit P and then S. And as you can see here we have some overlapping. To prevent that, I can move this just a little bit, and you can align it with the health here. Maybe we can, sorry, let's go to the top again, again with this. And let's move this again to the X axis volt control and snap it. And for this piece, we can grab these two vertices and move this back and snap this right here. So this is what we got so far, as you can see, All right. After doing that, now let's go to the right view. And for some reason, let's see, right, all the images exist except for this one, let's see what's the problem. Here we have the folder of the blueprints. I'm going to drag this image in with her again, and now we have it. Let's go back to the left view, Z, and let's select this piece of food and let's tap to go to the mode. Go to the vertex selection mode, grab these vertices and then G to move this chest a little bit to align it with the shape. And here we can add multiple edges. Maybe I can start with one and then hit Control B to bevel this one. Div to two edges like that, and I will select this edge and align it with this corner and the same thing for this one, hit G and move this here. I will hit Control R again to create a new edge, and I will align it with this corner as well, right here. Okay, here, and hit Control R again and let's add another one here. I'm going to slate these two vertices and then hit G and move those back like that. And for this area, I guess we can use an F tool at K or before you use an F tool, you hit Control R and let's add one here, and I will select those and extrude them. Hit E to extrude those. One extrusion here, hit E again to extrude this one more time, almost right here. I mean, I did that to align this edge with this corner, or you can extrude it all the way to the end and then you can add a loops. And then hit E again to extrude this one more time right there. Now I will select these two vertices and then G to the Z to move this down. So I can create this small step here. And now we got this results like that. Alright. Okay. After that, I will hit E again to extrude this one more time like that and select these two vertices and extrude them down hit E to the Z and extrude those down. You can snap this to the ground. Just try to find a vertex aligned with the ground and snap it to it. And in the perspective, this is what we got so far. Let's bring the reference I make, and let's see what else we can do. So here we have something related to the wall. I can extrude the wall, do that. So let's go to the top tab to go to the mode, go to the wireframe, and I will hit Control R to add one H loop here. Control R again, to add one H loop here in this area. Now, select this phase, as you can see, and I'm going to extrude it. Go to the top again, go to the wireframe, hit E to extrude this and align it with what we got here. Here we have some misalignment, but this is totally okay. If you want to move it, you can move it or you can ignore it. It will be okay. So this is what we got so far. Just take a look. Alright, that's very cool. Alright, on this side, we have a small slice goes like that, and we can see it here. And here we have a slice as well. So let's see how can we do this? Alright, let's tap out from the wall, grab this tab to the mode, go to the left, hit Control three, and then Z to go to the wireframe. And now let's use an F to hit K. Let's create a cut here, one cat here, and one cut up hit A to make the cast right, and then hit space to confirm the cut. And now we got this cut. And on this side, what we can do is in the perspective, I guess we can hit Control R to add one ace or you can create a cut, even if this cut nodes strt, just accept it like that. And with those selected, you can flatten these vertices towards one of these axes towards the Y, hit S to Y zero, enter, and now it's becomes strite. Hit you to move this. All right. And we can do the same thing here. Just hit K, create a cat, goes like that, and then grab this edge as to the Z zero enter, make it aligned to the Z, and let's move this up right here. Now I can select this with this hit XF and get rid of them. All right, that's very cool. Now I can select these faces like that and then hit P S to separate. So now this piece is separated in this one and this one as well. Alright, this one will be connected to this one, that's totally okay. It's not a problem. Maybe later we can separate them. On this side, we have small shelves. Let's try to create them. Alright. To create those, maybe we can start with the cube. Let's go to this add cube, and let's create a cube right here, something like that. Hit W to go back to the select box. And let's go to the item end less control the dimension here and the Z. Alright I think we can use a plane, and then we can edit it and give it a thickness. I think that will be easier for us. So instead of using Q, actually, we can use a plane, but we don't have plane right here. So in this case, I will put the three D cosa right here, lh and her click. And sorry, I forget to activate the screencast. Al otic lick to put the three D coursa right here and let's add plane scale this plane. Control A to aly the scale, and now we can work from here. Go to the top UH Z and tap to go to mode. And now I will move those vertices back and the grab those push them and snap them here, grab those, push them back, snap them here. Maybe those I can move them back just a little bit, and then extrude them like that, and they grab this and hike and move it like that. That would be it. After that, I can give this a thickness. Hit E to the Z, and let's give this a thickness. You can accept the result, and then you can control it. So maybe five centimeter, it will be okay. Or maybe four, I guess. Ms are quite here. Maybe we can go to the left view and see, four, I think four will be more than enough. All right. After that, we can take a COBie the E to the Z and let's take a copy right here. From the left view, we can see where should we put this Cobi maybe here. And hit HD again. And let's have another one right here. Hit H R to repeat that again and again and one more time, like that. That's very cool. And now I will grab another COVID hit he D to the Z and leave it right here. G to the Z and snap it. And let's elevate this face, take it up, tab, grab this face like this, G to the Z, hold Control, snap it here. That's very cool. Alright, I think that's it for this video. I will end it here and see you in the next one. 13. 013 Applying Bevel and Placing TV and Curtains: Hello, everyone, and welcome back here. In this video, I want to use Bevel Modifier at Bevel Modifier furniture for the TV furniture wall and for the other pieces. For these shelves, for this border. Let's see how can we do that? Okay, maybe we can start with those. So they are connected, but that's total, okay. You can see here in the three D view board, we have these lines are visible, and we need to get rid of it. So the first step we should do is just hit right click and use aid Auto Smooth. And now you can, as you can see, now we got better results, but still not perfect, and we're going to make it even better. So when you do that, when you hit right click to add, add head smooth, and the modifier list, it will be added right here. And that's something cool. Above that, I will add Bevel. Hit Add modifier, go to the Generate, and let's choose Bevel. And now we got it. The amount is ten centimeter. Before you do anything here, just open the side penal and go to the am and kick the skill. If the skill one, everything is okay. All right. After that, let's change this 2.5 maybe. It's too much. Let's add 0.2. So now we have 0.2 bubble, and you can go beyond that, I feel like you can at 0.1, if you prefer. But 0.2, I think it makes sense and cool and something accepted. I will increase the segment to two and you can see the shading is not perfect. You feel it's like it's round, It's not sharp. This area is not sharp. And this is something we can fix actually. In the shading, we have this option it's called hardened normals. Now, if you active this, you can see the difference before and after. So just keep in mind to make this active always. If you like this amount of beveling, you can accept it. If you want to make it smaller, that's totally okay. Just king the number right here. If you are satisfied with the results, we can go now to the next object. But before we go to the next object, I would like to make small tweak here. I think if we take this to put it as a first modifier that can give us a better result. So let's move this up right here and let's see what we got. Yeah, now the results become better. And let's see what's going to happen if we turn this off. Actually, we can turn this off, by the way. Yep, I can turn this off. Or if you want to keep it, just ignore it. It will work in either ways. Alright, now I want to copy this pebble and up light on this hometry. So let's see how can we do that. To achieve that, select the humetry that needs the bubble, hold hip and grab the humetry that has the bubble, and then go to this arrow and use Coby to select it. And now it's alight. The result, as you can see, is perfect. Let's see if we have any problem here. And we can do the same thing here. Grab this. Hold, you have to grab this one because this piece needs the bevel. So select it as a fist object. Hold you have to grab the object with the bevel and go to the bevel, cove it to select it. And now we have it uplight here. That's nice. And we can uplight on this geometr as well. Selected, hold kept to grab this, go to the bevil, go B to selected. And now we got it. And here as well, grab this, hold heptyGrab this one. Go B to select it. And now we got the Bevel up light. And just keep in mind to check the scale always. Alright, so let's alight the Bvl right here as well, and it's up light because these heels are connected to those on the site. All right, maybe we can uplight on this wall, I guess, selected hold to grab the hells. Go to the BvlKoB to select it. The same thing here, grab this. Hold, you have to grab this, Kobe to select it. Sorry, not solidify. Okay, maybe we can I guess we can grab all of these pieces like that and then select this. This piece, hold, have to grab them. After you grab them like that, hold, you have to grab the one that has the bevil and then Cobe the bibl for all of these objects. All right, so that's better. Alright, now, let's see what else we can do here. Now, maybe we can add a TV here in this area. So I will open the blender kits, and let's search for TV after you active a free first. Just type TV. Hit Enter. And here we have a lot of options. Let's try to pick. Maybe we can use this one. Click any drag and let's put right here. You cannot rotate it. Just rotate the wheel of the mouse, and you can put it here. Actually, we have a lot of options here. Anyway, this one will be enough. Alright, this one is cool, and it's big. I will put through here to see if I need to use this or this. So let's turn this off first. And let's make a comparison. Let's see this one better or this one. Okay, I guess we can use this one here. Yeah, I will delete this. Just grab it from the empty because it comes with the empty. All we don't have an empty. You can go to the Wireframe, select like that. Deselect the furniture, and you can move this out for now. We don't need it. And now I can select the empty and the wireframe mode and then get Z and move this bag. If you right here. And if you want to snap it on the surface, just go to the snub and cure face like that and get to the Z, hold controller and snap it on the surface. And I can go back to the verte snob. All right now, we need to scale it, make it big like that to fill this area, and now we got something. Alright maybe we can go to the front, the Z. Right let's move it a little bit, try to put it in the center. That's all what we want to do here. Maybe we can scale, make it a little bit bigger. And for these stents, we can tap to go to the mode, and maybe we can grab one of them. I think they are mirrored. And yeah, that's correct. We can move this back just a tiny bit like this. Alright, so now we have the TV. We forget to apply the Bible here for these pieces. It's very easy to do that. Select this piece. Holt, you have to grab any piece with the Bible and Kobe to select it. This one, as well, Holt, you have to grab this, Kobe to select it. Grab this with this. And with this side, I guess, no, we don't have. Holt. You have to grab any piece with the Bibl and then Kobe to select it. Let's check the scale for these pieces. The scale is one, and that's what we want. Maybe now we can go back to the blender kits, and let's search for curtains. Alright, here we have a lot of options, and they are free to use, and that's amazing. So let's try to see which one we can pick. Alright, I guess we can pick one of these options. Maybe this one. Click A drag and let's put it right here and just rotate the wheel and let's align it like that, and let's wait for this to be downloaded. That's very cool. Alright, let's go to the wireframe. I just want to see where is the empty that comes with this so we can move it. There must be a way to control this. So as you can see here, we have these controllers. We can use them to control the curtain even more. If you want to make the short or tall, and for example, this one, you can use it to make this a little bit shorter. This one can help you to make this a little bit. If you want to be narrower or wider, you can do that. You can use, for example, those right here to open and close the curtain. Right? And there must be a way to move it. And I guess this one. So let's move the curtain back, guess a little bit, and maybe we can scale it from that point and make it big like that to cover the window. All right. That's very cool. Maybe you can scale it to the why a little bit. And if you want to open it, you can open it using this arrow right here. So let's open this like that, and let's crop this. And let's open this one as well. And the transparent carton behind it, you can control it as well. If you want to open one of them. And we can move this arrow in case you want the cartoon to simulate the wind effect. You can use this one and this one for the transparent carton. Alright. That's really cool. Right now we need to duplicate this on the other side. So to do that, I guess we can select it like this and deselect the other hometriesTs right here and just move it. Alright. We will sorry. Let's deselect the windows as well. Now, let's try to move it, and it will be moved alone as I guess. Yep, now I can hit HeavD and have another copy right there like that. And yeah, I guess we did a great job here. Cool. One more thing here I would like to do. I will select this and this. These empties, as you noticed, we can use them to control the position of the curtain. And from the top, I can move the curtain a little bit away from the wall. All right. Maybe we can go to the wire frame to see. So what we need to do is just align this piece with the wall here in this area. So hit, and let's move those to the X axis and align it like this. One more thing here we can do. If you want to hide the wall area, you can select one of these cartoons and duplicate it. Just get heavD let's take a copy and let's put, for example, let's put this one right here. And I guess we can go to the data, and let's see what we can do here. Let's grab the frame because here from this area, we can control it. Let's take the max amount back just a tenabt just to fill this area like that. All right. Something like this will be okay. And then with this one selected, hit Control A to open the ale menu and use ali visual geometry to meh. And now this one is ablite and there's no controllers. Now, if you control this, it will be controlled alone. Alright, that's very cool. In case you have some overlaps here, you can ph some vertices back. That will help to fix this problem. For example, I can switch from the object mode to scaled mode, and now we can book some vertices back. Alright, I guess we can use this proc right here and hit F and move the mouse to the left or right until you make the pro pick. And I guess we can move this back just a little bit. Alright, now we got something makes sense here. And on this side, we can push this just a tiny bit like that to prevent this overlapping. All right. Yeah, something like this. It's very simple to do. Here, as well. We can do the same thing. Yeah, that's very cool. And now we can go back, sorry, to the object mode. And yeah, we're done here. That's very cool. Very nice. All right. I think that's it for this video. I will end it here and see you on the next one. 14. 014 Modeling the Kitchen and Under Stair Storage: Hello again, and welcome back. And this with you, I want to create the kitchen. Let's see how can we create this? I'm not going to create this from scratch, instead of that, I will download a kitchen and make some adjustment to it. So let's go to the blender kit, open the eye, go to the filter, Coos free first, and let's type here Kitchen entro. Alright here we have a lot of options. For me, I will choose this one. To download load it, just click and drag and put it right here. And it will be done we loaded. After that, turn the eye off. Alright, let's open the screen casts. Sorry. And yeah, now we can see the heart cuts. Okay, cool. All right. The first step, let's see if these components attacked. For example, if I select this, you can see this attached to multiple components. So let's start with this, and let's hit to go to the local mode, and let's separate them out because we need to make some kings. That have to go to the it mode, and let's select, for example, one piece, for example, or face. I guess we can use faces. Select this face because I want to separate this component. Hit L to to active the link, select link just to focus on this component, separate it out from the other and then hit Ps to separate it. The same thing goes for this, hit L, and then hit Ps this one as well, hit L and then hit Ps. And this one will be separated after that. All right. And I did that so I can control that individually. This is the idea. Alright, so the first thing and maybe we can do the same thing for these doors. So we grab this. It's like to go to the local mode and do the same thing. Tab and select those together because I want them together and then hit PS to separate them out from the group. And I think this will be enough. We don't need to separate these. Alright first thing, let's king the position of the kitchen. I will move it and align it with this piece of glass. Maybe we can do that better from the top view. Here we have some intersection. I'm still selecting the empty and I will leave a small gab here in this area. All right. And right. After that, I will select this box and I will head key to move this all the way to the end, I guess. Let's go to the top and let's see what we got here. Okay, something like that. And I forget to move the kitchen, push it close to the wall like this, and there we go. Alright. And for this piece, I just wanted to be a little bit wider, so I will tap to go to the eight mode, select this phase. And maybe from the back, if you hit Control one and go to the Wireframe, you can see where you push this. I will push it all the way to here. You can see where the egg right now according to the reference image. And after that, the doors hot follows. So All right. Let's start with this bag wall. Let's hit G and move it all the way to the end and you can snap it right there, G hold control and snap it there. I'm using a vertex snap, and now I will focus on the wall. Tab out, grab this wall, hit G to move this and just snap it right here. And I will have to go to the mode, and I will grab these vertices, hit G, to snap these two vertices right here. As you can see here. I will add one egg in the middle here and one here. And after you select these two eggs like that, you can bevel them. So what control be to have a bevel and then king the width type to the width so we can give it an accurate number here. And I will type 0.3, I guess, not 0.5. And then hit X F to get rid of the faces here in the middle because they will be selected automatically. X have to get rid of them. And now's the time to make some kings here. Tab out, he grab the ground, tap in again, grab the side, move it, and let's move this all the way to the end and snap it right there to that corner. Tab out. Grab the side, tap in, grab it like this, this face, and then G and move it. And it could be moved maybe from the top of you. Hit G and move it close like this. Alright. Alright, and now is the time to make changes to this side. I will tap and let's select this phase right here. And I guess this pace all what we need. Teak you to move, and let's move this all the way right here. Tap out to grab this as well. These vertices and move them a little bit like that as well. That's very cool. And now is the time to control the doors. So what I'm going to do is I will grab these faces, these doors like that, or maybe those right here and hit XF to delete them. And I will grab this egg and move it all the way to the end because I want to create new doors here. So I will grab this and snap it right here, and this will be it. And before we add the cuts, I will make some change to the sink because I want it to be a little bit bigger. So top out, grab the sink, tab and you can focus on one side, for example, the side, and you can make it a little bit wider. If you like something like that will be okay. Top out to grab the facet and move it a little bit, right here. And maybe this surface, we can control it. And we could catrol it, actually. Move this a little bit like that. And this inner components, let's see group these vertices after we select it and move it out as well. And that's become bigger. That's very cool. After that, now we can grab the side tab and let's have one edge here in the middle. And this a will bevel it to be wide and unique like this for the sink. And here in this area, maybe you can have one edge. And now we got something even. It's not perfect, by the way, but it's very close. The distance between these. Alright. And now I can grab these three edges and hit C throw B to bubble them, except the bubble and go here to at 0.3, Enter. And as we did recently, after selecting these phases, hit X, have to get rid of them. That's very cool. Alright, now, sorry. Let's go to the upper components. Let's grab this tab to go to the hit mode, and let's make some chins by grabbing these vertices and move them all the way to the end here. Maybe we can go to the bag and see what we have done here. That's very cool. All right. And the same thing I will do it right here because we have some variation here and the size of the door. So I will tap and select these faces tab and go to the phase selection mode and select these faces. And you can see what I did or what I selected because SodiPi is active. And now, if I turn this off, you can see I just selected both of them, and I will delete them. Hit XF and get rid of them. And now I will grab this edge of this door and I will move this here and snap it to this corner. And I will add new cuts here. If you want to add four cuts, that's totally okay, and now they exist, but in the bag. It can be to bevel them, except any kind of amount here. And let's wing this 2.3 enter. And with these faces selected, hit XF to get rid of them. And now we got our slices. Alright, that's very cool. We're almost done, but here we have a light stripe we need to take care of. Let's select this, not the light, this piece. Let's dec these vertices after you swich to the vertex selection mode. And I'm going to move this all the way to the end and you can snap it to this vertex as well. I mean, to this vertex if you didn't notice here. All right. And for the lights, we need to reposition it so see grab the lights and the ground is annoying. Grab the ground at edge to hide it for now so we can rotate the camera like this. And I will move the light maybe here in the middle. And my eyes are here watching the distance here and here as well. Skill that int. And now I can scale it, and that will be it. Maybe we can move it a little bit to the X, and that's it. Cool. Alright, so we did a great job here. Alright. According to the reference image, here we have some doors as well, we need to create. I will show you these doors right here. Alright. Instead of adding a new plane and adding a bevel modifier with solidify to give it a thickness, maybe we can cope one of these bases here of the kitchen and reuse them. So let's start with the base. I will tap and use the base first. So with this phase, yeah, vertice is selected, I will hit heft D. Do we need to hit He D or maybe we can u Yeah, I will hit HD to separate it. I will have a new copy like that. Hit E to extrude it like this, and then hit L. Okay? What's going on? Why, it doesn't work. Yeah. And then hit P and then has to separate this out. And let's focus on this. So after doing that, maybe we can sorry. We can grab this face and hit E to extrude this one more time here. And I grab this face maybe, and we can extrude it here. Alright, cool. Sorry. Alright, it seems like we don't have a bevel modifier up light on this platform, so right, that's okay. Cool. After that, maybe we can grab this tab and select this pace at L. That doesn't work. Grab the face like this and duplicate it. Grab the vertices head key to move those bag and snap it here and maybe we can take another copy. He D to the Z, and let's take a copy right here. And these two vertices, maybe we can move them up here like that. And if we go inside, maybe we can grab one of these faces, right? I just want to make it a little bit wider so I can hide this open area. All right. If that's annoying, we can use this space. Let's have this to the Z and move this up like that. I guess, we can move it close like this as well. As to the Z, we can scale it like that. And you can separate it if you prefer. Let's see what we can do with this. All right. Actually, I will give it a thickness and make it like a box. So I will hit you to extrude it. Dlect all the pass by using the L letter, and then hit Ps to separate it. And now I will grab this pace and move this up. Que to this, let's move this all the way up like that. And now I will focus on this pace. Due to this, let's move this all the way down here. And it's not quite important actually to move this here, but that's okay. If you want to extrude this face like that, that's totally okay, as well. It's up to you. And maybe we can extrude it here as well. So this is what we got so far, as you can see, something simple. And now we could have some doors here. All right, cool. So creating doors, maybe we can use one of these doors. So tap and grab one of these faces as you can see. I got this one hit HF D tea Cov like that. Part of this you rotate this 90 degree like this, and you can move this back like this and put it in a place. And we need to align it with the height of the kitchen, the Z, he control snapped here, and move it back a little bit. Something like that. Now I will control these edges. I grab this side, move it here, the side as well, grab it and move it right here, this side as well, the Z, move this up, and now we need to make some cuts. So head control to add maybe two cuts here to have two doors. And Acula I hate this. I hate the solidify works on another dark and. Instead of that, I will hit Ps after I select these faces to separate them out. And now I will move this cast a little bit forward temporally. And then I will go to the solidify and I will king the thickness to the minus, add minus and then hit Enter. All right. I guess we need to add the minus right here and yeah that's what we want. So aid G to the X and move this back like that, close to the surface. Tab out, and now we got the thickness works outside. Alright now I can grab these two edges and separate them. But instead of creating something symbol like this, maybe we can add the same print we add right here, this line. Alright, let's see how can we do that? I can grab this edge, hit head to Z, and move this down here and move it out and maybe put it right here like this. And I will grab this vertex E Z and extrude this one right here. And the same thing for this one. H E to the Z and extrude this and snap it with this vertex. Grab those together, hit S and push them like that, maybe to the Z and move this a little bit like this. And with these selected, just hit E to extrude those down all the way to the end like that. Maybe we can move those up, grab those together down, something like that. And now after doing that, just separate the sinew line. Hit P and then s to separate it out. Tap out. Grab the surface, tap moodle control, grab this sinew edge. Go to the right view or to the Sorry, where should we go? Yeah, we need to go to the Alright, it seems like we got problem with the reference images. Why we can't see them? Alas, for some reason, it seems like I moved. I changed the name of the folder or something like that. That's why Blender can't find some of these images. All right, just one, this one, but we don't need this side for now. I can ignore this problem for now. Anyway, now I can go to the right view so I can use knife brject to bro chect this line on the surface. So go to the mesh and choose Knife project. And let's see what we have done. Now we got the line projected. After that, grab this control to dissolve it. We don't need it, and now we are done. All right. Now I can grab these two edges, hit Control B to bevel them like that and accept any amount of bevel. But here we can add 0.3 hit enter, and then hit X, I have to get rid of them. And now I can grab this phase and then hit P as to separate those out. Now we got the gap and we got the shape. And if you want to control this further, just select those together and have to go to the vertex mode. Grab all these vertices and you can see where you put them. And the guide it's up to you to delete it to leave it it's up to you. I just would like to mention that I fixed the problem of the image, and the problem was the image wasn't in the correct folder. That's why Blender didn't find it. And I unhide the curtain and these pieces that we create in the last video. So this is what we got so far. And Can we maybe create this hills here as well? Alright, I guess we can. Let's tap to go to the edit mode, and I will grab this face and then hit E to extrude this. Maybe we can exclude it here or maybe no, I think that's not correct. Maybe right here, because in the future, I'm not sure quite here, but maybe I can add some strap light here. Okay, after that, let's see what else we can do here. And the reference image you can see here, we have multiple heels. I think we can do something better. I think if we cover this area like this, I think that will be more professional as compared with what I got right here on the reference image. So I will ignore this and I will cover it. All right. So to do that, just select one of these face, maybe this one in the middle or yeah, I think they are all attached to each other. Just tap to go to the mode, go to the wire frame. I grab one edge. And you can hit have D to a Cobi and just move it a little bit right here and then hit E to extrude it a little bit as well, like that. And then go to the phase selection mode, grab this as a face, and then hit P and then has to separate it out from the other doors. Two. Now let's focus on this. I have to go to mode, and I guess we can grab these two edges like that. Do the tissue sorry. And I guess we can move this down And what I need to do is just I want to align this vertex with the piece of the glass or the glass wall of the stairs. So let's go to the right and maybe, yeah, from here, that's cool. Now I can grab these two vertexes and move this all the way here. All right, so this is the edge of the staircase glass wall. And let's move this all the way right here. And now I will grab this vertex and move it down like that. And just put it underneath the glass wall, give it a small gab like that. And the same thing we will do here on this side, we already have the gap. All right, so this is what we done so far. Hit L to select all the vertices like this and hit G and move this inside a tiny bit. Or maybe we can leave it aligned with this or not. I guess we can leave it like this. Or if you prefer you can push it a little bit inside like that. That's totally okay. All right, cool. And now after doing that, now I will select this egg, the upper one, and I will hit E two, put it inside as well. And I will separate it. Just select this space and then hit P and then it's to separate it out. Tab out. And now let's try to cover this area, grab this tab to go to mode, grab this edge, and then hit key to the X, hold Ctrola snap it right here. And from this side, I guess we can grab the same edge and just move it a little bit to avoid this overlapping or I think we don't have an overlapping. Alright, now let's go back to this. And let's add one egg group here, hit Control R to add one egg, and you can go to the wireframe to see where is it? He G twice to slide it. Close to this column, you can go to the right to see where this will go, but don't move it by the G alone. Hit G twice, slide it because I will tell you why. If you hit G to move it to the Y like that, you will prek the diagonal line here. But if you slide it by G twice, that will be better. So slide it like that. That's cool. All right, I will hit you twice, so I can see. All right. Sorry. I forget I can't see the line because it's inside. You can see it from inside. But if you turn the solidify and in the edit mode, you can see it now. And now I will add another two edges it CatrolR to add two edges like this, and now I will focus on those right here. Rub this with this one and this one. And then hit Control B to give them a thickness, and you can ing the offsets the width type to width, sorry. And now let's add 0.3 hit Enter. After that, you can delete this pace in the middle. He I have to get rid of it. And when you tap, now we got three slides here. And it's better for me. Alright, I think that's it for this video. I will end it here, and I will see you on the next one. 15. 015 Placing the U Shaped Sofa in Sunken Area: Hello again, and welcome back here. In this video, let's focus on the sunken sitting area. I will download a sofa and I want to put it here in this place. So to do that, first thing we need to download the sofa, and we're going to use a blender kit, so I will turn the eye on, and then I will swich the filter to free and just type SFA. Enter. And here we have a lot of options we can use. But as I remember, there was one SUFA here. I think it fits in our scenario. So let's search for right less type armless SFA, Enter. Alright, I think I'm going to use this because we don't need an arm here. I will download this and you can put it inside. Just click A trig and let's put this, for example, right here. And now we got downloaded here. All right, so it's one piece, as you can see. Alright, after that, do you remember this have that we created? I'm going to use it. But in case you delete this egg right here, we can let's turn this off for now. We can recreate it again. For now, I have it and I can use it. But if you delete it, you can select this Have you create it and you can tap to go to the mode and you can hit two to speak to the g selection mode, and then hit AltclickT select this entire egg lob, and then you can hit H D to the Z and Decocop like that and use it. All right. So for me, I'm going to leave this X, V, we don't need this. I'm going to use this one. I'm going to get Z and move the close to this area like that. And maybe it's tall a little bit. Maybe we can make it shorter. I will tap to mode, go to the vertices, grab those two vertices and I can move them in here like that. Tab and you can see the orgen dot right here. I will bring the three D courser here with this egg selected at Hets and Q cursor to select it. And now we have the three D coursor right here. And for the sofa, for example, you can put it right here or let's put it in the position of the three D coursor. I think that will be better. So heft is and use this time selection to cursor. All right, I think we can move those together down to the Z and let's put this, for example, right here. So after doing that, I will select the, and I will hydra click to convert this to a curve because we needed a curve, so we can use it. And then I will select the SUFA and then go to the modifier A to add. And from the Dfm I will ooe curve. And then I will pick our curve. All right, we didn't pick it correctly, so let's do it again. Alright, it's become a little bit difficult to us to control it, so I will move it up righter so I can see it. Alright. Alright, that's very cool. Now I pick it. And as you can see now the sofa started to align with our curve. And now we can move the sofa for example, can I grab it and hit G to the X, and it will follow the X axis of the line. But we got a problem. It's flipped. So I can hit Control and flip this to the Y, I guess, like that. And now I can hit G to the X and move it. All right. And now we got something. Alright, from the top of you, I guess we can can troll it better. As you can see, it's not in the correct place. That's why we're going to use the Y axis. So key to the Y this time and move this a little bit until it fits here inside. Now we got this result. Go to the Y frame to see what we have done. And now get selected and then hit to the Y and let's move it a little bit. Sorry, to the X, not to the Y. And let's move it close to the stairs here. And now we can duplicate it. But when you hit ift D to duplicate, duplicate to the X axis. So hit Shift D to take a CB like that and then hit X and move it like that. And put this next to this one. Hit heft to repeat the process, and now we got something. Maybe one more time. That's very cool. Now, let's go back to this piece, and I'm going to add ift D to the X again and let's have another copy there. Like that. And I guess we can move it a little bit to the X axis again to put it here, and that will hit through the X and scale it a little bit and make it big. Like this, maybe. So it's not aligned, sorry. It's not aligned perfectly if we compare it to the reference I make. And here, it's up to you in case you want to chunk the stairs position. If you want to change it, put it right here. If you want to be a little bit wider, it's up to you. And even if you leave this sofa like that, it's totally okay. It's not a problem. You can fill this area with plants units and put the table right here and everything will be make sense. So now let's go to the perspective and let's take a look. So this is what we got so far. And I'm going to accept this result. And now let's see if these are on the ground or not. And as you can see, they are not on the ground. I will grab them like that and go to the right view, for example, then hikey to the Z and maybe we can move them down, align them with ground like this. We have a small distance. Maybe we can move these jazz at bit like this. And now they are on the ground. And for these three steps, I can put the three D courser right here or I can use this add cube tool, and I can draw a cube right here. And don't worry about the dimensions for now. Just hit W to go back to Select Books and then hit into open the side menu and let's go to the item and let's key the information here. So the height would be 20 centimeter. And what about though it is not a huge problem, but the depth, I guess we can give it 30 centimeter, something like this. Now we can go to the top view, go Z and go to the wireframe, and then I will hit key to move this right here and at aro rotate it, align it with the first tab to go to the mode, grab these vertices, it Kewie, hit Alt and push those away like that, grab those wise, hit Alt, and push those away like this. Maybe I can do that again, right, something like that. All right. But I guess we can before we rotate this, I will hit Alt R to reset the rotation. Okay, I didn't reset. So maybe we can go to the item again and see where the rotation. So in the Z axis, I will add Z right here. I want this to go back for now for a reason because I want to duplicate it first. So I will hit ft D like that, and then I will hit B so I can grab this vertex and align it with this vertex. So after you hit H D, hit B and pick this vertex and move it right here. To move this new copy this Boskin and then you have the repeat that again. And now we got three steps, and this is what we want here. So after that, now I can align them. And before we align them, I will grab them like that and then hit Control J to make them one piece, and I will tap to go to the mode, so we can make some tweaks like grabbing these faces, hit EF to get rid of them, grabbing these faces as well, F and get rid of them, and then maybe grabbing all the vertices, hit A and then hit M and marry by distance to marry these retics here. As you can see now they're married. And now we can go to the X elected mod, E to the Z and snap them right here, and it could be merged. If you ask why because here we have the auto merge selected or let's say, active Okay, them right here. And we're going to do the same thing here. I grab this head, E to the Z, hot cattle, snap this one here. Eat to Z, snap this one right here. And this one as well. Eat to the Z, snap this one right here, grab those. Eat to the Z, snap this one here. And now we got three steps. Right now, it's like to exit from the local mood, and let's take a look. Go to the top, to tap to go to the object mode, Z and go to the wireframe and non hit art rotate this and align it with the stairs like that. And now you can move it just a little bit like this. Rotate this, a tiny bit like that. All right, that's very cool. After that, I can grab the side. I can it's like just to grub the side, Alt click, and then I will hit G twice. It's alt and move this all the way like this to fill this area. Like that. Alright, and now we need to trim something here. Okay, we need to make some trims here. So if you want to trim this, you can trim it or I guess we can use the here. Here we have an up here right here, it's called here, I guess we can use it. Maybe we can use it according to the position of the three D courser. So if I put the three D courser, for example, right here and change the transform to three D courser, and now we can pick things and move things according to the position of the three D courser. For example, I can grab these faces like that. Let's go to the face elect mode and these faces. The side faces by the way. Okay? And if I go to the here, I can hear them I guess like this. But make sure to avoid any distortion. Our hearing is not giving us exactly what we want. So in this case, I will go to the trim, so hearing doesn't work. But why did I avoiding trim? I'm avoiding trim because we already created the faces here on the side. And so I think we are going to lose them and recreate them again. Alright, let's go to the top. To. And in the blender, five, as I think, we have this new opura here, and maybe we can use it. It's called box curve. It's a quick way to make some cuts here. And I'm going to use the Bolgon curve. And to create a cut, for example, I can create an egg goes like that and deleting this area. And if you do that, this area will be trimmed, and I can do the same thing here. And this area will be trimmed. Let's see how can we do this? After we select this tool, let's have one click here and maybe one click here and one click here. And when this area become covered, hit Enter, and it will be trimmed. And yeah, we lost these faces, but okay, we can recreate them. Go to the tab again and let's use this again. Alright. We got a small gap right here. So I guess we can maybe we can make this a little sorry. Let's go back here. Let's tab. All right, select these faces. Maybe we can move them, a tiny bits. Alright, you can slide them. If you hit Gettie, you think you can slide them, but that's not going to work. In this case, right, I will delete them. I have no choice. I will grab these edges like that. From here, Holt control, grab this one. I just want to target these edges. From the top, hit it twice, halt and move those all the way right here to to hide this area, and now I'm going to trim tab out, use the bool gun curve, and let's have one click here and one click here and cover this area and then enter to trim it. If that doesn't goes exactly like what you want, you can hit Control Z and do that again. Like starting from here again, maybe right enter. Okay. And what about this? Maybe we can start over here, can go like that, I guess, it Enter. It's like to excit now we got this. Alright, now we can fill these pass again. All right. So let's grab this. E to the Z hold Control snap, E the Z, hold Control snap, Eat the Z, hold control snap at F to fill this. The same thing here goes to this side, E to the Z, hold Control, grab those, eat Z hold control and snap and Eat the Z hold control and snap that's it. Now these vertices are merged. In case you want to add some strap light right here in these tips, actually, you can do that by adding an A loop for each one of these. And you can select these A loops again and he G to the G and move them together like that to the top. And you can go to the phase selection mode and grab these faces and then hit E to extrude them just a little bit. And from the top, you can see we have some problem, but this problem it's easy to fix. Hit Gwise and light those and align them like that. And the wireframe mode. Align it like that and this one as well. Is cool. All right. And for this area, I guess we can go to the egg selection mode and grab this edge and hit F multiple time until you cover this, and then you can grab those and then hit I to create insets and you can hit B to ignore this edge. I mean, this one right here. And now we can extrude this as bits. Alright, and this new extrusion should be aligned to the round and you can move it up just a little bit like this. That would be it. In case you want to add striped blight here, it's up to you. All right, and now we got this done. After that, you can give it a bevel, grab sorry. Let's go back W to go back to the select box, grab this at Control A. I want to apply the scale. You can see here we have some variation. Apply the scale, and now with this one selected, hold hepton grab any piece with the bevil. For example, this one, and go to the modifier, grab the bevel, open this list, and copy selected. I just copied this bevel from this one to the stairs. And now we got it up light, as I guess. And yeah, cool. Very cool. After that, maybe we can go to the sculpt mode just to fix some intersections. I will grab this sofa and jump to the sculpts mode, and I can use one of these brushes, for example, this one, I guess we can move these vertices a little bit away from the stairs. And maybe right, we can control it. That's very cool. And this one as well. So I'm going to go to the object mood, grab this tab and go to Sklot mode again. And with the same prox selected, these vertices is a little bit away. Tab and go to the object. One more thing here, I noticed, as you can see, we have some things like crack here and it exists on the sofa. So I guess going to smooth this area a little bit. Because if you can see this and render, you can see that you can tell that these sofas are duplicated. So I will start with this one, go to the scallop mode, and I'm going to use the smooth. Here we have smooth film. Maybe we can use it, I guess. I'm not quite sure this will work here. Yeah, it works, but I guess this one better, a few clicks that we'll do it. I think that's too much. Bullet controls you multiple time to try to find better way like maybe making the pro a little bit smaller and make these clicks here. Alright. Maybe we can leave this one and focus on this. So tab, go back, grab this, tab and go to the sculpt mood. And let's fix this. Alright, I think that's it. That's very cool. One more thing here if you would like to do, you can select any piece you like, and you can go back to the colt mode. And here we have an option called simulation. And here we have multiple parties we can use here. For example, this one, if we use it, let's see the effect. You see, we can create more wrinkles if you care about that. You have this option actually. Just keep that in mind. And you can try these out. Alright, let's see what this doing. Alright, this will increase the effect, make it stronger, and that's too much, actually. Alright, I guess we don't need to do all of that. So yeah, what we got so far is very cool. I think we can just make small tweaking here like moving the last tip away from this area because this could cause injuries. So if we go to the top and move it a little bit like that, we will ruin everything. But that's totally okay because we can grab these vertices like that and reposition them again like this, move this, a tiny bit like that. And these vertices as well. And yeah, I think this will work. Very cool. Alright, I think that's it for this video. I will end it here and see you in the next one. 16. 016 Adding Dining Table and Kitchen Island: Hello, everyone, and welcome back here. In this video, I will create the kitchen island. So it's very simple to create, actually. We have this emic as you can see here, and we have this image to see it from the other side. And I guess I'm not going to add tools here, maybe just on this side. Or it's up to you actually. So let's see how can we create it? First, let's go to the top and see what we have in the wireframe mode. We have this. So we can use this at cube and create something like that and start from here, if you like. L you go to the top again and tap to mood HG and go to Wireframe, and let's put this in place. Higi and let's put it right here and let's align it. Align these vertices in the wireframe, like that. And those we can move them a little bit like this and those as well. And in the perspective, let's go to the right view, for example. I just want to see the height. I'm not quite sure. I can see it here. Can we see it? All right. Maybe from the left. Yeah, we can see the silhouettes, as you can see here. I'm going to grab these vertices, a key and move them up right here. All right, so now we got the height. After that, I will select these two phases and maybe that phase as well, and maybe we can delete them at X F and get rid of them. After that, we can give this thickness. So in this case, we're going to solidify over here in the modifier area and it have the A and the generate and solidify and let's Alright. Let's increase the number to what to maybe 15 centimeter, I guess, and even thickness, I think that's too much. I think 12, I guess, will be okay, or even ten. Yeah, ten, ten looks cool. All right. That's very cool. I've thought that maybe we can go to the local mode to tweak it further, like applying the solidify. We don't need it and tab to go to mode, and maybe we can go to the front. And maybe we can create a cut goes like that, I guess, similar to what we have right here. Yeah, we can do that actually. So use the knife tool, it K, and let's create cut start from here and goes here, it A to make the cat straight and hit C to cut through all the vases and then enter to confirm. Ho and cool. Let's go to this site, it K to activate the knife tool, one click here, hit A, hit C, one click here, and then hit Enter. Now this egg, we don't need anymore. Head control lights, and this one will control lights. After that, go to the phase selection mode. Easy to go to the wireframe, grab these faces, and then it's P, and then S to separate them, dab out. And now, grab this let's grab those at Alt slash to move these to the hidden or isolated faces, sorry, isolated geometries or objects, Alt slash. And now let's grab this tab to it mood and let's see what we can do. I will grab this edge and then at F to fill this, F to fill that, grab this with this control X to dissolve them. It's slash to excite, tab out, and now let's give this a bevel. With this one selected, hold you have to grab the star here and just go to the Bible and ce Coby to select it. And now we just copy the Bb from here, here. And now we got this bevel, as I guess, great. I'll select those. It's like to isolate them. Tap grub this, hit F fill, and this one grab this one, hit F to fill. That's it. It's like, again, let's give it a bevel. Tap out, select this, hold the crab this one because we got Buble up light here. So we're going to move it from here to here. All right, go to the bevel and cove it selected. And now we got bevel up light here as well. And now we done. So in the middle area, we have a piece of wood, and let's try to create it. I guess we can start from this. Got the space like that. As you can see here, at HevD the Cobi All right. For some reason, I can't move it freely because I forget to speak this to medium point. All right, so just keep that in mind if you try to move something and you know doesn't move or it's very slow to move, just check that runs from ivotPoint. I will sweat this to median and have the G and move this right here. It has to scale this and scale this like that, you can use the snap option, grab the side. Sorry, the side alone. By the way, let's separate this. I just forget that I control L, select one vertex, one phase, if you like, and I want to select them all. So to do that, it control L, and then P and then S to separate. Now I can focus on this one alone, grab it again, tab again, right with this phase, selected G and move this slided here with this vertex. And this one as well, Gold control snap it right here with this vertex. And now we got this middle area already. After that, we need to add some stools so we can go back tab out. By the way, when you tap in, you can't control the vender kit, and you will never find it, but you can see it in the object mode. So let's open this. And what we can do here is we can type stools. All right. Stools, enter. And we can pick one of these. This one looks cool, or this one looks cool, as well. Alright, this one looks cool. I like it. Maybe we can use this one. Let's put this one right here and let's see what we will get. All right. I think this one is ready. You can see the other options if you like. This one looks nice, as well, but I think this one is better. So let's turn the eye off, and I'm going to grab this from the top maybe and hit to rotate this. Rotate this smart right here, move the smart here, rotate, just make some random distribution. All right, one here, rotate like that, and that will be it. All right. Very cool. And here we need to add a table, so I will open the e and type table Center. Maybe we can type in our table. All right. I guess this one, I guess we can use this one. So grab it and let's put it right here. As you can see, but we need to tweak it a little bit. I think this one is similar to what we used and the reference I make. We go back here. I guess, yeah, I think this is what we used here. So to make some chings, let's put this away and grab this table, go to the wireframe and focus on the vertices. And let's move this, make it a little bit taller. You can kick the reference that make you feel preferred. Yeah, I think it's at the same size or something like that. After that, you can tap out, grab these cars, this one, and that one, have the to copy like this and you can make some rotation. All right. Just try to create some variation here. And now you have the ability to move it, for example, move it here or there, maybe make it smaller if you like, it's up to you. Maybe this here we can push it in like that. I guess. And maybe this one we can move it in like this, just to have some space here and here. Okay? And it will block this area. So, I think that's okay. Maybe we can corrupt those and move them like this. So from the top, we take a look. Yeah, I think it makes sense. It's not a Yuki problem. And about the distance here, let's assume that we have a person Alright, right here, and he wants to move to put something on the island here. So how many steps he wants? Yeah, I think we can, sorry. I think we can grab the islands and move it just a little bit. Like, a little bit, because I want some space here if someone want to go through this area. All right. That's very cool. And the area here is still nice, I guess. Now, if I grab this person, it KG to move it right here, yeah, it's good distance, actually. It's fits two for two. And it's up to you if you want to move this bag. It's tockly fine. Alright, I think that's it for this video. I will end it here and see you on the next one. 17. 017 Adding Decorative Wall Trim: Hello, everyone, and welcome back here. On this wall, I have a battery and I want to create. It should be right here around the wall. And as you can see, it's here is visible, and I want to create it. So let's see together, how can we do that? I will put the reference image right here, and I can start with a line. I can start with vertex. So let's try to take a vertex from here. Maybe this line I can use it. Start with this line. Okay, so we have two vertices. Maybe we can align this to the Z, just hit S Z zero, enter, and now it's aligned to the Z and move close to the wall like that. Sorry. And now I can tap out and hit five from the back to gum to the orthographic view. And I can select this line and hold you to grab this image, and it's like to go to the local mode. And now I can hit three to go to the right view. And now let's start following this shape. I will move the line and put here, maybe and tap to go to mode and now start following these edges. I will hit G to move this vertex here and this one here. Maybe right here, I guess, E to exclude this all the way right here. And according to this image, we don't have something difficult here. It's just a small curve. So we can move this vertex, for example, right here to the end of the door because it should be close to the door and our door, it could be right here in this place. So this line could reach this point and then go like that and then like this, okay? I grab this vertex hit E, and let's move this down here, E again to extrude this here like that. Maybe we can move this down just a tiny bit. Hit E to extrude this here. And let's move this vertex a little bit like that. Maybe this one we can move back like this and hit E to extrude this all the way to this point and hit E to move this one right here and E to extrude again. Now let's try to align it better. Let's move this egg here. And yeah, that's very cool. All right, so let's see what we got right here. Okay? So this vertex should go to this point and then goes something like that. I'm not sure quite here because I can't see it here in the blueprint, but it's visible right here. So it could follow the staircase. Let's go up this vertex. Sorry, G and let's move this one here, E to extrude this here, one extruding right here, and maybe this one we can tweak it like that. Let's move this one right here, extrude this here, and then E again to extrude this over here. Alright, one extrusion down, hold control, snap it with this one, and crop those together at F. All right, that's very cool. So let's go to the perspective and let's see what we got so far. After that, it's to excite. And maybe now we can tap out and from the top view, we can see Alright I can't see the line here. But if you go to the ortho sorry, if you go to the wireframe, I guess you can see it. All right, it's close to the wall or maybe it's inside the wall, I guess. Okay, cool. So this is the first step. After that, we need to create another edge that go around what we just created. So to keep that, maybe we can grab these two vertices, head D to the Z, and you can snap them to the wall to the end of the wall, G to the Z, Okay, that's very cool. Now I can grab this vertex, the G, and move it all the way to the end, E to the Z, snap this one here, E, and snap this one right here. So the idea is very simple. I'm just creating new edge goes around the battern. All right. So this one maybe you'd go inside this first step, I guess, and you can align it with this one. And then you can extrude it. But let's ignore this for a second. Let's go to this vertex set to extrude it. Maybe right here. Another extrgan here, maybe. One more extrgan maybe we can snap it here for now, I guess. All right, so it's a little bit difficult to understand what we should do, but in this case, I guess we can grab this is tip all right, and this one as well with the pattern and go to the local mode. And from the right, I guess we can understand what we should do here. So grab this tab. Now we have this vertex. I will move it down to the Z and align it here, and then hit E to extrude this here, maybe. And maybe we can connect those together, hit F. I guess we could move this sag a tiny bit like that. All right. Now what we need to do is just add some vertices here to create connection between them, pass between them. I can grab those together, hit F, to create a face right here, grab those, hit F, and maybe we need to add one vertex here, at least one here and grab those together, hit F. Maybe one vertex right here, t slide here and let's grab those hit F. Grab those together hit F. All right, and those maybe right here, hit F. You can see them from the side. And maybe those hit F. That's very cool. And maybe these vertex we don't need it. Dissolve petty, grab those hit F. One vertex right here, maybe twice, slide it here. Grab those hit F, right. That's very cool. Alright, let's to excite, and let's see what we got so far. I will select this new pattern, and I will go to the material and give it a new material. And in the Viewboard display, I will give it a specific color so I can recognize it. All right. And now I can tap and focus on this side, and I'm going to move those all the way to the end, and you can snap them there if you prefer. That's very cool. If you want to give this a thickness, that's totally okay. You can grab it and you can All right. Before we give this thickness, I just want to make sure of the face orientation. And I will change the color to something different because if I give it a red color, maybe I can't recognize it when I turn the face orientation. So let's turn this on. It's lacto excite. So okay, as you can see, everything is perfect. Cool. Now I can give it a thickness. So let's go to the modifier and parser can at HTA and let's search for solidify. And from the top, maybe we can understand where the thickness goes. So as you can see, we have it's out of the door about some millimeters. If you want to manipulate the offset from here, you can do that. It's up to you. So I will leave it like this. I guess that will be enough. One more thing here we could do. Some corners here could be smooth, and let's see how can we keep that? Et's grab this and it's like to go to the local mode. And let's tab and let's see what we can do here. If you want to smooth out these corners, you can hit Control B after you select the vertex that you want. For example, those control HB, and you can bevel them like that, and you can rotate the wheel just a little bit to make this smooth. And if you do that, you will get this result. This result is not a problem. I mean, these edges right here. But it is up to you if you want to accept it or not. In case you want to get rid of this or in case you want to make the bevel without getting these vertices, you can remove these edges. And I can give you an example, for example, if I want to remove these edges, On this side, what we need to do is just grab these faces like that and then hit F. Now they are gone. And even here, if you hit F, you can do that. So it's up to you if you want to this way, it will work like this. Just select these faces and drop this one. Hit F. Sorry. And okay, I'm not going to add the vie, so I will leave these edges. And now I can double the rest. For example, these vertices and those who here and those here and this one right here, these edges should receive the same amount of bubbling. So I will grab them like that and then hit Control H to B and bubble them. And let's make them smooth, something like that. You can add four segments, and the width is maybe 35, maybe five vertices. And for the corners here, maybe we can hit control he to B to bubble them. Okay, something like that. Alright, I think Bevel is not perfect, as you can see, the corner is not perfect. And I think that's because of the I guess, because of the scale. So if we go to the item and tab out, and, as you can see, the scale is not perfect. That's why I will hit Control Z to ignore this bevel and control A to a lie the scale on this geometry. And as you can see now, they become one. After that, now we can tap to go to mode and select these vertices that we want to bevel and hit Control B to bubble them. All right. Sorry, we could to bubble the vertices, hit Control heft B. Let's try that again. And yeah, now we got Bubble. And Let's control the width. All right maybe six centimeter and six segments. And for this area, it control Hf B, let's have something around like that. And I guess that's it. And feel free to make some kings here if you want to make this wider, this one as well if you want to manipulate it. And for these vertices, if you use this way to bevel, you can ignore them. Control X to dissolve them. So it's up to you. It's like to excite and now we got this. Okay, I think that's it for this video. I will end it here and see you on the next one. 18. 018 Starting the Ceiling Design: Hello again, and welcome back here. Alright, so far, we created everything we have here in the reference images. We create all the furnitures we got here in the images. And now's the time to use nano baanana to see what's the next step. For example, if we want to jump to the roof, I have no idea how the roof will be. That's why I need to use anopanana. And before we jump to anopanana I created some images right here with roof, as you can see here. The results we got right here are very beautiful. For example, this one is very simple and nice. If you want to create something similar to this one or let's see, maybe this one and this one right here, we have a lot of options. This one is cool, as well. And this one as well, is very nice. So, in case you want to generate any images like this, you can use now banana and L how can we do that? Alright, before we jump there, I just would like to hear something. I will leave this book with you. I created this book about talking about how to use Nao banana. And here we have the table of content. You can see which topic you want to focus on. And here we have prompts and all the instructions you need to use Nao Banana. You will find this in the project file. Alright. Let's go back here and let's try to use a view to take a securing hot. For these lines, you can see right here you can hide them by turning this off the overlays, and you can turn off the Giz module temporarily. And if you want the view to be a little bit wider, you can open the side panel and go to the view section and king this number. For example, I can add 35 to make the angle of the camera a little bit wider like that. And what else we can do here? Right now, I can take a screen shot. Taking the green hot is very simple. Just hit windows with heft S and just try to create a rectangle like that. And that's after doing that, the image will be saved. And now if you go to the ApoCos here, you can put them here at Control V to put the image, and just keep in mind to switch to go to the Da Banana Pro, as you can see here. And let's give this a bit of time for the uploading. After that, let's go to the book, and let's see what we have right here. So the first chapter is talking about basic transformation. So let's see what we got right here. Here we have the prompts. If you want to chunk an image taken from the three D viewboard to something realistic. And here we have example. And as you can see here, we have this keep this in mind. Tells you acquirers image upload. Upload your image first, then use this prompts. Just keep that in mind that you need an image to use these booms. For example, this one transform this three D scene into photorealistic enter with realistic materials. So I'm going to select this, and I'm going to use it. It Control C, and let's go back to APCs, and it Control V, and now let's seeing this. Okay, it seems like this tool is not working today. And in this case, I will swick to my Gemini accounts. I will swich here and I'm going to use Google. Google Gemini. But you need to subscribe. Okay, keep that in mind. So I will do the same thing. I will add them here with the text. So let's go back to Blender and let's take another screen use. And let's hit Control V to have the image here, and the Qs create image. And here, I prefer to go to thinking. All right. And then hit Submit. All right. We got an Emmy here. Let's open it, and let's see what we got. Aculas so beautiful. The lighting, the environment in general. And here we got a window. And this is a cool idea in case you want to add a window right here. All right. But the roof, as you can see, is very symbol, and it's totally okay to make a symbol, by the way. But we have more options if we want to make it a little bit complicated. So if we go back to the book and if we go to the content here, we have a chapter for sealing. It's number seven. So let's go to seven. It's right here. So this chapter talking about sealing design. Here we have prompts for ceiling. For example, if I grab this one and use it, let's go back to Gemini and let's add the script here and let's see what we will get. See here in this image, the ceiling design has changed as you can see. Now we have this idle light and a different results. So if we go back to the book, you can see here, we have this master prompt. You can chunk the information here between these pockets. I can't Alright. For some reason, I can't select this area. Anyway, you got the idea. I mean, this area here. All right? You can replace these words with the words here. For example, here we have ceiling type. You can use whatever type from here. And for each type, we have a description if you don't understand what this term is. And for the ceiling lighting, you can chooe whatever light you want to choose from here and we have the description here. So feel free to choose from these options. And here we have examples if you want to copy pause them. For example, I can try this one All right. Let's see how can we pick this like that and descpy this? And let's go back here. Let's put this text, and let's go to blender. And let's take maybe another secrene hot from a different angle maybe from here because I want to see how this wall will look. So let's take a secrene hot like that. And let's go back to Yemeni, and let's put them right here, at Control V, and let's give this a time, and then it admits. Alright, now we got this result. Let's open it. It's cool, but it's a little bit pouring to create ceiling like this. But it is nice in general. Maybe we can add this health here later on. I guess we can create something like that. It will be nice. All right. And what else? Yeah, I like this. You can see here the border and this image a little bit extruded, and it's beautiful. But for us, we're going to make it very close to the ground. It will be better. And the dark wood here creates a strong contrast with the white and it's become very nice. Cool. I like this image. You can download, by the way, from here, Download full size. And maybe we can download this one as well after we could wait for this one to be downloaded, and then we can download the rest. Alright, let's go back to Linder, and let's bring back the images. The new images that we just created, I added them right here, and I have these options as well. So it's up to you to choose which design you need to add right here. For me, I will pick maybe this one or something close to it because I think we can make some kind of relationship between the roof and the wall. We can create a pattern in the roof, similar to the pattern on this wall, right? And from this point on, you don't need to follow me. If you want to create your own wall, sorry, if you want to create your own roof, you can do that. You can create the pattern you like, the heap you like, and it's up to you, okay? For me, I will try to use this as a reference and then maybe make some tweaks. All right, so let's see from where we can start. A fair thing we could grab these walls or at let's active the overlays, grab these walls and let's tab to go to the edge mood and Alright. Let's see what else we can do here. All right, let's select these edges, starting with this one. Alright, I will deselect those. Maybe we can skip this and select those over here. Hold can throl and select these, as well. Okay, something like that, I guess. And then hit P and then is to separate this glop tab out, and let's focus on it. Grab it and tap again. Let's switch to the vertex mode, and now what I will do is I will grab this vertex maybe. Let's bring the refers MC to see what we could do here. We need to create this open area, so I will hit G to move this vertex, for example, right here, I guess, and then extrude this let's go to the top and we could move this vertex to the first align with the first step like that, and then extrude this to the X axis like that. After that, I will bring this bag, hid Hey, and move this bag called control snap right here, grab those hit F to create an A here. And this one, control X to dissolve it. All right. After that, maybe we can hit A and then hit F to fill this area, I guess. Okay, now we got a roof. As you can see, go from inside. Alright, cool. So now we need to create this. We need to create a rectangle right here and use it to create this hidden light. To do that, I guess we can tap out and add play right here on the roof. Alright, we have more than one option, by the way. For example, you can grab an edge like that. Or we can grab these edges and then he this Z and take a cop like that, and then hit Ps to separate them. Tap out and grab this new tab and go to the vertices. We don't need all these vertices in the middle. Can troll X and get rid of them. Now I can grab this with this and scale it a little bit, make it smaller. And I can extrude extrude this vertex and extrude this one. And if you ask me, why do I need to extrude them one by one? Because if you cue them, for example, if you cue those together and extrude them, you will generate a face. But if you extrude this as a first one and this 1 second, you will avoid creating a pace in this scenario. And now I will grab these two vertices and scale them to the X, scale them to the X, I mean, align them together, zero enter, now they are aligned. And let's move this for example, right here, hit F, and now we have this rectangle. From the top, we can grab these vertices and move those, for example, right here, just try to have a small distance, something similar to what we got right here in this area here. And on this side, you can see here. You can see the distance here. I will grab these vertices and move them cats a tiny bit like that. Right. And now we got this. If you like to make some kings like moving this like that and then goes like this and goes back like that, that's totally okay. It's up to you. Feel free to do that. These vertices, I will grab them and move them, for example, right here, I guess. And I think I will add one vertex right here and maybe we can add another one here and grab those together and hit you to move them like this, snap them with this wall, and maybe we can move this back or grab those together and move them back like. All right, something like this. Alright, cool. And now let's turn off the face orientation to get rid of this red color. Now let's go to the top and now I will select the roof. Tap to go to the md, hold control and grab this new edge that we just created. Go back to the top, and then let's go to the mesh and choose knife project. And now we got this project. And you still have the ability to make some changes like moving this, for example, right here. You can go from inside to see where this will go. Alright something like this. It will be cool. Alright. Yeah, it makes sense. Alright. After that, you can grab this face and then hit E to extrude it. All right. Extruding this face like that means we are giving this a little bit of thickness, like what we have right here. Okay? Let's try to. Alright, I can't draw right here. But, yeah. I mean, this thickness, as you can see, And now I guess we can extrude this one more time like that and then hit Alt click to select the outer faces like this, and then we can extrude them out. I will hit Alt E to open the extrude menu, and I will choose this opio right here called extrude faces along normals. Now we can extrude these out. Let's go to the top and let's see if we got any problem with the corners because here, let's see if we got this offsets even. And yeah, just keep that in mind. This will fix the corner problem. And now if we go from inside, see what we will get. So this is what we got so far. All right. But before we jump to this point, the question is, is that enough? If you accept these results and if you want to, for example, target these corners to bevel them like that, it will be a little bit difficult for you to do that right now. But if you hit Control Z multiple time and if you get back to the to this point, for example, it will be easier for you. So just keep that in mind and see what you want to do before you go any further. Okay, for me, I guess we can make some tweaks. And I guess we can target the the line. We can make the twigs on the line. It will be easier for us, and then we can reproject it again. So I will go to the top and I will select this line and grab these vertices and move them just a little bit right here. And I guess we can add one vertex here, then it can be bevllt to duplicate it. And let's have, for example, two vertices here, I guess, and hit control R to add another vertex, control, B to bivald to duplicate it like that. And with this selected, maybe we can move this a little bit like that. All right. And maybe we can target these corners and then hit control it B to bevel. All right, something like this. And let's go to the item. I just want to see if there's a problem with the scale, and as you can see, the scale is not perfect. So I will ignore this bevel. I will undo it like that and hit control, I apply the scale first and rebevt because I noticed that the curve is not perfect. So it have to be again. And let's do that again. And yeah, this is perfect. And the same thing here, control B. All right. Maybe that's too much. Let's change the width a little bit. Alright, maybe this as well, CtraHTB And you can change the number of the vertices as well. And about this area, I guess we can move those as at ten bits like that. And they grab these vertices control, you have to be endless pebble them. Alright so now we got this shape, and we will use it. Grab the roof. Have to go to the mood hold, have to grab this. Hold controller grab sorry, hold controller grab our hay, go to the top, go to the ma, and I have a project. And now it's projected. Tap out, select the roof on tap, and then with this phase select it, hit E to extrude this cas a tiny bit. Let's extrude this about maybe minus ten centimeter, I guess. And after that, I will extrude this one more time. A minus ten as well. And I will hit Alt click to select the outer faces when you switch to the phase selection mode, and I will hit Alt E to open the extrude menu, and I will use extrude faces along normals. A less active offset even. And maybe we can extrude this about some cirquac actually. Something about -70 centimeter. Maybe we can increase this to maybe 80. All right. Let's go from inside to see what we got. Yeah, I think this result looks fine. Let's take a look. So let's take this out. All right. Maybe this area, I guess we can grab these vertices and tweak them from here, like moving this inside. You can do that. And maybe those right here, we can push them like this a little bit. Okay. Is there anything else we can do here? All right, maybe we can grab these vertices, all of them, and move them a little bit far from the TV for nature, TV Wall. Something like this will be enough, I guess. And yeah, you can tweak from inside, by the way, and it will be better because now we understand what we want to do. Alright, that's very cool. Alright, now let's tab out and maybe now we can increase the height of the wall more than 300 centimeter to 300 centimeter and 40. So let's grab it and let's select the faces Alright like that. All right, let's go to the local mode. Alright, as you can see, we got problem with the selection. So just be careful when you do that. Okay, I can go to the front and just glob it like this, select everything. So let's hit E two through this about 40 centimeter like that. And then it to excite. Alright, because the ceiling we got right here is a dropped ceiling, it could be underneath the concrete roof. And let's see what else we can do here. All right, so maybe now we can select the outer edges of the ceiling because we need them, actually. All right. Like that, I guess. And then I will hit H D to the Z and take go like that and then hit P and then as separate it and less excite. I'm going to move this hit G to the Z and align this with the roof like that, and I can tab and then hit F to create a face right here. And then I will hit E to extrude this down about 25 centimeter minus and then enter. So this is the concrete roof. All right now after that, we need to increase the increase the heights of the walls as well. Okay. Let's see grab the wall, and I will hit Control R to add one inter here because I want to seal this area. And I will grab these faces, and I will hit E to extrude this about three andro centimeter like that. Okay, and I will hit Control R to add another H maybe right here, and I will grab this face and exclude the same hit E hold Control snap it here. And all what we need to do is creating a cap right here to hide this area because nothing we got right here. So let's create a face like that. And I will Alright, what we need to do here? Maybe we can crab these pass, hot control, snap it here, and maybe we can hit Control R and crab new gR here and align it with this one here. And I guess we can select these faces and hetrat to approach them like that. All right. And now I think will be visible right there. All right. And here, I guess we can hit Control R to add one loop here and snap the A here, another control R. And I guess we can grab this pace and extrude like that. Old control, snap it right here. Hit another E to extrude this one more time, maybe right here. Okay. And I guess we can block this area and close it. Or even if you leave it open, that's total okay. But for me, I will close it. It's up to you. I will add one edge right here, and on that side, I will add edge there and snap it with this one. And another one hold control, snap it with this one, and I will select this with this and use bridge. And don't worry about those. They will be not visible to the camera. And now we can create a cab right here to close this area in case you want to add the sunlight. It's up to you if you want the sun to enter from a certain area. For example, if you want to add a window here to have some sunlight effects, it's up to you or here. What I will do is, let's pick view, grab these faces, and then hit Shift D. It right click to leave them in the same place and then hit P and then has to separate those out. Tap out, you grab this new new faces and tap again and let's select the inner edges like that. And now I can hit F to fill this area. And now from inside, as you can see, we got this cut. And as I told you, feel free to ing this to whatever thing you like. And for this open space, we can grab the ceiling and grab these edges and just extrude them up into the G hold control and snap them right here, and that will be it. If you want to walk here like you are playing a game inside the Blender, when you active, if you go to the view and navigation and cue walk navigation, you can hit G for ground, and now you can use W ASD to work inside the scene, and you can go up, go down, can jump as you can see. Alright, I think that's it for this video. Now we got a core results, and we will make it even better. I will end this video right here and see you in the next one. 19. 019 Modeling Glass Railing Standoff Pins in Blender: Hello, everyone, and welcome back here. Okay, now we created almost everything in the reference images. So let's bring the difference I make and let's see what we got right here. All right, everything here we followed and finished. Okay, now is the time to be free. We don't have anything here to follow, but what we are about to do is we're going to use the images that we generated with Nano panana and we're going to see what we need to add here to this interior scene to finish it. Okay. Here, I added ten prompts, and with Iki prompt, I added the results. And this result, based on the screen jot that I took from the scene, for example, this one, I just got a secreen hot almost from here, and I feed nano banana with screen hot, and I gave this prompt as well, and now I got this result. And I did the same thing for these prompts, the rest of them. And now you can use one of these prompts, check the result, see which one you like, and then just fed it with nanobnana, add the screen hot and add the prompts and wait for the results. One more thing here I did in case you want to take another hot for the opposite side, for example, from this angle, I took a secren hot and I feeded nano banana with this prompt, and now I got this. But I want to take another secren hot for this site like this. And I want the same style to be applied on this hot as well. That's why I used this promptin now you can use it. Just feed nano banana with the prompt and with this result and with different secren hot and you will get the same style applied on the other on the new hat. As you can see right here. And I did that, apply that again on the Japanese end. So you can browse these styles and see which one you like to apply. So for me, I'm going to use these images. Feel free to feed nano banana with these prompts and keep generating images until you got all the details that you think you can fit them here. So for me, I will start with some tweaking here because I guess we can make some change here. For example, I'm not so quite happy with this column that we got right here. I guess we can make some tweaks like taking this up a little bit. And this glass wall, maybe we can push it inside a little bit. I will grab this and hold select this as well. And now I will try to align them from the top. I will grab this g and move it close to this one. And this is enough. And I'm going to make it ster. I will tap to it's easy to go to airframe, let's grab these vertices and move this up maybe from here, something like that, it will be okay. All right. And for the column, I will grab it and tap and grab these vertices in the top and move this all the way to the up to the Z al control, and you can snap it right there. And as you can see now, become here. And maybe I can grab this face and move it a little bit close to the roof, again, move it like that and try to avoid intersection. Alright, that's very cool. One more thing here, I thought we can king it. I wanted to make some tweaks to the to this area, I thought maybe we can make some kings here like maybe taking this up instead of going to this direction and try to get a different results. And it's up to you, by the way, it's not quite important, but it's just a matter of preference. Okay, now, what I'm going to do is I will go to the top view and I will trim the view. I want to focus on this wall. That's why I'm going to trim the wrist. To do that, you can hit Alt with B and choose the area. For example, I want to choose this area. Alright, now, everything it disappeared, and now we got this. After that, you can go to the right and start doing whatever thing you wanted to do. So what I wanted to do is I wanted this line to go to follow the direction of this line. Both of them to go like that and maybe goes up. So to achieve something like this, maybe we can grab this line and then a heft to take it as a guide, for example, maybe right here, we can put it, and then I can go to the vertex because I want to make some kings here. So fair thing, I will use the nF tool to create a cut goes like that and then hit Enter to confirm. And I will delete this face and grab it, hit X, F, and get rid of it. And with these two vertices selected, hit S to the Y and zero enter. And now you can go to the perspective to see where this goes. Now maybe we can use an F tool again and create a cut right here. And from the right, I'm going to move this vertex, for example, right here, and this one, hit G and move it here as well. All right, something like this. I can hit Controx to dissolve this, and let's align this better with the guide. Hit G to the Z and snap it with this vertex. And now they become straight. All right. After that, I can grab those and then hit E to the Z and extrude this up here, for example. And now I can grab those hit S to the Z Z enter, and then hit G to the Z and snap it here as well. And now maybe we can add another cat goes like that, and one cat goes like this, and now I can grab these vertices, all of them, and then hit S to the ZZ enter. And now I can maybe connect them together using F. Now, maybe we can apply the same style that we did right here on the side. So I will hit Control R to add one egg here in the middle and then hit Control B to bevel this two, two like that. And now, these two edges, I will grab them like that and then hit Control B again to bevel them. And now I will select this edge and just move this back a tiny bit like this. All right, maybe now we can do the same thing for the side. But before you do that, maybe we can add new cuts in this area using the knife tool, and to make the cut goes, sit right, hit A, and then apply the cut. Now, hit Control R to add one A, and hit Control B to B Vlat two like that, maybe. Grab those, hit Control B again, grab this one. Maybe we can move it forward like this. Alright. Something like that. Alright, now I can hit ltb again. And let's see what we got so far. This guide, we don't need it anymore. You can grab it hit X, E to delete it, and you can tap out now. And I think this is better. This is what I prefer. If you don't like it, ignore it. It's up to you. As I told you, now you are free to add whatever thing you'd like to add and try not to follow me here. Try to create your own design. Okay, now let's see what else we can do right here. Right now, maybe we can add the glass standoff. I mean, these pieces right here, their job is to hold the glass wall. So let's see how can we create them? And I added this mic right here if you are curious and you want to understand how this work. So this is what's going on behind the scenes. Alright, so let's see how can we do that? Well, first let's see if we have space. Okay, we don't have a space. And here we don't have a space, either. I mean, we can't move the glass on the side. So in this case, maybe we can make the steps a little bit shorter by grabbing them like that and grab this piece and go to the local mood so we can focus on them. This sell like this, go to the top and now let's tap to go to this mood. And easy to go to wireframe and I will grab these vertices, and I will move this just a little bit to have a small distance. So let's move this. Alright. It seems like we grab the wall, as well. Alright, if you got a problem like this, or sometimes when you select using box selects, for some reason, the object that you don't want to select it will be selected. To avoid it in the edit mode, just make one of these active and now you can tap. And I think in this way, you can ignore the unwanted object. Let's go to the top Z and go to the wireframe and let's move these vertices at end of it, and let's have a small distance. All right. And now maybe we can bring the three D crosser over here to add a cylinder here or you can start with a circle head have A. So sorry we are in the edit with top out first. Sorry, I just forget to actively screencast. Okay, now let's go to the mix and we can start with a circle. I think that will be easier for us. And I will leave the vertice 32, and I will scale it like that, make it small. All right. And let's see how can we create this? Actually, it's very simple. I will tap to go to the edit mode and then have to fill the fill this open area, create a phase, and then hit E to extrude this gas a little bit, something similar to what we have right here. All right. And then I will hit I to create an inset like that and then hit E to extrude this one more time like that. All right. And then I should extrude it again. But all right. Before we extrude this one more time, go to the phase selection mode it Alt click to select these phases. At D to the G. Let's take a copy here, and Sorry, before you extrude this again one more time, grab these edges in the middle hit F and now it control blast to grow the selection and speck to the face selection mode, it E to extrude this one more time like this to create this part. And now let's create a break between them. Grab this face hold you have to grab this. Right click, use break faces. And in case we created this on the wrong normal, all what we need to do is fix the normal. But before we fix the normal, because I'm not quite sure if this is correct or not, we can go to the face orientation and see. As you can see, we don't see any red color, so that's mean everything done correctly. Alright, after doing that, maybe now we can give it a bevel modifier. Apply the scale first because if you go to the item, you can see the scale is not one. Control A, apply the scale, and then let's have it over here and the modifier stuck and let's search for Bevel. Let's change this 2.3. That's too much, actually. Let's change this to 0.1. I guess 0.1 is too much. 0.05. Yeah, I think that will work. And maybe two segments and hard than normal. Write the click head AtosmoothO maybe we can delete. And now we got this. And now we can blaze this, put it right here. Alright, to do that, I guess we can use the snap. And let's ooeFace snap. Alright. And what else we need to active here? Here we have this option called lier rotation because now if I hit you to move this and use face Snap, I can snap it on the face, but it will not follow the direction of the face. So in this case, I will active liner rotation to achieve that. And one more thing here, the snap base is switch to closest. I will we this to center. I guess this is better. So let's give this try at keyhold control. And yeah, center is better. And now, because we activated the line rotation, now, if I snap it on the side wall, it will follow it like this. And this is what I want. So let's put this one right here, and you can go to the right, go to wireframe and put it in place, for example, right here. And you can see how big this could be as compared with the stip. So I guess we can scale it a little bit, make it smaller. And now we need to maybe go to the top view and make some editing. Have to go to mode, got divertitsZ to go to Airframe, and let's grab this side, hit G, and let's move it a little bit, align it with the glass wall, and now I will grab those and move it. And let's put it right here. So now, this is what we got so far. All right. Very cool. And now I will select this one, go to the right, and maybe we can hit heat to take a copy and put this copy right here. You can go to the top to see if there is a new copy in the correct place or not. And yeah, it's in the correct place. And I think now we can marriage those together, select the one hole here to grab this and hit Control J and merrge them. Right now we need to duplicate them and distribute them on these steps. To do that, I will select this at the glass wall and hit Alt and slide to send it with the hidden object. And now I will select those right here and then hit if D to duplicate it. But before you do that, let's swing this to vertex and activ closest and turn off line rotation. So select those and then hit Shift D to take copy. Hit P and use this vertex and move the new copy to this vertex right here. And now you can hit heft multiple time, and they will be duplicated in the correct place, as you can see here. So this is very cool trick you can follow. After that, you can hit slide to excite and now we got this results. And for this one, I can select those and duplicate them, and let's move them right here. All right, now let's select the glass standoff. Sorry, and glass railing. And let's go to the local mood. And let's select those here, hit art rotate them 90 degree like this, and maybe we can put two right there. From the top, let's try to put them in the correct position like this. And it's like too exact. Now let's see what we got so far. So now we got this results. But this should be they should be connected to something. In this case, I will hit control to activate the mirror, and I will mirror them on the X axis like this. And maybe from the top again, we can move those like that and put them in the correct position. That's very cool. And now we can assume that we have some kind of metal piece of metal linked to this, and it's easy to create. Just try to create a box right here, goes like that at W to go back to select Box. And now I can tap to go to mode, and I will select this pace at Control I To invert the selection and then hit X F to delete the rest. And now I will select this hit G to move this close to the wall like that, and then hit E to extrude it to create something like an L shape. And now I will grab this edge in the middle, it control B of avllet and increase the number of the edges to make this smooth. And now maybe we can target the vertices like that, and then had control have to B to bevel them. And after that, we can give it thickness. But before doing that, I will move it close to the standoffs like that, and maybe we can make it a little bit bigger, G to the Z, and the grab this side, it G to the Y. And maybe those we can encrob them G to the X, something like this. All right now, let's go to the modifier stock, and let's search for solidify from the generates oe solidify. Alright, cool. Maybe it should be a little bit thinner, like 0.5, I guess. Et's use had smooth, and let's give it a bevel. So let's hit H A and let's add bevel here. And let's e this 2.05 maybe. And let's activate the hard and normal and the heading to get better normal results. And let's incrate the segment two, maybe. Alright, I guess we can use those hit H D, and we can put them right here. Something like this. And in this case, we're going to make a small tweak, like, sorry, like grabbing these vertices and just move them a little bit like that. And I guess we need to make the thickness a little bit bigger in this case. And the solidify about 0.6 centimeter. So now we got this. Alright, now, maybe we can grab those, all of them, and then hit H D to the Z to take a Cobi right here and hit H D to have a pi on that side. All right. And you can use mirror, control M and mirror this to the Y axis, G to move it. Let's select the glass railing with the wall here, and let's go to the local mood, go to the top, and let's see what we got here. So all what we need to do is just grab those like that and move them to the wall. Sorry. And now we need to take another copy. He D to the Z, let's have one right here. It's like to excite. And I just want to align this new Kobe with the height of this one. Select this one, go to the local mode, and I will grab this and move it up just a little bit, almost close to this edge here. So grab this it to this right here, and that will be it. And now we discovered a way to hold the glass railing. Alright now, I think we can end this video here. And keep in mind we are not finished with the staircase, but I will end this video here and I will see you on the next one. But 20. 020 Modeling Decorative Wood Cladding and Segmented Glass Railings: Hello, everyone, and welcome back here. In this video, I want to focus on this wall. I want to add a layer of food on this wall, something similar to what we did here on the TV wall. So maybe we can grab some piece from here and use them over there. So let's see what we have first. Alright, I will grab all of these pieces together, maybe including this one. Ma quiere. Do we need to add this or not? And then he D to take a Cobi like this, and I'm going to put it at that place. So maybe we can do that from the top. Just rotate this 90 degree, 180 degree, and then to move this over here. And now I will focus on this area and I will trim and ignore the rest. So hit all three, and let's crop this area like this. And now let's see what else we can do. So let's select these pieces and then hit E to the Z, and let's put this, for example, right here for now. And let's move this for example here. I mean, let's tap to go to the mode. So here we have mirror modifier or light. All right. What I need to do is, I just want to make it a little bit thinner. Alright. So maybe we can select those and move it like that. And now let's move them all, and let's put them in a place. All right, maybe something like this. From the top, align it with the wall like this. All right, I guess we can make it even. Let's try to make it even thinner. I have to go to mode, and let's select one side in the wire frame like that. And we're going to move the side a little bit to the middle. And I guess that's it. And now I will move this bag over to the X, and I give to the ZG a little bit like this. And now we need to make it taller. So I will have to go to mode. And maybe we can grab these vertices and move them up. It's better to select these vertices in the wireframe. Let's move this one up here, maybe. And even those maybe we can move them up just a little bit like that. And for this area, I guess we can fill it by moving these vertices up like this and snap these vertices here. Alright, now we got this it lp. Now let's excite and let's see what we got so far. Alright, I think this is nice. And when you give it a suitable material, it will be even better, like wood or something like that. Okay, maybe here on this side, we can add a decorative wood layer. And I want to show something. I want to create something similar to what we got right here. All right. So by the way, this image is the result of my previous course in the blender, as well. So let's see how can we create something like this? Alright, maybe we can start with the cube. Let's choose a cube from here and let's create something small like that. And then hit W to seek back to box select. And now let's focus on this piece, small piece. Alright, let's tap to go to the mode, and I want to delete some pass. If you go to the wireframe, jump to the ps Elecum mode and let's grab these three faces like that and then hit XF and get rid of them. And now we ended with this. After that, maybe we can jump to the X elecue mode and grab the CHs and just move them a little bit like that. And what else we can do here. I will hit E to extrude this and then as to the X, and let's move those out at end bit. And now I will grab this and then to the Z and move this up. Maybe I can grab this side and move it a little bit like this and move this piece right here, maybe. All right. Tab again and let's grab these edges or these vertices and let's move those up to the Z. Actually, before you move those all the way to the end, I think if we leave it short, we can roll it better because now I want to duplicate it. All right. I want to duplicate more than one time. So let's hit D to the X and then hit B and grab this vertex to this vertex and then hit Shift R multiple times. Or something like that. Now I will select them, select these pieces like that, and then hit Control K to make them one piece. Tab to go to the eight mode, hit A, select all the vertices, and the vertex selection mode, hit to open the menu and choose Mc by distance. And now we have 40 24 vertices merged. Okay, now maybe we can move this a little bit to the wall like that. All right. Maybe I can add the three D coursor over here because I want to scale it towards the three D coursor. Hit a select all the faces, and then switch that transform to three D coursor and now let's scale this to the X axis like that. Alright, maybe we can scale this to the Y as well. And now we're skewing this back to median point. And now I will select these vertices like that. Alright, we have some problems here. Alright, let's take this out. Let's see what's the problem. Let's grab this. Let's put the three D courser over here, select all the faces, Swek this back to three Dcurser. And now let's try that again. Alright. Let's kill this to the X. And yeah, now the result is correct. After that, I will select these vertices like that and then hit G to the Z, and let's move those up. You can snap them here and get to the Z and snap it right here, and I will re extrude them again until you reach the end here. After that, I will select this edge and I will hit E to extrude this all the way right here and maybe one more extrusion, right there, and I will grab this and then hit E to the Z and snap this one here. I'd like to go to the local mood because right now maybe we can tweak this further. Alright. What I can do is from the top, maybe we can trim this area using the Alt B method. So hit Alt B and let's choose this area. I think this will be better. Alright, now, let's grab this tab, go to the top view, Z, and go to the wire frame, and let's see what we got. Select all the vertices. And let's move this inside like that, I guess. Maybe we can move this to the Y axis and then hit B. Let's say grab this vertex and align it with this one. All right, that's very cool. Okay, now we can sweak to the phase selection mode because I want to separate those out. Let's start with this one and grab this hit P and then S and this one as well P and then S and this one, P and then S. And now I will select this one, and maybe I can go to the top. All right, I just want to see this from the top view in the wire frame. So what I'm going to do is I will select these vertices and then extrude them back like that. So in the perspective, this is what we got. I just extruded those to this direction, and that's it because I want after all of that, I want to add bevel modifier and I want this error to be beveled. That's why. And I think we can I'm not quite sure if we need to add caps here, but it's not something difficult actually. If you go to the rights. All right. Let's select this vertex as, let's grab the side so we can see which vertices, which line we are dealing with. I want to select these vertices like that, and then I will hit F. Sorry, not those. Alright, that's not going to work. I thought I can grab them and then hit F, and then I can create a cup, but that's not going to work. In this case, I grab them one by one, starting with this one at F to add cups here. All right. That's very cool. And now I will select this Holt controller grab that one, and I will hit E two extrude like that, Holt control, snap it right here. And with autor selected, they will be merged. And when you move something, you will notice that it goes like crazy. And this is because we forget to speak this back to medium point. And on this side, maybe we can do the same thing. So I will grab those hits, or that's not going to work. Hit F for each one of them. Alright. All right, now let's select this hot control, go up this one, and now let's hit E, hold control, snap it right here. It's like to excite, and now maybe we can focus on this. And all what we need to do here is just giving this a thickness. So in this case, we can go to the modifier stack and add solidify. It's like to excite, and let's see where this will go on which direction. All right, the solidify goes to the correct direction to the back, and this is what we want. And now I'm going to appli the same modifier for the rest for this piece and this piece. Grab this salt, you have to grab this one and go to this arrow, use Kobe to select it. And this one as well, Holt, you have to grab this Kobe to select it. And now we need to give them a bevel. So let's start with this one, for example. Over over here, I have to A and let's add bevel. And let's change the amount to 0.3 maybe centimeter. All right, that's too much. Point maybe two, I guess. 0.2 is enough, I guess. Let's cring this to two, and let's active the hard and normal. And I'm going to apply the bevel for the rest of these pieces. Grab this holt. You have to grab this one, and let's apply bevil to it. And this one as well. Holt, you have to grab this. Apply bevel to it. And the same thing here. Grab the salt. You to grab this one, apply le to it. And now we got something nice and smooth. Now I can hit Alt B to bring back the rest of the scene. Alright, so here, maybe we can make small tweak like grabbing this health and HD to take another Cobi to the Z right there. Okay? And I can do the same thing here. It is something optional, by the way, but I like to do this. Or maybe this one we can take it down just a little bit like that. And I noticed here for the kitchen, I noticed that we have a gap right here, and I prefer to fill this gap. So in this case, I can grab all of these pieces, all of them, and then move them the grog me like that, and the select these unwanted pieces. Old control and select them because I want to focus on the kitchen alone. Alright. Now I can tap to go to it mode, and now easy to go to the wireframe. Now let's select those, and let's move this up. Just a little bit, and I'll line it with a ceiling like this. Alright, that's very cool. One more thing here I would like to mention. If you remember when I extended the length of this table, I got a problem right here, and I will explain to you what's going on. So if you remember, what I did is just tapped to go to the edit mode and I grabbed the vertices. Like that, and I move them a little bit. And you can see here, for example, I will move this just a tiny bit to here something. You can see here these vertices merged because the distance between these vertices under the threshold amount of the auto merge. That's why we got a heading problem when we moved the site. So to avoid this, I will hit Control Z to avoid this, I can apply mirror modifier on this. So select it, and let's go to the modifier store and let's add mirror. And now we have miror modifier applied. I will use bisect because I don't want overlapping. I want mirror modifier, delete one half and mirror the other half. But as you can see here, the result is flip we need the site and we don't need the site. So in this case, I'm going to hit flip to flip back the result. And because of the organ dot right here, the mirror line now applied here. That's why we got short results. In this case, we need to move the organ dot a little bit to this direction. So in this case, we can go to the option and active the organ and then hey to move this to the correct position, and then you can turn this off. And now we fix the heading problem. So what we did here, we just mirrored the clean side to here. That's all. One more thing here, I forget to mention the glass railing, I think it's not correct to leave it as one solid piece of glass. I think it should be divided into multiple sections. So let's see how can we do that? All right, tap to go to the mode, and let's turn off SoldPi for now in the Ed mode. And what we need to do is just adding cuts. Maybe we can trim the view. I guess that will be better at ATP and let's choose this area to work with. And now I will go to the right and grab this and tap to go to the mode. So maybe E, maybe one, two, three steps, we can add one cut. I guess this will this makes sense. So let's use an I have tool hit K, and let's create cut goes from here. Hit A to make the cut right, and let's confirm this right here. You have this option if you like, or if you want, you can consider this cut as a temporarily cut. And now I can select this line as a guide, for example, and hit SDG and scale it like that, make it tall, as you can see. I think that's too much, something like this, and then hit Ps to separate this line. Now, this new cut that we made, I will ignore it. Hit CtrolX dissolve it. And now what we can do is we can use this line as a guide. So now I will grab this and I will head you to move it. All right, and head you to move this and let's align this with this step and then hit he D to take another CV let's align them right here. All right, so now we could have two cuts here. All right. Let's just grab this line and this line is delete the soldify from these lines. We don't need soldify. We just need these lines as a way to trim the railing glass. So select this with this, hit Control J, and merge them, and move them a little bit far from the glass railing like this. And now select the glass railing, have to go to the mode. Select this face, hold control, and let's add these two lines. And now I will go to the MN Qs knife project. And now these two lines should be projected. And after that, I will select these faces here. Maybe I can separate those hit P, and then S, grab this, hit P, and then S, and this one as well P and this one. And now I can active. All right, it will be automatically active in the object mode. I mean, the solidify. After that, now we can give it a bevel. This is important. So let's hover over here for the first piece, H A to open the add modifier menu, and let's choose bevel, and let's change the amount to 0.02 maybe. 0.05, I guess. I'm not quite sure, but I think the scale is not perfect. Let's hit in to open the side panel, and let's go to the item, and you can see the scale is crazy. So grab this, control, I apply the scale, and let's do the same thing for the rest. Alright, now we can go back here. And for the bevel, 0.0, maybe or let's say 0.1. Yeah, 0.1 looks cool. And now I need to copy the same bevel and up light on the rest. I this salt, you have to grab this, Kobe bevel to select it. Grab this, salt, you have to grab this one, Kobe to select it, and this one as well. And what about this one? Apply the scale first and hold up to grab this, and let's copy the bevel for the last piece. Alright, that's very cool. I noticed something here. I don't know why that's happened. We can't see the whole cylinder from outside, and it's embedded inside. So let's try to fix this problem. I will select those, all of them like that. And maybe go to the top easy to go to wireframe and top to go to Emot. And with these faces selected, maybe we can add those here. Alright, we forget to add those to the selection. And now the tab. I'm going to move those out. And they're supposed to be right here. Now let's see what we got. Yeah, now the result is correct. Alright, I think that's it for this video. I will end it here and see you in the next one. 21. 021 Adding and Distributing Ceiling Lights: Hello, everyone, and welcome back here. In this video, I want to focus on the ceiling. And as I told you before, I have no idea what I need to do here. But depending on these images, the images that generated with AI, I'm going to create the idea and let's see what type of lighting we can choose from these images. So basically, I will distribute light sources around the ceiling like this image right here. And maybe I can add above this table and above the island some dropped light. And that will be it, actually. And for these lights, I'm not going to waste my time trying to create these. And instead of that, I can download them for free from blender kits. And here we have a lot of styles. And if you want more, as I told you, you can use nano Banana and you can use our new book to copy best the suitable prompt to use it. Alright, so fair thing. Let's try to prepare the strap light. So let's select the roof and it's like to go to the local mode, and I will tap to go to this mode, and I will select this and then hit to hide it because I want to focus on this area. So what I'm going to do is I will hit Alt the click to select this entire pace lobe, and then I will hit I for IST. Let's create an inset like that. Something like this. And here, you have two options. You can extrude this like that, and after that, you can go be this entire face loop and use it as a light, or you can maybe just leave it without extruding it. For me, what I will do is I will hit I, again, to create another inset. For some reason, I have a problem. I just want to see why that's haven. All right, let's. Let's hit I again to create small inside, and then I will hit S to pocus inside, send with something like this, it will be enough, and then I will separate these phases. I will hit P and then a to target these phases and give them a light material or emission. Alright. After that, you can hit Alt to bring back this phase, and you can tap out. So let's say now we are finished with this strap light. After that, we need to distribute lights around the strap light. So in this case, we can go to the Blender kits and we can go to the filter and choose the free fast and we can search for lights. Enter, let's see what we will get here. So as you can see here, we have a lot of beautiful options. Maybe I can use this one. So I will click tray and put this one right here, maybe. Alright, so as you can see now, we have this light, but this light has a depth, and this is a problem. In this case, we need to trim some areas. We need to create, let's say, a hole in the ceiling, so we can instill this light source. In this case, I will select the light itself, and then I will tap to go to mode and I will select this entire edge loop, Alt click trying to get it. All right. Let's see if we can get this. All right. If we can get this, maybe we can grab it manually. Maybe we can go to one of these views and maybe a Z and go to the wireframe and grab it like this. All right, something like that, and maybe we can deselect this, but that will take time. So maybe we can use the C troll idea. You can start from you can start with one edge and Holt control and go to another point to select the entire age loop, Holt control and select this one and we can do the same again. Okay. Hold controller and the grab this Holt controller, grab this, this, and now we got this edge loop. After that, I will let HeavD to the G and take a copy down right here and then hit P and then has to separate this out. So now, as you can see, we got this. And I guess we have subdivision surface uplied here. I can delete those. Alright. What else do we have here right here? As you can see, now it's become symbol. And Acula I guess we can delete these vertices. We don't need them for now. All right. That's very cool. And now let's go back to the light. Let's go to the wireframe so we can get it like this. And from the top, I guess we can take another copy HD, and let's take another copy next to it like this. And we can make it close maybe. Something like that, I guess. Now we got two. And because of that, now we can when you take COBE, this frame will be duplicated when you hit KFD. So in this case, we don't need the second one, actually. We just need this one, and I will grab these vertices and from the top, I will try to align them with the light like this, something like that. And now we need to link those together. So what I'm going to do is I will select all of these pieces and try to focus on one empty maybe. For example, this one, and Control B and set parent to this empty and keep transform for example. All right, loop and Alright. So I guess we can let's delete. Sorry, we didn't select the empty. Let's do it again. Let's scrap the empty. This one. I made a mistake. GathwE and yeah, I think, now it's yeah, now, these two lights are connected to this empty. And when I move it, everything will follow it. And this is what I want. And now we can distribute these lights around the ceiling. And after that, I'm going to use this a lobe. Maybe I can take it down for now because I want it to be more visible. I can use it to trim the area around the lights. So let's focus on distributing these lights around the ceiling. Alright, select this, and let's hit HevD and let's add, for example, one right here and maybe acy grab those, all of them hit D and take a COBI right here. So here we have four. All right. And maybe a cy grab those, all of them hit he D, to take a COBI again. And let's put those, for example, right here, and hit vD again, let's have them here as well. All right. In this area, maybe we can take one, hit D, and let's put three here. Something like that. And here in this area, maybe we can take this one at hv D, and let's put it here. GetHvD to take another one here. All right, maybe I can grab those hit HvD and let's put them here in this area and then rotate them 90 degree and let's have them here. Hit vD again, and let's move those over here. And maybe I can grab those, all of them, hit vD, and let's move them over there. Try to put them in the center, and maybe I can grab those here, it HivD to put one here, HD again, and let's have one right there. Or maybe this one I can move it a little bit. Something like that. Now, let's see what we got here in the perspective. So that's very cool. Alright, so that's what we got so far. And now, as you can see, the lights are very annoying and they will cause some problems when it comes to select these rectangles that we made. So I will go to this icon and open it, and I will hide the lights. I don't want to see them for now. Even the emts, maybe we can hide them for now. So now, this is what we got so far. After that, I can go to the right or to the left and I will select all of these rectangles like that and make one of them active, for example, make this one active and then hit Control J to make them one piece because this is important and now they become one piece. And this is what we want so far. So now when you select them, you are not going to select one piece. You will select all of them as one piece. So in this case, now I can grab the ceiling and tap to go to it mode and hold Control and grab these as a caterers. And now I will jump to the bottom view, hit Control seven to do that. And now I will go to the MIs and use a knife project to project these on the ceiling. And when they be projected, now you can hit E to extrude those up to make these lights visible. And you can control that from here. You can hit Q to the Z and control the extrusion. And now we got this result as you can see here. All right. If you have another way to do that, if you have a faster way, you can use it. Feel free to use it. But I think what we done here is something cool and fast in the same time. Thing I want you to know if you give the ceiling bevel modifier in case you want to confer the corners, for example, if you like, the bevel will not work correctly because of these lines goes in the stupid ways, as you can see. For example, these lines will prevent the bevel to work correctly if you use the general bevel. But if you use bevel, exclusive bevel for certain edges, yes, it will work. But if you use the modifier and uplight bevel everywhere, you know, that's not going to work. So in this case, you need to reconnect these new shapes to new vertices. For example, you can see this vertex, instead of goes like that this egg, I mean, sorry, instead of goes like that to this direction, it goes like this, and this is very bad. It should go like that. So the idea is just keep in mind, if you have a 90 degree line like this. And there's a vertex right here. If you have a third line, you should go. The best way for the best direction, it should be like this. Alright to produce 120 degree here, in this side and in this side and in this side. But if you sew a CNR, like an A goes like that, for example, like this. No, this is bad, or like this or like this, try to push you to this direction. And the same scenario here. Now, you can see here we have this 90 degree edges, and we have a point right here, and this line goes to this darken instead of going to this darken. So we need to fix all of these lights to get correct bevel. For me, I think adding bevel right here is not something important. And in case I want to add Bevel, I will add an exclusive bevel for a certain edges instead of using general bevel. So now I'm assuming that I finished here. All right. Now I can tab and hit the Tilda key. Let's open the screencast. I just forget to open it. And now we have these lights. All right. And if you feel that these lights are too much, this is not a problem because we can control these lights, right, and we can control the strength of the light itself. And the guide, if you want to leave it, leave it, if you want to delete it, delete it, this is up to you. All right, even you can, I guess, you can hit QZ and move it up, leave it up instead of leaving it down like this. So this is better. One more thing here, maybe we can fix. You can see these edges. The heading here is hark, and you can see the polygon. So what we can do is you can hit right click and use head Auto smooth. Alright, so that's we'll fix it. And just keep in mind that you can change the position of the lights. You can do that by adding an empty for the light. For example, if I don't like the position of these lights to be rare in case I want to move them a little bit to this direction, I can do that in any time by using a trick, and I will show you what I mean. Let's go back and let's active the empty because I want to use the empty technique in this scenario. Example, I can grab the ceiling and go to the wireframe and now I can go to the phase selection mode just to select these new phases that we created. For example, this one, after you select these phases, you can hit Control edge you can hook it to something. So you can hook it to new object or you can hook it to select the object. For me, I will add an object, for example, empty. So I will put the three D courser for example, right here. Maybe right here, right, hold you right click and put it right here. And I will add an empty let's add, for example, right plain axis, this one. Maybe I can move it down just a little bit and scale it, make it small. I think that will be better. Now I can select the ceiling and tap to go to it mood and easy to go to wireframe. And now I will select these faces, all of them, and those over there. And hold control to grab this empty, and the head control H and choose hook to select the object. So this is the select object. Now we can go back and tab out, and now I can grab this empty to move this new trim that we created in the ceiling. And now what I can do I can grab these empties. These empties, you know, this controls the lights and the details of the light. And now I can grab them like that and hold if and grab this one as the last one, and then it can throw P and sit parent object, for example. And now I can move everything together like that. So this is very cool idea to make it easier for you. Just keep that in mind. Now you can see when I move it, everything will be moved together. And you can apply it here if you like, in case you see these lights are very close, you can do that. Let's check this area. Okay, I don't have a problem with lights to be here. Maybe those lights I can ph them a little bit, or maybe later. Not necessarily now. Alright, let's do that now. Let's repeat that so you can master it. So the idea is adding an empty, you kill Just make it small. We don't need it to be big. Something like that. Grab the ceiling, tab to go to it mood, go to the wireframe. I want to select certain phases like that. Okay, and then plt control grab our empty and hit Control H and Qs hook to selected object, and now they are hooked to this object. Tap out, grab these empty hold you have to grab this one. It can troll P and he P into object. Now I can do that again here. So I'll smooth those just a little bit. And if you like to kick, sorry, you would like to kick those here, if they're still working or not, we can grab them. And yeah, they are still working. So they are working individually. That's something cool. 22. 022 Adding Hidden Lighting to Shelves and Staircase: Hello, everyone, and welcome back here. In this video, I want to focus on the lights. I want to add some lights underneath these tips of the staircase and lights here. Underneath these helps. Similar to this Imigs Miho. Can see here we have lights here. And here as well. And we forget to add spotlight right here above the door, but maybe we can do that later, not necessary to do it right now. So let's start with the staircase. For the staircase, you have two options. Either you add an area light underneath the steps, and that will be it or you can grab a step and try to detach one polygon from here and give it emission material to emit light. So I guess we can use the area lights. I will put the three D courser over here after you select this tip, just hit Shift S and Q Cursor selected, and let's open the secrene cast. And now I will hit Shift A to add, and I will add light. Let's use area light. And now we have area light pods. If you can't see it, you need to turn the light visibility on. Now we can see it. After that, I can select it with this tip and focus on it here. So let's go to the top. Maybe we can go to the wireframe and scale this to the Y axis like that. Right now, I can go to the WU just seven from then on that and it Z to go to the wire frame, and I will scale this to the Y axis. So hit S to the Y sce it like this, maybe make it even thinner like that and G to move it and put, for example, here, I guess, and scale it a little bit to the X axis like this. And then from the left or the right, let's hit to the Z and put it underneath the step like this. And now we have this light. So after that, we need to distribute it on the other steps. Okay, to do something like that, it's like to excite, and I will grab these tips, all of them with the light. Let's select them like that. And it's like to go to the isolated mode. And now I will select this light and then I want to duplicate it. So to do that, let's go to the Snap and let's use vertex snap. And instead of hitting HFT D, I will hit Alt D because if you hit Hi D, will duplicate it in a normal way. But if you hit ALD, each COBE will carry the same information of the first one. So if you make an adjustment, for example, on the on the power or whatever thing you do here, it will affect all of these pies. So let's see how can we do that? So hit Alt D to take a CBA like that, and then hit B to active the snap. And I will pick this vertex and move the new COBI to this vertex. So now we have another BI. And to replicate that, hits heft R to do that again and again until you reach the last one. Something like this. After doing that, let's give this a test. Now I grab this one and if I king the power to maybe two, now all of these copies should have two in the power. And yeah, that's correct. After that, you can grab them like that, and you can hit to a new collection, and you can put these in a new collection. Let's call this stair case, lights, and then hit Enter to create this collection. Let's hit the slack to excite. And now we got something. Now, if we go to the AV render, let's see what's going to happen. I will z and go to the render. Cool. Now we have these lights visible, and all what we need is just change some settings here, but we will do that later. Let's go back to the solid. After that, let's jump to the side to add some lights. Alright, so let's start with these shelves. All right. In this case, maybe we can create a strap light taking certain polygons from here and give them emission material. I will select these shelves and hit to go to the local mode. And I will tap to go to the eth mode and then hit three to come to the phase selection mode, and I will start selecting these phases like this. Alright. Then after that, now we can give them an insight. Hit I for. If inset doesn't work correctly, if you noticed a variation, try to apply the skill because I guess skill is not correct. I will hit Control Z to cancel that. And let's hit to open the side panel go to the item, and let's kick this or skill is correct. Let's try it again, hit Tab, and then hit I to create small inset like this and then hit I again to create another inset like this. Alright, that's very cool. After that, we need to select these faces and use them as a light. So let's grab them like that one by one. And maybe those right here. After selecting all of these, now I can extrude them. But before we extrude these faces inside, I just would like to mention something. In case you want the end of the strap light to be cut like this, instead of being like triangle, you can delete these edges and scale this towards the Y axis like that. So let me give you an example, for example, I will grab these faces if you are in the phase selection mode, and I will hit F to king this to one face. And I will do the same for this side. And I need to include those. Let's hit Hi. Let's add this one. Hold Control, grab this. Hold have to add this, hold Control, and add this one. And when you select all of these, just hit F to this to one giant phase. After that, you can go to the selection mode and grab this and scale this to the Y. So hit S Y is your enter. All right. And it will be flat. And this one as well SY zero enter. Sorry. This one, you'd go to the X SX Zero enter. And now after that, you can grab these two faces and you can extrude them. Grab them like that, hit E to extrude and put those inside a little bit like that. Okay, cool. Now we got something. But if you want to make the life easier for you, we can take another approach. So what I will do is I will select this phase and this one, and we finish with this one, we don't need to select this phase and this one as well. So after grabbing these, I will hit Control plus to grow the selection like that, and then I will hit C to hide these phases. So I can work with those right here. And now we will do the same. So I will select the phase like that. Now it will be easier for me to do. And now I will hit F to change this to one Gint phase. And let's do the same scenario as to the Y and then as to the X zero enter. And now let's jump to this one. Go to the phase election mode, grab these phases like that. Those right here, and then hit F. All right. Okay, now let's go to this one. Grab them hit F, grab this as to the X, as to the Y on this side. And now let's go to the phase selection mode. Let's select these faces. And those right here and those here, and then I will hit E to extrude them, give them a small amount of extrusion like that, and there we go. Now I will hit Alt to bring back the other phases. So we almost finished. All what we need to do now is just grabbing these phases again and duplicate them. All right, so let's select those. This one, and you can go to the right, for example, go to the Wireframe so we can see. And now with these faces selected, I will hit Hf D to the Z. Let's move those over here. All right. This is what I did. And then I will hit ps to separate them. And now I can give them a material. But not necessary to do that now. Now, let's hit slash to excite, and now let's jump to this side. Grab those over here. It slash to isolate them and tap to go to the edit mode. And okay, if you like, you can do something different. It's up to you. What I can do is I can take a face at D Z, take a copy right here, and then I Okay, what I can do is Hit I to create an inset like this. But try to avoid the overlapping that will have here. Okay, something like this. I will grab this edge and the head control X to dissolve it. I don't want it. And I will grab this face again, hit I to create another inset. But I think I made a mistake. I want this strap light to be close to the egg. Alright, so I will hit Controls multiple times to undo all of that. And now let's redo this, hit I to create an inset like this, and then hit I again to create second insets. And now I will select those over here and then hit Control, I, I want to invert the selecm. But if you do that, you'll select everything else. So before you do that, grab this face alone, hit Ps to separate it. Out, grab this, tap again, grab these two faces, hit Control I, now hit X F to delete the other faces. Now, from the top, grab this H S to the X, zero enter, this one, as well as to the Y zero enter. Cool. And now I will go to the phase selection mode and I will grab these faces and then hit X and QusOly face to delete only face. And now I will grab this edge, hit X and use Let me dissolve. All right, right, you can dissolve it because we don't have phase right here. In this case, hit X E to delete it normally. And now we got this edge, and we're going to use it as a cutter to trim these pieces. So tap out, grab this, tab again, hold control, grab this one, and now I will go to the top and go to the mesh and choose knife project. After that, just hit cut through to cut through everything. If you don't like the effect to be applied on the upper surface, you can go to the wireframe and grab the paces like this, go to the phase selection mode, and then when you select the pace hit F to tune this to one phase again, and we can do this for the rest. Grab those, hit F, grab this phase, hit F, and this one as we hit F. And now it's fixed. After that, now we can select this This one, that one, and then I can extrude them inside. Now, let's hit E to extrude those inside like that. And you can go to the front, go to the wire frame. And now with this space selected, I will hit F D to the G and let's move those down right here. And now hit P and then it to separate this out. And now we can give this light material. Now let's tap out and hit slash to exit. Okay, now maybe we can add light underneath the TV console. So let's grab this, hit tab to go to mood and let's put the three Dcursor over here in the middle after you select this edge. And now we got right here. Tap out, and let's add light and let's area light. Scale this to the X like that, and then scale this to the Y. Alright, maybe we can go in like this. Scale this to the Y, head g to the Z, and let's move this down until you see it. And now I can head gee to move this inside a little bit. And I will leave it right there. And when it comes to lighting, I can control it and give it a specific color. All right, I want to bring the reference images back because I would like to show you something here. When I asked NanuPanana to generate images, if you kick the, for example, this image right here, NanuPanana suggested that we can add strap light under this line. And actually, it's cool and I like it. It's really cool. One more thing here I noticed. I don't know if I can find it right now, but in one of these images, I noticed that other banana flipped the situation. Instead of having a border here, he assumed that this is the extruded bad. I mean, this is the white color, the wall itself. I guess this MQ that I'm talking about, you can see the inner area is the extruded one. And keep in mind that it's really cool. You have this scenario if you like to up light, if you want to invert this. So I'm not so quite sure if I need to add strap light right here, but maybe later, we can do it or maybe we can ignore it. I'm not quite sure. But I think we need to add lights over there. In the roof. So let's go back to Blender kit, and let's search for lights. And let's use the filter and active free first. Let's see what we will get Okay, let me tell you something. I try to find a good light fits here, but I didn't find something let's say, a good option. So I guess we can create our lights right here in this area. Okay, to do that, maybe we can start with the clipping. I mean, clip part of the view. So I will hit Alt B, and then I will, for example, cure this area to work with. That will be better. And one more thing here, I forget to do Secrine Caswes now it's active. So all what we need to do here is just creating something symbol here, act like ceiling, lighting. Okay, from the top, I guess we can go to the top and go to the wireframe and put the three Dcroser for example, right here. And maybe we can start with a plane. And I will sk it like that and skeet to the Y. I will create something simple and use it as a light. And let's put this one, for example, right here. All right. And I will tap to go to the moody and I will add one egg here in the middle and it can roll B to bubble it like that. And these two edges, I will grab them. Alright, sorry, this week to select box. All right. After you grab these, it can roll, B, and bubble them, and let's scale this in. Alright. I'm trying to maintain our pattern. Okay, this is something cool. After that, maybe we can grab the vertices and double them. But before we actually doing that, let's try to make some variation like grabbing this and move it a little bit. And before you do that, maybe we can take this out temporarily and grab this pace, hit F to make it one phase and get rid of these edges and this one as well, hit F. Now we got one giant pace now I will grab these vertices, for example, and trying to create some variation. That will make the result more interesting. Something like that will be okay. After that, tap out to check the scale, hit N, and go to the item and the scale is not one, so I will hit Control A and apply the scale. And I apply the scale so I can add bevel for the corners to confer them. So tab to go to the mode, grab these vertices and hit Control Shift B to bevel them. And let's make this area smooth, increase the number of the segments. Something like that, I guess it will work. All right. And now after that, I will hit A, select everything, and then I will hit I for inset. At least have an inset like that. About 12. And then hit X F to delete these faces in the middle. And now I will give this a thickness and hit A and then hit E to through this up. All right. That's very cool. And now I will go to the face selection mode, and I will grab these faces, and I will hit I to create another inset, and then E to put this TB inside and then hit vD to the Z to move this down right here, for example, and then hit Ps to separate it. And grab this and hit right click and use head auto smooth to smooth it. And now I will grab it and go to the front, maybe, and then G or before you do that, just go to the wireframe, G to the G and let's move this in. Now in the perspective, we could have something. So this will act as a light source. Now, I will hit LTP to bring everything back. And let's go from inside. And now I can give this emission material to emit light if you want to use cycle as under engine. Let's go back to the front because I guess here we have two options. Either we leave it like this and and try to create some kind of connection to hold it like that. Or we can move it up and link it to the roof like that. And I guess this result is amazing. Cool. I like it. Okay, I think that's it for this video. Let's end it here, and I will see you in the next one. 23. 023 Modeling the Pendant Light: Hello, everyone, and welcome back here. Here we have dropped lights on the island and on the table. I want to create these drop lights, and I told myself instead of creating them, I can download them, but I didn't find something close to what we have here. So here we have this image and this image. We have another design, different one. So let's see how can we create them? Let's start with those over there. Okay, let's make the image smaller. Something like this, maybe I can put it right here and maybe I can bring the screen cast. Okay? All right let's say try to click and us always on top. And let's put this right here. Okay, I guess we can start with a circle or cylinder. Let's put the three D crosser over here because I want it to be in the middle. But you have the A to add in, let's add a circle. Okay, I will accept this amount of segment or the vertices. Second, we have 12 vertices, so I will accept that, and I will scale it to something small like this. I will hit to the Z and move it for example right here for now, let's try to understand what we got right here. The design here is very symbolically. So what we need to do is just tap to go with hit F to create a face and hit E to extrude this gas at to bit. After that, maybe we can grab this phase and then hit E to extrude this again and scale it like that. And that will be it. And I will grab this pace and it's I for inset. And then X F to delete this one. We don't need it because this area will be attached to the roof and it will be hidden. And we need to target the edges and smooth them. But before we actually do that, I will grab this and go to the local mood. I will grab this face, hit I two, create an inset, and I will hit X F to delete this part as well. Go to the egg selection mode, hit two. Alt click to select this entire egg loop. You have to click to add this and add this one right here. After that, give them small amount of beveling so it can troll B to bevel those two, three. That will be it. Something like that, I guess, three centimeter. And now we can add subdivision surface. To add subdivision surface, quickly, just hit Control one to add subdivision surface with level one. So it control one. Now we have subdivision surface with level one. If you want to add subdivision surface with level two, hit control two. Now we got this ten ready. All right, let's move this a little bit up, and let's see what else we can do here. I will tap to go to the E mode, and I will grab this inner circle, and then I will hit have D to the Z to take this right here, and then I will hit Ps to separate it out. Tap out, and let's focus on this one. Let's decrease the level to one, and let's tap to go to the eight mode. Let's hit TDG to extrude this up and grab this Z. Let's take this down. So this will be the wire to hold the lights. All right now, maybe we can start with the light itself. Let's see how can we create it? We have these edges selected. I will hit Hes and bring the three D courser over here. And let's tab out to add a sphere, UVsphere. It's very big. Let's make it small like this. Hit UDZ and let's move it over here. And all what we need to do is just grabbing this side and then hit I to create an inset like that and maybe hit E to through this up like this. Because I guess this glass a little bit extrude it up from here. And here we need to grab these phases here. You can switch to the phase selection mode and hit Altclick to select this phase loop and then hit Control with plus to grow the selection. And then I will hit X F to delete this area. All right. After that, maybe I can grab those over here, these faces. In the wireframe would maybe I can grob them and then hit XF to get rid of them. And maybe I can select those, hit Alt S to make it a little bit. Smaller the radius of this cylinder. And for this egg right here, I'm going to beveled Control B and les at three cuts maybe, something like that, just to smooth out this area. And now maybe we can give it a thickness using solidify. But before that, I guess we can extrude this just a little bit because I feel that this area extruded. I'm not quite sure, but I think. So now let's tab out and let's hover over here and the modifier stuck, and let's get heft a to open the add modifier menu, go to the generate and add solidify. Apply the scale to get better, correct thickness. And now let's control this. Let's add 0.5 as a thickness. And you can apply the modifier after that. Here, we can tap to grab these edges and hit Control B to bufl them like that. I guess, you can add. By the way, I bevel those, so I can get something smooth like this. And I will add an egg lobe right here, hit controlR to add one egg lob to tighten this area because if you add subdivision surface to smooth this out, if you don't have an egg right here, this area will be very smooth like this. But if you add an egg, I will maintain this sharp corner right here. It will be smooth, but a little bit as compared with this one with this result. So let's add an egg loop right here to tighten this area. And this egg loob I will control be to bubble three eggs like this. And for this side, I can grab those over there, and control would be to bubble them as well, like that. And maybe I can add one egg bra here just to prevent the smoothness to The idea is when you add one egg lobe right here, you will make the smoothness goes round and nice like this. Okay? If you add one egg lobe here, I mean, almost right here. But if you leave it without support egg, the smoothness will go like something like this. It's not quite round. I mean, the roundness in this area will not be perfect. That's why I added egg lobe here. I mean here. So just keep that in mind. All right, cool. Let's tab out, and let's take a look. All right, very cool. One more thing here we need to do. We need to create the details inside. I want to create something spiral. So to achieve something like this, I can I will leave the three decosa for example, right there. Yeah, it's okay. And I will hit he eight to add and I will add another circle. Okay. And I will tune the vertices maybe to eight and I will scale it like this. And I will move it down, right here to work with it and maybe scaled even more like that. I will tab to go to the edit mode, and I will move it a ten bit from the center. This is the center. So let's move this just a tanda bit, and maybe we can rotate it to the X R to the X 90 degree like that in the edit mode and tap out. After that, we need to create or add an effect on this circle to make it go spiral like this. Okay, to achieve something like this, we need to use the Screw modifier. So go to the modifier stack at toe to add, go to the generate, and let's search for screw and let's add it. And now it's working, as you can see. If you go to the screw itself and move it a little bit, you can push the start point from the end point to get this effect. And if you cranked up the iterations, you will have you all spin it like that. So let's spin this multiple time. I think this result is cool. If you want to make this thin or thick, just grab the original circle and scale it down like that. Okay, somebody like this. All right, cool. After that, you can tap out and skelt and make it a little bit smaller like that, and we can use it. After that, maybe we can bend the end area or extrude it to go inside, okay, something like this. Actually, it's not something important, and no one will notice it, but let's see how can we do that? So if you are happy with the result of this screw, just hit hover over here and hit Ctrola to apply the modifier. And now with this one selected, have to go to the mode, and let's grab these edges and just try to pick a nice angle and it hold control and then hit right click, for example, in this area to extrude this. This type of extrusion is very nice. It's following the cursor Boston. So for example, I got this extrusion and the position of the cursor. Now if I put the cursor right here on hold control and then hit right click, I will get another extrusion like that, and I will keep doing that until I make this one reach the middle. And if you want this to go up, for example, put the cursor right here, for example, and hold control, hit right click. And now we got this results. But it's not perfect. In this case, you can pick one of the views front, right, left and see which one is suitable for you because I want to grab these and manually, put them in the correct place like that maybe. And let's go to the right, maybe the front or something like this. And maybe this one I can move it a tiny bit and rotate it a little bit like that. If you want to get better result, you can select these edges. If you want to smooth this out, grab these edges with Control Alt click to select ring, select to keep the ring selection. Control Alt, if click to add those as well. And now you can use the Loop tool and oe relax to relax this a little bit. As you can see now, now we got better results. Maybe we can add those or target those and relax them. Okay, maybe, I guess. Alright, from the top, let's see what we got. From the top, maybe we can move it just a little bit and center it. I will active the proportional editing to move it a little bit to move this circle because I will show you why I'm doing this. If I use the propocal editing, I can get this result as you can see here. I can move this edge and these edges that follow it are linked to it, and this is what I want. But if I turn this off and move it, I need to select these edges and move them one by one. That's why I'm going to use the proportional editing. So let's activate this one, go to the top. Wireframe and just move it a tiny bit like that, and that will be it. And then just extrude it up, hit E, and just extrude this up like that. And now let's tab out, and now we got this. After that we can add a cover to cover this area, and maybe we can take the cover from the design itself. I will hit S to the Z, zero and three to flatten this with the Z, turn off proportional editing. And then I will hit HD to grab these edges, select them like that, duplicate them, hit P, and then S to separate them out. Tab out, and let's focus on this. Tab to good hit A, and then hit F to create a phase. Or before you create the phase, just hit Control Z. Hit E and then S to extrude and skill. Okay, something like that, and hit E to the Z and extrude this down like this, maybe. Okay, something like that. The idea is just try to cover it. And maybe I will select this hit control with B to B bullet to have something around like that, and maybe we can add four edges. Alright, that's cool. Hit A, lt is to inflate this gas a little bit to make it a little bit bigger. It gives the Z, and let's put this over here. Something like that. All right. And let's see what's going to happen if we give this subdivision surface. I will hit Control one. And as you can see, we have some overlapping. Okay. Well, in this case, we can tab again at Alts inflay this a little bit more to cover everything and tab out. And now we got this. Cool. All right. And do we need to give it thickness? Actually, I'm not quite sure if this is important, but it is up to you. So go to the front, go to wire frame, and with this selected hg and let's move those and let's put them in place almost right here. And now let's select this wire and let's have to go to mode, select these edges and let's move them down to the spiral filament, almost right here. And now we got this results, but we need to control it. We need to find a way to make this taller or shorter. Okay, let's try Let's try to do that. Okay, let's go back to the front again, and let's see how can we keep this. The idea is I want to add an empty right here. And when I grab the T and move it up, these pieces who follow it. So let's put the three D Cursor over there. Hits and cursor to select it. At H A. Sorry. Let's tap out. I just forget that. Let's tap out. Ha, and let's add MT. And let's scale down mixed small. And after that, I will grab this and tab to go to the mode and I will select these edges. Fault control grab the empty and then hit control edge to open the hook menu. And was hooked to selected object. The selected object means the empty itself. So do that and they grab the empty. So these edges now become hooked to the empty. Now if I tab out and they grab the empty and now they are hooked to the empty. And even this piece, I will hook it to the empty selected hold. You have to grab the empty at Control B and choose set part to object. Now when I grab this and move, you can see this will follow. So why I'm doing this? I'm doing this in case I want to make this tall or short. Now I have the ability to control it, and this is very important. Above that, I need another empty to control the whole design. So let's go back to the front again, and I will grab this and tap to go to the demote, and I will select these edges, for example, and I will put the three D Cossa over there so I can add another empty. Top out, and let's go and let's add another empty plane axis. This one could be a little bit bigger just to recognize it. All right. Now I will select this holdup to grab the big empty head Control B and choose set parent two objects. And now this big empty will control the small one. And I will select the details here. This select, I guess we can select it. Select sphere and the details inside. A to grab this empty head control B and Q objects. Now this empty hood control everything, and the small one hood control the height. So if I push this up, now I can use the empty the big one to move everything, and the small one just to control the height. Alright, so this is a good idea if you want to create a custom something light or whatever thing you like. But we are not finished here, by the way. We need to grab this hedral and use head smooth just to make it smooth. If you want to add subdivision surface, be my guest and add one here as well, we need to smooth this out, Head smooth, this one, head the smooth. I think we don't need to add subdivision surface for this. Pieces because camera will not focus on this area. So keep a symbol. Now I will select the big empty that controls everything. I just like to excite. And now I will move this up to the roof and just to the Z and move it maybe right here. And that's depend on the heights. For example, of you, let's go back. I think this height makes sense, and this is all what we need. So now it's the time to control this second empty this, let's move this up, something like that. Right click HtmthT smooth it out. All right, that's very cool. Now we got something. Now I will go to the Wireframe, and I just want to select this alone, all of these details that we just created. Let's hide What do we need to hide here? Okay, let's go to this icon and let's hide the lights. I don't I don't want to see them right now because I want to grab this and select it. So let's select this, and let's hit Empty, create a new collection, hit New. Maybe we can call this island pendant lights and just hit creates. Alright, that's very cool. And now I have the ability to hide it and hide it. So we finish this one, and let's see what else we can do here. Okay, I think that will be enough for this video. After that, we will duplicate it, but I don't want to duplicate it right now because when it comes to add materials, I will make it ready and then duplicate it. That will be better. So I will just add or leave one copy right here, and that will be it. After that, we need to create a bended light for the for this table, okay, comes from the ceiling like that and go dropped down. So I will end this video here and see you on the next one. 24. 024 Modeling the Dining Table Pendant Light: Hello, everyone, and welcome back here. In this video, I want to create the second dropped light, this one right here. I don't have another image for this design. I just have this one right here. So let's see how can we create it? If you like, you can use nano banana to make nano banana recreate this part for you. Let me give you an example in case you want to focus on this part and in case you want to recreate it using nano Banana. So I will use this book. You will find it in the resource folder. Scroll down until you read this part. All right, it's Section 12 extract furniture as a three D product. So here we have a prompt. You can apply First thing, we need to take a secrene shot for this. So let's try to do that. First, maybe we can go to the mood and change this too. Um, I don't know which one we use, maybe this one, I guess. No. Maybe I need to select the same option just to turn always on top. Alright. So and then I will hit the window the window baton with ifT with this to create securing hot and let's take securneHt like that. After that, we can go to nanobnana to use this image. Alright, so now we are using ApoCus AI to use this image. And all what we need to do is go to this list, open it and cus nano Pan ana pro, and then hit Control V to paste the Emic right here. After that, let's go back to the book. And let's copy this prompt. Hit Control C, let's copy it, and let's go back. Let's put the prompt right here and then send it. So this is what we got. And I think it's cool. It's not quite similar to the original image. And I'm not going to create my design or I'm not going to make it 100%, similar to this one because here, the glass area is extruded a little bit out and we don't need it to be like this. But you got the idea in general. Now we have something we can follow if you like. Alright, I'm going to use this image. Just hit this button and download it, and then I will put it in the PRF tool. Alright, so now we have the design right here. Okay, fair thing. Let's put the three D coster here above the table and then hit He to add and let's add a circle. And the vertex second let's add 12 and then scale this circle to make it small like that. I'm trying to create this part. And then I will tap to go to the Edit mode and then go to the vertex selection mode, hit one, and let's grab these vertices and then hit HD, take a CB let's put this cop right here. Alright. Now, let's grab these vertices, hit X, V to delete them. And I will select this one with this one, hit F, and this one with this hit F to create a connection. And now we got this results. Hit A to select all of these vertices and then hit F to create a phase, and then E to extrude this up at ten bits. Now hit Control R to add one H in the middle and then let's hit Control V to buckle t. The two like this. After that, I will go to the phase selection mode and I'll click Dele these faces, and I'll have to click to add those, and now we can extrude them out. Hit Alt E after that and Q extrude phase along normals. And let's book these out. Calls a little bit. And now we got this result, as you can see here. I will hit like to go to the local mode. Right after that, I will select this phase and you have to add this one and I will hit I to create an inset like this. And after doing this, I will hit right click and bridge to break these faces. And now we need to create the lights. All right, maybe we can use these interfaces to achieve that. I will hit Shift D to decor Cobi like this and right click to leave this Cobi in the same place, and I will hit P and then a to separate this out. Tab out, and let's focus on this inner area. Let's to the Z and Calvit and I will hit Tab and hit a select all of these phases, and then hit Alt E and s extrude along the normal. Let's extrude those cast tiny bit like that. All right, that's cool. Maybe these phases, I can take them down just a little bit like this. About this area, let's have to go to mode and I will use this phase hit have D. Let's take a cob right here, and I will scale it like this. I think we just forget provokonal editing active. Just turn this off. And then I will scale this to the Z, maybe make it wider. I will move this one maybe right here. All right, and then hit Ex through this one more time like this and then hit Control L to select the linked pass and then hit P as to separate this out. Tab out, you grab this and go to the top, Tab again, goot wireframe, grab this face and let's move try here, grab that one, and let's move this over here. All right, hit G to move this up. Hit HD to take a CV and let's move this over here. Okay, cool. Now let's tap out. Let's focus on this, tab again. I want to add a support ag loop because if you give this subdivision surface, this area will maintain the roundness. We will have some kind of distortion here, right? Instead of staying like this, it will be more like this, not round. So adding supporte loops here it's something important in there as well. To do that, It control R to add one lobe here, and control R to add one there. Grab those, both of them, at control heft R to duplicate them. At least move those to the end almost right here. Allright, one more thing here, we need to target these edges and bubble them. All right, something like that. And these edges as well. After you grab them like that, control with B to bubble them. At least bubble those two, three, like that. That will be enough. A. Now I will give this subdivision surface with level two. Yes, it can roll two to do that. Right click head smooth. The same thing, I will do a try here. Tap it can roll R to add one edge loop here, Control R to add one here, grab these two edge loops, and then it can roll ft R to duplicate them. And now let's grab the ge ring, these edges, the four of them and then go to select and go to the loop and choose ge loop to select all of these edges like this. And then hit Control B to bevel them. And let's make it round. But the result is not equal because the scale is not correct. I will hit Control Z, tap out, control A, ab scale, tap in rebevl something like this, I guess it will work. And then it Control two to give it subdivision surface with level two, right click head Smooth. Now is the time to create these wires. To do that, Well, first, maybe we can grab this. I want to put the three D coursor in the middle. I will tab and I will grab this edge and this one and then then put the three D courso in the middle. Now I will add a cube, scale it like this, make it small. Scale it to the X th the sorry, to the Z, S to the Z, scale it like this again. Maybe we can scale it even more like that to this and let's move this over here. C troll A up like the scale. And here, I will put the TD cosa, for example here, and then hit the A and let's add a circle let's kel it and make it small like this. How to go through mode, hit F to create one phase, E to the Z, and let's extrude this over here. Grab this and you can duplicate it, but I'm not going to duplicate it right now. I will do that later. Grab this phase and then hit I to create another inset like this and then hit E to the like that. E to the Z and hold control and stub the small right. Cool. All right. Now I will sorry. I will grab this and go to the top of you, go to the wire frame, and let's try to put this in the middle. All right, right click Head Autosmooth smooth this. If the Autosmooth doesn't work or doesn't give you the result that you want, just go to the modifier list and you will find it right here and increase the angle a little bit. That we'll fix it. All right. Now we need to do something here. We need to duplicate this one, had he this with Y, and let's put one right there and grab those together tab to go to the mood, grab these faces, and then hits and Q quarter to select to put the three dq over here, tapo. And now I will add an EMT and I will scale to make it small like this. So I need this empty to control these vertices. Let's you grab those together, it control J to make them one geometry. But to achieve that, just make one of them active. If you grab them like this, focus on one of them, hold hf, deselect it and select it again to make it active. Then hit Control J to make them one piece. Now tap to go to mode, grab this upper area. Hold control, grab the empty, and then hit Control H and hook to object. Now they are hooked to this object. And I want to select this, hold it grab this, control P and Q object. Now this empty controls this. Alright. After that, we need another empty to control everything. So before we do that, I will select the, the wire, and I will tab again, and I will focus on the bottom area and grab them like that and then ths and bring the docosa over here. Tab out, and now I will add another empty and I will make it small as well, like that. And now I can tab again after you select those. And with this selected these faces, Holt control grab this. And then Control H and Q is hooked to the selected object. And now we have this empty. With this one, we can control the wire from the pace. And now I will link the lights with it. Control P and Q object. So now we have the ability to control from here and from here, and this is what we want. After that, now we can add another empty at you have A, and let's add another emt. And this empty, we can put it, for example, right here, I guess, above this, and you can leave it big to recognize it. Sorry. And now I can select this empty and this one, hold you have to grab this control B and qz object. So now we have the master empty to move everything, and we have those to control these pieces. But we got problem. We have this area in the middle. We can't I will not be moved with the big empty. In this case, you grab this, hold, you have to grab the empty, control B, QS object. That's will help to fix this problem. And now we still have the ability to control the the lower part and the upper part as well, as you can see here. So go back to the solid, and let's hit slide to Excite. And now let's grab the big empty and let's move this up here. Let's try to put it in a good place. And now I can grab this empty and he give you the Z and move this down or I can I can move this almost right here and grab a small empty and move this up. This will work as well. All right. If you think this is big, you can scale everything and make it smaller using this empty. So let's grab the small empty and let's hit key to the Z, and let's move the base up, and I will grab this one, I guess, a key to the Z and maybe we can leave it right here. I guess Alright, the result is cool, and I don't have a problem with it. I can accept it. And I can control it, as well. Maybe here we can bevel, give this a bevel. Let's select it, and let's go to the modifier that you have to A and let's add Bivil. And let's add 0.1, maybe. And let's add two segments and less active the hard the normal. And now, yeah, this is better. Alright, I think that's it for this video. Let's end it here, and I will see you on the next one. 25. 025 Adding Lights and Creating Emission Materials: Welcome back here. All right. In this video, I want to focus on the lighting. And what I want to do here is I want to prepare the scene to prepare to render. But I'm not going to jump to the under now because we need to add the materials and add the furnitures, complete it, add the accessories, and all of this stuff. But I just want to make some organization here regarding the lights. So let's start with these ceiling lights. I will go to this icon because I want to hide the meshes, and I want to focus on the lights. Grab all of these lights. All right, those and those right here. And then I will hit to create a new collection, and maybe we can call this ceiling. Ceiling lights, and then hit Enter. And now I can hide them and unhide them. So let's hide them for now. Alright, it's like to sorry. Let's see what else we can do here. Let's go back and let's bring back the mills. Alright let's go inside the scene to see what's the next step. Okay, the next step, we need to focus on these heals and we need to create emission materials for these drop lights. So let's select, for example, these lights, and let's suplit this view to two. Just put the mouse over there to the corner. And when the mouse cursor kin to something like plus like this, just click and it right to this direction. And let's put this in the middle. And let's go to the editor type, and let's change this to header editor. You can close the side vinyl hit N. And with this object selected, let's hit in to create a new material. And I will grab the principal BSDF and head Control X to delete it. It t to search for emission. And let's add this right here and link this to the surface. And when you do that, now you will king the selected object, you will make it emits light, and this is what I want here. So now if I go to the render and king the render engine to cycle, All right. And king the device to give you active the Denis in the viewport. Now I can Z and go to learn. And now, as you can see, we have some lighting. All right. And we can control that. For example, I like to make it a little bit yellowish. Something like this, I guess. And if you increase the strength, it will make the light even brighter. So let's change this two, three, maybe, and it's become brighter. And I want to apply the same material here as well. So let's give this a name. Let's call this a what we can call it. Let's call this emission or maybe EV just to recognize it. TV endsem enter. And now we will apply the same material on this strap lights here. Let's go to solid and crab this. And let's open the list and let's search for emission and then hit Enter. And now we al here as well. Let's go to the ender. And now we got here. Let's go back as a little bit. That's very cool. Okay, the same light, maybe we can alight on the ceiling or we can create a new material for the ceiling light. Let's go to the solid, and let's go up. You remember this drop light or you can call the hidlelight, grab it and let's create a new material for it. Its new, and let's delete this one hit Control X to delete it, and let's add the emission. Enter and let's block this. And let's call this ceiling emission at Enter. And now let's go inside here and let's take a look. Let's see what's going to happen if we go to the render. Cool. Now we have some lighting. I want this to be a little bit yellowy, so I will ching this at ten a bits, and I want it to be stronger. So I will chin this to five maybe. And now we got some light there. Alright, I guess we can increase the strength to maybe 50. Let's see what's gonna happen. That will effect on the scene, and it will make it a little bit illuminated. Alright. Under the TV console here, we have this light. It's emitting white color, and I don't like that, so I will make it a little bit yellowish as well. All right, that's very cool. All right, so now we have something here as well. I will grab one of these lights because all of these lights are connected and sharing the same data. Now you can grab one of them and ching the color to something yellowish. Like this. Alright, cool. Alright, now let's bring back the ceiling light. Let's see what's going to happen. Okay, that's too much. I will Z and go to the solid because I want to do something. Now, when I copied these lights, I forget to use the Alt D instead of heft D, and that causes some problems because now if I want to change all of these lights at once, I can't do that. I can't because they are not hearing the same data. So in this case, what I can do is I can hide the mesh. And focus on these slides. So what I will do is I will grab these slides first, grab them like this, create a box, select and grab them like that. Hold it and make one of them active, hold it and pick one of them to make it active. And then hit Control L and choose Link Objec data. And now, if you grab any one of these slides, and if you increase or decrease the number, for example, I will change this to 25 had Enter, all of these slides should be 25. And let's give you another example here. For example, I have this lights. The power of these lights is 30. I will tune this to maybe 35. If I grab these dropped lights, you can see all of them are 30. They are not sharing the same data. So in this case, I would like to hide the empties because it's a little bit annoying to have them here. I will hide them. Sorry, the empty is not the lights. And I will focus on these lights. So let's go these lights like that. I just want to pick the doll lights. Yeah, that was right here. I will deselect this one, and I will deselect this light as well, because this light right here is related to the kick in, and this one is related to the TV console. That's why I deselect them. Anyway, so now I just picked the ceiling lighting, and I will make one of these active. Sorry, not this one. Any of these dropped light. Just make it active, head Control L and Q link object data. And now all of them sharing the same data. This is very important. After that, now we can bring the mesh bag and maybe the empts. Alright, now let's go inside the scene, and let's render it and let's see the strength of these lights. Es go to the renderer. By the way, I just would like to tell you here. In the render setting, make sure to use BU and the device because GBU will render faster. And if that doesn't work for you, you can go to the Edit and then preferences, and you can go to the system. And in the Cuda second, as you can see here, I have my GBU active and as well, you can activate. And then save the preferences and that's it. Now let's go to the render. Alright, now I can grab these dropped lights and king the power, and that will affect all of these lights. So let's change this to maybe ten, and let's see what's going to happen. As you can see now, the result become dimmer, maybe 25. Alright, 25, cool, but I'm not happy with this shape. I don't like it. So in this case, maybe we can maybe we can control let's see what the angle or the blend here. Maybe we can change this to 0.5, let's see what's going to happen. As you can see, nothing happened. In this case, I can use the radius of the light itself. So let's change the radius of the light. That will help to fix this problem. Now I got soft head right here, and this is exactly what I want. Let's check the other area. All right, so let's change this to one, and let's see what we will get. Maybe two is too much. Let's check it here on the wall. All right, one looks cool. Let's change this 2.2 let's see what's going to happen. All right, we don't like this, 0.5. Okay, 0.5 is cool, but I guess we can stick with one for now. And after that, you have the ability to control the temperature or the color to make it a little bit yellowish. Just keep something in your mind. You can't take the final decision regarding the lights at this moment because we didn't apply the materials, and we don't have full furniture. So for now, we will accept what we got so far, and after that, we will cancel the lights even further if that's needed. Alright. Now let's go back let's Z and go to solid because I want to focus on these lights. Okay, so here we have this. This should emit light, and maybe we can create a new material for it. So select it in, create a new material. Alright, I will delete this the principle, head control X. I have the A to add, and let's search for emission. And we got it right here like this and let's give this material a name. Maybe we can call it kitchen maybe Kitchen. Light. All right. And what else we need to do here? I will increase the strength to maybe ten and make this yellow. And maybe we can go to the render. Let's just want to take a look. Alright, the strength looks cool. Maybe we can create this 220, I guess. Alright, cool. Still cool. And I guess we can use the same material to apply it here as well. So grab this ring, go to this arrow and let's search for kitchen lights, and let's choose it. And now we have it. Cool. And this should miss lights on the table. Now, if I grab this and hit M, now it's off. Yeah, we got some lighting on the table. And this is exactly what we want. More thing we need to do here. We need to add a lights we need to create sorry. We need to add material for this lights. So let's select it like this and let's hit to create a new material. In the same scenario, delete this one, and let's add emission, block the emission to the surface, make it yellow, atten bits and create the strength to maybe 50, I guess. I'm not quite sure if I need 50. I guess that's too much. Let's go back to 20. Yeah, something like this. And you can give it a name. Let's call this Sta lights and then hit Enter to recognize it. Now we got this as. Oh, that's very cool. Now is the time to add lighting for the sunken sir. These tips we need to add and give them lights. So let's see how can we do this? Alright. To do that, let's bring the three D crosser over here. For example, hit Shift A, and let's add aerates. Go to the top view, go to the wire frame, and let's kill this to the X axis, make it very thin like that. It r to rotate it, align it with the tip, move it a little bit like that, and maybe we can yeah, something like that. And then I will move it up. Try to avoid the overlapping. And now I will duplicate this, hit Alt D instead of F D. All right. But if you scale this, this one will be even smaller. So hit to the let's see the Y or to the X, Alright to the local Y, so hit S, and then Y and Y again to scale it. Alright, I thought this one will be smaller, but that's not gonna affect it. Alright, that's very cool. Now I will take another Cobi and put it right there and then to the Y two time and kill this at any it. And now's the time to put this in place. Alright, maybe in the perspective, I can put this in place. Et's put this one right here and this one as well. G to the Z. Let's put this one over here. And now I will go to the render. I just want to see the results. Z and go to the render. Grab one of them, let's change this to five. Alright. The last one, I just made a mistake here. The last one, I didn't duplicate it with Alt D. I just made a mistake here. So to fix this, you grab it hold, you have to grab this. Then grab this, hit Control L, and choose link of your data. And now let's hit five, and let's change the color to something yellowish. All right. And maybe one. I think one will be cool for this. And I can control that later if I don't like it. But so far, the result looks nice. Alright, I think that's it. And if I want in the future to add a light and specific place, I will do it. But for now, we covered almost a lot of things, let's say. Maybe now we can jump to the materials. Adding the materials and combine the furniture at a table right here, some things here. Okay, I will end this video here, and I will see you in the next one. 26. 026 Starting Materials Adding Floor Material: Hello, everyone, and welcome back here. I think now we are ready to add materials to the scene. But when it comes to materials, that's means we need to pick one of these designs to follow, or maybe we can choose multiple images and try to create a final result depending on these images. So for example, if you like to apply wood material on the ground, we have this design. If you like it, you can follow it. Or if you like to add a marble, something similar to this mic right here, we can do that. What I want to say here, here we have a lot of options. So for me, I think we can start with a marble. I guess we can choose marble or maybe wood. Okay, let's try to add wood on the ground first, and I will pick a color, something to what we have right here, a bague wood color because here we have another image. For example, this wood here is a little bit reddish and dark, and this is another design, another style, if you want to choose. And this one, as you can see here, we have a black Marvel, and you can see how this reflected on the scene. So let's try to add woods. And in the middle, I will add marble right here. And for the side area, I'm not decided yet, actually. Okay, so let's see how can we do that? I'm not going to create marble from sicrac because this is just a waste of time. I have a lot of tons of free materials here in the blender kit. I can just try any throb, and that will be it. So I will go to the material secura here. Let me explain this to you. The first icon is for object. The second one is for the material. So just speak to the second one, and Alright, I think we don't have I think everything here is free. And after that, just search for wood. Let's type wood. Let's enter and let's see what we will get. As you can see here, we have a lot of options we can use. Not all of these options will work here because, for example, this op right here, this wood material is a good material, but it doesn't have blanks. I want wood material with blanks like this one, or maybe this one. So just keep searching until you find a good material. All right. Maybe this one will work. But let's see what else we can find here. All right. I think this one is cool and we can use it. Let's apply it. Or what I want to do is just Greg and put it on the ground like that. And let's give it a bit of time to be downloaded. And if you want to see it, just and go to the material review. And now we got the material applied, but as you can see here we have a problem. The UV is not good, is not correct. So what I can do is I can sublit this review to two like that, and then I will king the editor type to UV editor. And I will grab this. It's like to go to the local mode, so I can focus on it. I have to go to the mode, let's grab these faces. All right. And you can separate it, hit P and then as to separate this out. Tab out, and let's focus on this alone. Tab and hit A and here and the UV editor, come here and hit U two times, hit U and U again. And you will add rabbits. After that, if you want to get a good skill, just hit S and make the UV big big as compared with the image. And now here we can see something, as you can see here. So maybe we can make it a little bit bigger like that. And let's hit tab. Alright, if the material doesn't if you don't like the material, you can change this to another one. I bosed the video to search for another material because to be honest with you, I didn't like this material. So I keep searching for a new one and I got this one. And I want to apply to see how this will work. So click An dragon let's put it on this one, and let's give this a bit of time to be downloaded and let's see what we will get here. I applied this material on the ground, but I noticed that the scene become a little bit heavy, and this has happened because of the material itself. If the material not created based on images, it will be mostly created prosequal. I mean, this material, I guess it's prosequal material. Now, if I go to this window and sublet to two like this, now I can go to the head editor and let's take a look here. So this is our material. Now, as you can see, this is a group. If I grab it and hit tab, I can jump inside to see how they create this material. And here we have another group. If I tap again, you can see the mess we got right here. So this material is very complicated. Your computer will need some time to calculate these things. That's why it's become a little bit heavy. So what we will do is we will avoid this kind of material because we want the skin to be light, not heavy. That's why I will ignore this one, and I will replace it with another one. Even if you like it, I think avoiding this type of materials is better. Unless you have a very powerful computer. I tried to find another choice here, but it seems like using the wood alone as a keyword is not enough. So I will change this to wood flooring and then enter and let's see what we will get. I found this one right here. Let's give it a try and let's see how the result will be. Actually, it's not beautiful. I don't like it. Let's try to find another one. Let's try to use this one. It's called wood floor. All right, maybe here in the UV, we can make it smaller. And let's tap and let's see what we got. Alright, maybe we can make it even smaller. I think this one is cool. We can depend on it, but I think we need to rotate it. So let's tap again and rotate the UV itself, that whole control to rotate this nine degree like this, and that will be it. Alright, cool. And for the ground, the second one, this one, let's give it a marble material. Grab it tap, grab this face alone, hit P, and then is to separate this out. And let's focus on this one. Grab it tap here in the UV, hit U two time to rub it, and that's it. By the way, if you rub this, if you hit two time, you will see here, we have a warning tells you that the scale is not uniform, so just apply the scale, tap out and apply the scale to get rid of this problem. Anyway, now let's go back to the search bar and search for marble. And let's see which one we can pick from here. Alright, this one is cool. This one as well. I will grab this one and use it. I tap to go to mode, and I will make the UV smaller so I can I make you pick according to the UV size. Or maybe something like that. That will be nice. Yeah, cool. I guess it's cool. All right. And for the side, maybe we can pick I'm not quite sure actually, but it is up to you. Let's go back to the reference images and let's see what options do we have right here. So we have the marble as a choice, and what else do we have here? This is marble as well or made of wood. Maybe we can use dark wood here. I think this will work. I'm not quite sure, but let's give this try. You can see right here. I think dark wood will be okay. So let's take this out for now, and let's grab this, have to go to the mood. And if you select this and if you hit Arab, you will not get a correct result because it is closed loop. But if you add one seam, for example, here, you can rob it. So let's try to do that. For example, I will grab this edge and then it right click and choose Markem. And now we have CM, and now we can arab it. Now hit A, select all of these faces. Come here, hit A as well, and then hit two time to open it and arab it. And now it's become arab but maybe we need to apply the scale first, tab out, Control A, apply scale, come back here, tab and hit two time to arab it. And now we got correct result, as you can see here. And now we can give this a different material, tab out, and let's go back to Wood Let's try to find something good here. Maybe you can add something dark like this one. Let's click and drag and let's apply it right here. I just want to see how it will look. A, I think that's too dark. Let's try to find another option. Maybe this one, we can use it. Alright, I think this one is cool. Maybe we need to rotate the UV. So let's come back here, tab, grab the UV and let's rotate the NA degree and rotate N degree like that. And maybe we can scale the UV a little bit to make the texture bigger. And now we got this. It's like to excite. And now let's take a look. So this is what we got. If you don't like this result, you can change it. That's totally okay. All right. After that, maybe we can apply the same material on this frame. So grab the frame hoolt you have to grab this object, go to the material second. And let's open this arrow right here and to COBE material to select it. And now we have the same material applied on this one. But the UV is not correct. Grab this, go to the local mood. I just want to focus on it. And let's try to understand what we got right here. We don't have any modifier to apply. That's very cool, and it's closed, as you can see. You can delete this pace, the inside phase. I think we don't need it. I guess we can delete it and focus on the outer faces. This is an option. So to do that, what I will do is I will grab these faces and hide them to make the selection of the bottom faces a little bit easier for me. And let me explain to you why I'm doing this. For example, if I want to select the entire face loop here, if I hit Alt and click, the blender will select the other faces as well. So to prevent that, all what we need to do is just hide these faces, hit to hide them. And now when you hit Alt click to select, you will select just the bottom faces. So now I will select these faces. Alt Alt to add those as well. Let's do that here. Alt click to select the Face Loop. All you have to click to add those as well, and then I will delete them hit X F to get rid of them, and then hit Alt H to bring the hidden faces. Okay, that's very cool. Now we can give it bevel modifier. All right. So let's go to the modifier. Let's search for bevel and let's up lights. And the amount that could be 0.5. Alright, somebody like that. Maybe we need to apply the scale first. So let's go to the solid. I guess that's will be better for now. I just want to see the results. Let's add 0.1, maybe. Yeah, 0.1 looks cool. Let's increase the segment to two. And as you can see, Bevel is not targeting this edge. To do that, to make Bevel targeting this edge, we need to decrease the angle to maybe five. Sorry, five. Yeah, five now when we used five, now we have the ability to target this egg and give it bevel. After that, it head is smooth to smooth it and go to the heading active Hardin normal to get even better heading. Alright, after doing all of that, now I need to rub it. Okay, if you want to rob this, it will be raped, but these faces right here will cause some problem. And because these faces are hidden, I can delete them. To prevent these problems. So grab these two faces, hit XF, get rid of them. And those over here, grab them hit XF. Hit H, select all these faces. And let's come here, hit U two time to see what we will get. So this is the result that we will get. But this is wrong. What we need to do is we need to open it. We need to push it from this side like that to this direction and open it to make it right line like this. And to do that, there's an option inside the blender. It's very cool. It's called hollow Actav quad. All right. So fair thing, let's try to rotate this just a little bit because I want one of these quads to be sit right, for example, you can see this face right here, it is tilted a little bit. It's not strt. What I need to do is I want to make this egg right here, sit right like this, and this one goes like that. And this one right here goes like this, and this one become like this. And after doing that, I will tell blender, mix all of these faces and make them sit right like this example. And the blender will make this egg sit right. So the first thing we need is to rotate the object to make one of these faces like this one, straight, aligned with the grad of the UV. So I will put the three decosa over here, and I will rotate according to the position of two decoser not three decorser here. So I will hit Artootate this like that and try to make this. I want to focus on just one phase here. For example, this one looks cool and now it looks sir. If you want to make this even better, grab this edge to make a strate click and use Align Auto to align it and this one as well, align auto and this one. And this one as well. And now we got sit right face aligned with the grid. Now, hit eight, select everything, Holt Hft and pick this pace. Now it's active. It's very important to make it active. And then go to the UV and choose follow Active Quad. All right, hit Okay, and now it's become strt. I will hit Control Z just to show you the result before and after. So you can see now everything will follow this quad because it's right and aligned to the grid. Art let's go back. I just want to show you what's going to happen. Go to the UV and Q follow Active quad and Qs ok. And now it's become Strit. After doing that, now we have the ability to apply the material on it. All right, now let's das go to the material review. And now you can see the wood material is exactly following the curvature of this circle. And it's very beautiful, but I think we need to manipulate it a little bit. I will have to go to that mode. And I just want to see what we can do here. Maybe we can scale, make it a little bit big so we can see the pattern of the wood better. And yeah, now I can see it. Now, I think the result is more accurate. Yeah, now we got exactly what we want. You can make a comparison between this tickture and this texture to see if this correct. And I guess, yes, it's correct. Alright, cool. Now we have something. The beautiful thing about the material we picked for the frame, this material is similar to the material that comes with a table here. And this is cool, by the way, but that doesn't mean we need to stick to this material. All right. Just keep that in mind. Maybe we can use it to the steps, to the steps here. Alright? You have a lot of options. But for me, I will end this video here, and I will see you on the next one. 27. 027 Applying Materials to TV Unit: Again, and welcome back here. Alright, now let's see what's the next what we should do here. Maybe we can start with the TV furniture. Let's go back to the Blender ket. Let's search for the wood material because I want to download one of these options. In mosque sure which one I should pick. Let's see what we have here. All right, this one, I think this one is cool. We can try it. Just click any clock and put it anywhere. For example, you can right here. See what's going to happen. Alright. Now, just take a look and see if this color is what you want or not. We can convert it with reference images. For example, I can compare it maybe with this image right here to see if this color is exactly what we want or not. Well, maybe this is what we want. I'm not sure quite sure. Maybe we can give it a try. So let's grab these pieces, and let's go to the local mood because I want to arab so I can get better results. Just tap to mode and select all these phases. You can see here we have a very simple, it's just one phase, and it's direct thing to do, just arab it, and that's it. Hit a crab them all and here it you two time to Arab it, and now it's Arab. Tap out, and let's take a look and let's see what we got. It's like to excite. If you are not quite happy with this material, you can manipulate it. I mean, you can target the base color and add a node right here to control the color if you like. For example, I can search for you maybe and saturation, and I can put it through here. And according to the saturation, I can change or reduce the color of the wood. For example, if I add 0.8, you can see now we got something almost close to the reference images. Let me show you here a little bit, let's say. So this is an option. Just keep it in mind. Even if you want to be stronger, you can increase this number, okay? I think this material is cool. And for any reason, if you don't like it, you can keep searching. You can maybe use this one as well. I think this one is cool. Let's try to use it and let's see what we would get. All right. This one is a little bit dish and I hate the redish. I would like Kenrosi to see the result before and after. Yeah, I guess we can stick with this one. So the same material, we will al. Let's see where he'll be alight. Or should we applied everywhere or maybe we should do something different. For example, for these pieces, maybe we can give them the same material we applied here. So grab this hot have to grab this one, and control L and choose link materials. And now we have this material applied here. I will tab, sorry, just to grab those alone and tab. And in the UV, let's wrap them. Here, hit eight select them and hit U two times to rub them. Now they become rub. I just want to check the darken of the UV if the darken in the scale is correct. And I guess it's correct. What do you think? And one more thing here, maybe we can do. I guess we can grab this face this face right here and this one, and maybe those over here. I will hit P and then is to detach them. And I guess we will give them the same material we applied here. It's up to you, but let's see what's going to happen and grab this. Have to grab this one. The idea is I just would like to explain to you. So the idea is you need to select the objects that you want to apply the material on it, and then hold, you have to add the object that you want to copy the material from this one and then Control L and use copy link materials. This is how it works. There is some variation in the scale here. I can see the scale here is a little bit bigger in this area as compared to this area, but this is not a huge problem. So now we got this hip. Actually I like it. It's very beautiful, to be honest. I like this to be here. Cool. Alright, now let's crb these shelves. He'll to crop this piece of wood control and use link materials. Let's see what we will get here. Okay, now I will grab these helps along, and I want to focus on them. I will hit to go to the mood. And I guess we need to rub them. But first, let's check. I just want to see what we have here. So we have Buble that's cool. Alright, in this case, we need to work a little bit here because we need to rub them. And I guess it's better to detach them. I mean, you can see that this group is attached to those here. So I think it's better to focus on this one, detach it, and then go to those Go to the wireframe first, grab these faces, hit P, and then as to separate them out, tap out, and let's focus on those right here. Alright. So what we need to do is we need to tap to go to the mood and the easiest way to wrap this, you can let's A, select all of these faces and go to the UV. And you can choose SMRTUV project. Okay. This option is cool. Sometime it works. Let's give it a try. Select it and keep the angle and all the settings here. Don't change them, and rap. And as you can see, it up this. Now, we can go to the material review to take a look, and to be honest with you, the rabing is cool. If you want the material to be a little bit smaller, grab all of these pieces, I mean, the UV and scale them, make them a little bit bigger. Bigger as compared them to the image. The image I mean. When you make the UV to the image, that's mean the image will be smaller to the objects. That's the idea. By scale is too much like that. You can see how small become the UV. If you scale the UV, make it small, you can see the how big them will be. So something like this, it will be cool. And I guess it's very cool. It's like to excite. And I guess we can accept this result. Alright, this piece as well, let's move it in let's see if this is connected to anything. And let's check if we have any bevel here, go to solid. Alright, we don't have Bevel right here. We need to apply Bevil for it, and I just forget to give it to smooth, but I will do that. RaticlyHd Smooth. With this one selected, hold and up this object because Bevel exist on this object. Then go to the modifier, go to the Bevel, and use Coby to select it. Now Bvl is copied from here to this object. Now let's take a look and let's see what we got. Cool result. All right now tab, go to the material review first. Let's give material with this one selected all shift, grab this, Control L link materials. Now materials linked to this object. Now W this one selected tab, hit A, select all the phases of this, go to the UV and Qs Smart UV project. And then hit Rob and let's take a look. Alright, cool. But here we have a small seam. I'm not quite sure if we need to fix this. It's up to you. But you can see here the idea is, let me explain to you. The idea is we need to get rid of the seam right here. What we need to do is just link the end of this edge to the end of this edge right here. I mean, now, if you grab these phases like that, and if you hit key to move them here, and if you align them like that, you'll fix the problem. All right. Especially if you use the vertex snap, G to move this and B and move this to this. I think that will help to fix it. Now, if I tab, you can see here it's fixed and you can do the same thing for the seam. But the question is, is that important? Is that really important to waste the time on it? It's up to you, but now you got the idea. You know how to do it. Let's try to do that again for you in case you didn't understand the idea. For example, for this area, when you select all of these shelves, you can tell which one you meet, which you have no idea. But if you want to know, select this phase, hold, you have to grab this one to select these phases. And now we can see these phases here and those right here. So we need to work on those right here. So I can add this with this to see Alright, so now we got some idea. Maybe we can move them and put them right here and then grab this side and move it to this one right here and zoom in. Okay? If you want, you can grab this side and move it close to this one. Or I guess you can go to the egg selection mode, too, and grab this edge and hit right click and you can go to Stitch. All right. Let's hit Stitch, then hit enter, and that's where stick it with this close. And now we fix this. All right, let's see how this will work on the other UVs. Let's go back and maybe we can grab these two faces just to see where are they. So this one, grab this, right, click, stick it enter, and that's we'll fix it. So this is a quick way to fix this problem using the stick technique. This one as well, grab his face, and this face just to recognize him, see where are they? So this is the end of this suplet area. Grab this edge right click and choose stick, head and had enter, and I think that we stick it. Yes, Linder smart enough to do that. Okay, let's do the same thing here with those right here. Let's try to find them. So we got this, and this is the end of the scene. Okay, that's very cool. Grab this. Right click, stick, Enter. Done. So we stick to all of these. But as I told you, no one will see this problem except you. We have the same thing here, by the way, we have a scene. So we did this now maybes so quick. What do we have here? Alright, we have uh a big piece of wood as well. So maybe we can give you the same material, grab. You have to grab this object with the material and then control L and link material. It enter. I grab this wall, and we need to arrab it. Let's go to the local mood. I just want to focus on it a little bit to see what we should do here. Let's sit and let's see. Alright I think this one is very easy. Just hover over here, hit A, select the UV and hit two time. And it will be open like this. The darting of the wood is not cool, so I will rotate the V so I can get better results, but keep in mind to switch the two D coursor to median point. As R and rotate this ninth degree. I'm not quite sure if I need to leave the background like this. Maybe I can chin it later. But let's accept this for now. Maybe we can apply the dark material on this one. Maybe I'm not so quite sure. Alright. Right now, I just trying to fix the UV, and for the materials, maybe later we can chin that. So what I'm doing right here is not necessary to be the final decision. So what else we can do here? So here we have a wall, I guess. Yeah, the wall of the room, and here what we got right here. Alright, now is the time to focus on these pieces. Maybe we can use the same technique of the UV Smart UV project. So grab all of these faces and then go to the UV and Smart U project let's rap them. Now they are raped. And I guess we need to scale them gas a little bit to make the UV smaller to the object. And here we have the seam and you know how to fix. Alright, cool. What else we need to do here? This area, I guess we need to give it material. I think this area, the inside area, I can give it the dark material. So select it to grab the dark material, control L and choose link materials. And grab it and let's go to the local mood. Let's see what we can do here. Alright, so what we can do here, we can tap it A, select all these faces and choose SmartTV project and I rub it like that, and that will be its here we can see we have some stretch. That's because that's become sorry, that's because of the solidify. If you want to get rid of this thing, if you don't like it, you can apply the solidify. It can roll to ablide like this, and you can re rob it up it's A, UV smart UV project, Arab. That will help to fix this issue for you. The same thing goes to this side as well. For example, if you don't like what you have right here, it's P and then is to separate this object alone, grab it. Let's focus on it. Apply the solidify. You have it over here, it control A, it's A, grab all of these faces, UV, smart and Arab about. And for the straight here, I guess we don't need to fix it because it's not going to be visible to the camera. You can ignore it. What about the TV console? I grab this and you have to grab the dark material, control A, and use link materials. You grab this one, tap the A, grab all of these faces, and go to the UV smart UV project at RAB and Rabbits, tap out. And I think it's perfect. We don't need to change anything. The same thing for the doors, maybe you can try to give these doors the bake material. Hold. You have to grab this one, Control L and the center, grab this tab at A, select all these phases, go to the UV, Smart UV project, rap tap out and see what we got. Cool. I like it. Maybe we can manipulate the size of the UV, make it a little bit smaller, I guess. Alright, the L shape that we got right here, the stub, grab all of its faces, or let's give it material first. Let's give it the bage material, I guess. Grab it hold, you have to grab the bage material, Control L link material. And I grab the stab at A UV smarted arrow. You can rotate this side material buts. I think you can keep them like this because if the direction of this material goes like this, it should be like this as well. I guess. So just leave it like that. You don't need to change the direction of this area. Cool. Now we have something. Al right now let's apply the same material on the border of the curtains. So let's grab this or maybe grab this, hold you have to crab the bake material. Control L and choose link materials, and maybe this one as well Hold, you have to grab the base, control L and link materials. Let's up this, tap it A, you go to the UV, smart rub. I think that's will be it. This one as well, grab it. Tap it A, you go to the UV smart Arab. All right. Here we have the stretch problem. So I guess we have the solidify. And yes, that's correct. We have the solidify here. All right, I will have a here with this object selected and I will hit Control A to apply again, hit A, go UV, Smart RA. That's we'll fix it. This one as well grab this have to grab this one, Control A link material. Select this again, apply the solidify, have to go to hit a, select all of these phases, go to the UV, smart UV project RA. That's we'll do it. I like the idea of having a dark materials goes like that and then goes like this, and then goes up. I really like it it's cool. But I'm not so quite happy with this area because this side, I think this side, it's affecting the balance were trying to do here. If we have, for example, another piece of wood on the side, it's totally okay to make this one dark and this one dark. But if you have one side, I think this is not quite correct. But we can take care of this later, not right now because I'm thinking to make this white, the background white, similar to the wall right here. This is what I'm thinking about. But maybe we can do that later. Let's leave it like this for now. Okay, just one thing here I want to fix. I forget to apply material on this panel. So let's do that quickly. Get selected. Hold you have to grab any piece with material, Control L link materials. Have to go to the mode, it a select all the phases UV, smart UV project, Rob tap out. That's it. Maybe we can apply the same material. On these wood panels, let's select this one, hold hit grab this, control L link materials. And let's do the same for these pieces. Hold to grab this one, control L link materials. And Alright, let's select this one. Start with this. Let A, select all these phases and go to the UV Smart TV project. And now I rob tap out and C. That's very cool. This one as well. Tap it A. Alright, it's U twice to rob it. And this one as well. Tap it A and here. I rob this one and this one as well. At two time to lock it. Okay. But this one, I need to rotate rotate it a little bit and maybe increase the skill. Alright, let's see grab those, all of them, and I have to go to the input, and maybe we can use Smart TV project for all of these. That's we'll fix the scale quickly. And for this one, for the direction, just wrote it a little bit, 90 degree and that's we'll do it. Okay, cool. With about this piece, maybe we can give it the same material that we apply there call link material and tab, grab these pass and go to the UV, smart UV project at RAP. I guess that's, yeah, something cool. The result looks nice. Alright. When I created this, I thought I can add a glass here and fire underneath it. And this option still exists, if you want to do that. But changing this to a piece of wood, I think that will be better because I'm thinking about the darton of this pattern of the wood that we add right here. Alright? It goes like this and then like this and then goes up here like that. That's why I try to create some kind of connection between this area and this area here. The connection will be this nick right here. If we go to the wood material, let's try to search for black wood. Let's see what we will get. Alright, cool. Here we have good options, actually. For example, this one, maybe you can apply on this. I just want to see what's going to happen. Applying dark material here looks very cool, but we need to do the same thing on this area here. It's really cool. But I will think about this later. Not right now. Let's keep it like this right now. Alright, I think that's it for this video. I will end it here, and I will see you in the next one. 28. 028 Applying Materials to Stairs and Pendant Light: Again, and welcome back here. Okay, now let's jump to a different place. Maybe we can start with the staircase. Let's select the first step and let's see what we can add here. Okay, let's start with this step. As I think we didn't apply any modifier right here. Maybe we need to apply Bevel. So let's try to copy Bevel from anywhere. For example, with this one selected, I will go to this side and Coby Bevel from this panel, maybe. Both have to grab it and then go to the Bevel and cause Kobe to select it. So now let's go back, and now bevel should be applied right here. Apply the skill in case we have a problem with the skill. Control A, apply the skill, and now we can see the bevel active. Cool. Let's grab all of these pieces, and let's apply the skill for them. Let's control A and apply the skill and let's C if the skill applied on all of them. With this selected you have to grab the last one and go to the ARO COBI C bevel to selected objects. So it should be applied on this one. And what about the rest? Okay, now it's applied correctly. That's very cool. Let's check those. Cool. And I think we can make them one geometry. I guess we can do that. Hit Control J and I change them to one geometry. All right now after that, I can give them a material and maybe we can copy the dark material a blight on them. So these steps selected, tipped at this one, Control L and use link materials, and now it should be linked. Well the result is not quite perfect. So let's try to fix it. Tab, at A, select all of these phases, go to the UV Smart UV project, it Arap tab out. And now we got something cool. Okay. Okay, now, maybe we can jump to the send of these pieces right here. Let's give them a metal. Let's search for metal. The enter. And let's see what we will get right here. Alright, I don't like these. I'm not gonna use them. I just want to find something clean. I think we can apply this material and use it. And by the way, just keep in mind, creating a material for the standoff is very simple. All what we need to do is just grab the object at to create a new material, and let's calve this stand off. Sorry, we should delete this O and replace it with F. Okay. And what we need to do is just crink up the metallic to one. Alright. And for the roughness, I think this value is okay. If you want to increase a little bit 2.65, I guess. That will work. And if you want to make dark or white, you can control it from here. So this is all what we need to do to achieve this. In case you don't like the result, you can apply one of these materials in case you want more details. For example, this one called Brecht, it will pros equal. Let's see how this will be applied on the standard of Jesse rabbit and blight right here. We see the difference. So you have this choice and you have the simple way. All right, I guess here the bump is very high. I guess we can Kings 20.01. Okay. And in the roughness, I guess we can make some tweaks. Alright let's move this one here and this one right here. And there off, I will add another rum color Rum and I want to make some change or maybe we can I will hit Control x. Maybe we can add curve, RGB curve. Let's put it right here. So I just want to manipulate the black and the white value. Let's grab the white value down and the black value up. The idea is I just want to get rid of the strong contrast we got between these lines. Alright. That's very cool. I'm going to duplicate this one, Kv D and use it in the base color as well. And now it's become subtle. So yeah, this is a way if you want. In case you want to apply this material in the correct way, you should do the tips. So what I will do is I will grab all of these pieces. All right, and those over here, ATF to grab this control L and Qs link materials, and now the material applied on these pieces. And the same thing for these pieces. All have to grab this one, for example, Control L enter. I'm not quite sure if this applied on the side correctly or maybe we need to just make quick rub, tab, hit a select all the faces. Just hit two time and yeah, now it's applied correctly. Let's do the same thing here. Grab this tap at A, hit U two time. That's that's we'll do it. And let's go over there, tap out let's grab these pieces. Hold heft, grab this one Control L, and let's code material from this to there. That's very cool. No. That's very cool. Okay, after doing that, maybe now we can search for a material to up light on the glass railing. So search for a glass. Pero. Alright let's see which one of these options works here. I find this one. It's called unhealed glass. I just want to tested ly see how this will look on the object. Click Atgons applied. Alright, I will s and go to the cycle render. Just go to render. And make sure in the render setting, sweak the render engine to cycle. At least take a look and least see the result right here. I think I will stick with this material. I think it will work here in this situation. So in this case, I will apply it on the rest. Let's select these pieces. All you have to grab this as the last one, Control L and Q link materials. And let's apply it right there. Grab this. A have to grab this piece, Catrol L link materials. Alright, now I switch to material preview. Alright, that's very cool. This material will look. That's very nice. So let's see what else we can do right here. Alright, let's focus on the wood panels. Let's try to fix the UV here. Tap at A, and of them hit U two time, and that will be it. Okay, and go to the UV editor. And I guess we need to just make them a little bit smaller, I guess, like that. And this piece, maybe we can rotate it like that, I guess. That's very cool. And I guess this area as well, we can have rabbits. Those both of them hit U two time and scale it down a little bit like this. And here, as well, tap got up all of these faces. It's two time, and now it's up. Cool. That's very cool. All right. Nice. And for the islands, I guess we need to apply a marble material on it. Let's go back to the images and let's see what kind of material should apply right there. Yeah, marble. So let's go back to the material and let's search for marble with answer. And let's try to find something unique. Maybe this one, just click and drag and apply it right here. Alright, we have this as an option in this one. Alright, this one is cool. Let's try to find something else. I'm not quite sure if I will find something unique or not, but let's see what we will have here. Let's type white's Marble Yeah, this one is cool. Let's try to use it. Click and Crag and let's apply right here. Yeah, this one is better. And let's select the site, hold you have to grab this, Control L, link materials. If you have a problem with the UV, grab them all, tap, go to the UV, Multiv projection, and then Arab. That's we fix it. And the scale looks cool. And about this area, let's see what we got right here. Tap it A and go to the UV SmartV projection and then rap and apply the same mood material that we apply there. We kept the grab that, control A link materials. Let's go back and let's see what we got. All right, cool. That's very cool. And for the dropped lights, for example, this one, according to the reference images, the cables should be I'm not quite sure, made of brass, maybe. All right, so let's type plastic maybe. Maybe this material, we can apply it on the wire. Like any drag and apply it on the wire. You can use metal material here if you like, that will work as well. Let's try to search for something like gold. It anthro. Alright let's see which option will work here. Maybe this one let's apply it on the I don't know what we should call it the crown. Sorry, for some reason, I can't reach. There, maybe we need to move it down a little bit and then try again. Alright, this color is very, very strong. Maybe this one I can use. Alright, this one is cool, but I have these details. I don't like them. I can edit the material itself, but that will take some time, and I don't want to waste time on that. So maybe this one we can use. Yeah, this one looks cool. I like it. All right. And for this one, maybe we can apply the same material we added for the staircase. S leave this salt, you have to grab this glass railing, control A, and using material. And for the cup above the lights, maybe we can apply the same gold material we use right there. So let's try to pick a certain angle just to grab that cup like this. Sorry. There is another way you can click on it like this and click again and you can reach it. Hold to grab this piece, Control L and use the link material. So yeah, I think that will work. In the same scene here. Let's grab these pieces, and let's upload the same material we add right here. H to grab this, Control L. Here's link material. And here as well, grab this hoop to grab this, Control L, use k material. And for the holder, sorry, what we should do here. Alright, the holder, I think this color looks nice. I mean, if you leave it as a gold, like a gold, it's very cute. But here, I guess we can make a small tweak, make this piece made of gold or let's say, a material similar to the gold. I think that's not quite beautiful unless we do a small tweak here. For example, I can tab here and I can go to the face selection mode, and the grab this entire face loop. And then Hb D to take a coopi like this and to leave it in the same place, and then hit P and then S to separate this out, tab out, and I will grab this new selected faces like this. And let's go to the tab the ween surface here and let's see what we got. Alright, we have subdivision surface with level two. I will aplight. That's okay. And I will give it a thickness. So let's have it over here, at heft and let's add solidify. And let's push this out just a little bit like that, I guess. And now I will give it a bevel. I guess we have bevel here, alight. No, we don't. So let's have it over here and let's add bevel and let's king this to 0.1 maybe enter. Let's activar than normal. And now I will apply a wood material on it. Maybe I can use the same wood material applied here on this table. So select this one hot Coptic of this, hit Control L, and choose link material. Let's try to wrap it first. Let's go to the local mood. A to it mood and I will create one Sam anywhere like, for example, right here, you like right click and Mark SM and then hit A and here in the UV editor, hit U two times to rob it. Okay. So I think this kind of material will not be up light. On this case scenario, maybe in this case, we need to take a material from anywhere else. For example, using the same material, I alight on the steps. So select this one. I mean, select this, then go to this diction. Sorry, just made a mistake. Select this, go there, you have to go up this step, control, and link material. Es go back. And yeah, I think this will be enough. But I just want to see how this applied. R if we just need to scale it down a little bit, or maybe that's too much. Something like that, I guess what will work. So yeah, something like this, it will be way better. If you want to compare it, you can see the difference now. Al right now, let's go back to duplicate the dropped light of the island. Let's select all of these pieces like this, and let's create three copies. Maybe from the top, we can do that in the we frame. Let's HD to have one on the side. Okay? H have D again to have one here in the middle. And for this one, maybe we can move it a little bit. D select this. A G, and let's move it a little bit. Maybe right here. Let's go to irrespective. Cool. Let's go to the Render. Let's try to increase the strength of the light here. So now it's 20, let's change this to maybe 50. I just wanted to be a little bit stronger. One more thing here, I can feel the weather in general, a little bit yellowish. Maybe we can tweak that. All right. Actually, the general lighting is not quite yellow, but maybe that comes from the light. Let's change this to something close to the white using the saturation value here. Something like this, I guess. Actually, I don't like the result. Maybe we could increase a little bit. Okay, cool. The result in general is cool. But here we need to apply a material and we need to add Bevel. So let's apply the skill in case we got a problem with the skill. Hold you have to grab this tip because I want to copy the same with the fire I applied here, Cobi to selected, and now we have Bvl applied here. After that, maybe I can give it a marble material for this one. So with this one selected, I guess we can go back gas a little bit. All right. Would that be selected? Hold you have to grab this one with marble, control L and use link material. That material should be applied right here. In case you got a problem, that A, go UV, smart, Arab. That's we fix it. And for the word borders, this Marva here, we need to give it a material, so I will hold to grab this material, control L and choose the material. If you don't see it's just Arabic. So tab at A, go to the UV, smart Arab. That will help to fix the problem. In case the skill is big, up again, select all the faces. And here we can scale the UV. Let's tap out and see what we got. Alright, maybe we can scale it a little bit more. Like this. The result so far is very good. And I will end this video here and see you in the next one. 29. 029 Applying Materials to Step Down and Wall: Hello, everyone, and welcome back here. In this video, I want to add material for this smallest staircase. I will select it, and it's like to go to the local mode and I will is to go to solid. And I want to make some tweaks here. I will tap to go to the Edit mode and go to the vertex selection mode. I will grab this vertex with this one and then hit K. Head K to create a connection between them or to cut this phase. And I will select these vertices starting from that one hold control, grab this to select these X, V to delete them. Go to the edge, AlClick select these edges at F to create a phase. Go to the phase selection mode, grab these two phases at F to king them to one phase. I want to do that for a reason, and I will show you why. I will grab this phase here in the middle and I will bring the three D crosser in the middle. Hits and use cursor to select. Go to the top view, tap out, and let's add cube. Scale the cube down like that and tap to it mood and go to the wireframe. I will grab these vertlics and take them out like that. And I will move this vertex a little bit right here, and this one, maybe we can move it a little bit right here. So what I want to do is I want to use this box to cut this side and this side apart. Okay? This is the idea. And to achieve that, I will use this cube to use it as a cutter. The distance will be something like this. Here and here. The distance should be even. I will look at the vertice is, and I will move this one right here and maybe this one right here. Okay, something like this. Try to keep it even. All right, that's very cool. Now I will grab this side and give you the Z and move these faces down to cover the whole staircase. And I will use this as I say it as a cutter. All right, to cut this area in the middle, we need to use an ado right here called bull tool. If you don't see it here on this side panel, you can go to the edit and their preferences and go to the addon second and search for Bull tool, hit BOL and you will find it Bultol activate it, and then you will find it right here. Alright, to achieve this, I will use the slice option here. I grab the catarl you have to grab the staircase and use slice in the P bullion, not in the auto. And now we got the slice like that. After that, grab one of these pieces. For example, this one in the middle, go to the modifier. You will see here we have a bevel and we have the boolean. I will put the bevel underneath the boolean because let me show you something. So you can see this is the slice area. I can see the Bevel right here, but I don't see bevel here on this edge because bevel right now targeting this area, and the slice comes underneath it. To make this area bevel as well, what you need to do is just grab the bevel and move it down. And now we got a correct result. Maybe we need to apply the scale. Alright, we don't need to do that. But now we got correct results. And for this piece, as well, do the same. After that, apply the Bullion. For example, grab this one Hover over here on the Bullion head control A to apply it and this one as well. And now we finish. The cattle, we don't need it anymore, just delete it. Now we got this slice. Head slash to Excite, and now we can give this a specific material. Let's go to the material review. For example, I will select this to give it the dark wood material. You have to grab this material, hit Control L, and choose link materials. And now we got the material up light right here, but it's not correct. Grab this tab, hit A, select all the faces, go to the UV, use Smart UV project, hit ARR tap out, and now it's robed, and the result is acute. Grab this one in the middle, and let's give it the bake wood material. Hold. You have to grab that piece, control L, link materials. Select it again, tab, hit A, select all the faces, UV, smart, Arab. Alright. You can see here the direction of the material is not goes towards one direction. This one, the direction of the wood goes like this and this one goes like that. To be honest with you, it's cute and beautiful. And even if you want, you can accept something like this because these pieces are different. But we can rotate them if you like, tap at a select all of these faces, and come here in this area. And what you need to do is just rotate the up like that nine degree. And that's we'll fix it. But I can see right here, these lines goes towards the tilted area like that, and they will be trimmed. And this is normal. But if you rotate it, I think that will be better. But if you accept this result, it's not wrong. Cool. Alright, let's go back to the Blender kits to the materials section. I saved some materials here. I saved this called white plaster. I'm thinking of applying this on the walls, but I didn't see the results so far, how it will be. I will add a UVspere in this area, and I will hterratlck and use here to smooth and make it smooth and I will apply the plaster on it. I just want to see how this will be. So, all right, the result is good, but it's a little bit rough. All right. I will select it and go to the material second here and maybe we can reduce the strength of the normal map. I don't want any displacement. I will hold Control, hold right click and cut this connection. I don't want to see any type of displacement. And for the normal map, the strength, maybe we can change this to 0.1 at Enter and make it very, very subtle. All right. And because we applied the king on the material that we got right here on the sphere, we can't track it again from here and apply it on the wall because we need to do these tweaks here again. And instead of that, I will copy the material from here and apply it here. Okay? So grab the wall, for example, you have to grab this sphere, hit Control L, and use link materials. And now the materials turn this off. And now the material is applied right here. But I guess I think we can see it because of the UV. We need to rob the walls. So I will grab the whole walls, and then I will tap to go to the E mood, select all the walls, go to the UV and choose Smart UV project and then Arab All right. The result is a little bit sit right. I think the scale is not even. Yeah, the scale is not even. That's why. So I will hit Control A and apply the scale, and I will rub them again. Select all the faces Smart UV and rap, and that's what fix it. And then go to the UV section here and just scale the UV. Scale make it very big like this. And now I guess the result is correct. Now we got some variation. If you want, you can scale them again. This is up to you. Alright, now let's slash to Excite and let's see what we got. So we got some blotchiness here. You can chunk that if you like. But we can go to the render and cycle to see if this makes sense or not. If you are not quite happy with this plottiness, if you think that's too much, you can tweak the material itself, or you can make the UV a little bit smaller. I will tap and scale the UV and make it smaller and that's it. Now the plottins will be a little bit scaled and bigger. I think this is normal, and I like it, by the way. I will select the ceiling, you have to grab the wall to apply the same material for it and then hit Control L and choose link materials. Go to the material review again and select the ceiling. And let's hit N to see the scale. Scale is not correct. Control A, apply the skill. Okay, we got a problem when we apply the skill. Let's see what's happening right here. So for some reason when we apply the scale, we got some artifact here. If you get something like this, I think that's something related to the hook, maybe. I will hit Control Z to see why that's happened. Alright, so that if you apply the scale for some reason, that will affect the position of these empts, I guess. Let's hit slash to Excite, and let's grab the empties, we added right here. Let's try to find them. Where are they? We got one right here. So I will select it and select the ceiling and go to the local mode. No, this is my sorry. Grab the empty, grab the ceiling, slash. And now I will apply the scale to see if this will jump or not. And Yeah, I will got some problem right here. To be honest with you, I'm not so quite sure what's going on here. Why when I apply the scale, I got this artifacts and the position of the empty the empty that we got right here, it comes there. I think what's going on is when you apply the scale, the empty that we got right here, things that should be in this position. It's assuming that this piece will be like a little bit bigger or something like that or something like this. That's why it comes here in this area. This is what I think. But I'm not quite sure why that's happening. Maybe this is a bug. And the developer should fix it or maybe there is a way to go around this, but for me, I don't know. So I guess in this case, we need to apply the modifiers we got right here, and I will apply the scale. So let's have it over here, hit Control A to apply this one and this one as well, and this one. And now I will control A and apply the scale. And now we fix the problem. But we lost the ability to move these faces. All right. Now I will grab this tab, hit a select all of these phrases and go to the UV and Smart and ARB. And now we can see something. Now, select the ceiling, tap again, grab it, make the UV big a little bit, and hit slash to Exit. And let's take a look. Maybe we need to make the scale a little bit bigger. Okay, something like this, I guess. And that's sure we don't need it anymore. Just grab it and delete it. Okay, that's very cool. So far, we did a great job. And the scene is almost finished. We just need to add some furniture, some details, some images on the wall, and we will take the final shots. And if we need to add some decorations, some colors, some change, we will do that later. So I will end this video here and I will see you on the next one. 30. 030 Modeling the Stair Handrail and Applying Mater: Hello again, and welcome back here. In this video, I want to apply materials to the remaining objects. And let's start with this wood paneling. So here we have multiple pieces or two pieces. I think we can give them the dark wood material. So let's select this one. For example, hold, you have to grab the staircase tips, and then it control L and use link materials. And let's grab this one in the middle. This one in the middle, maybe we can give it a different type of material. For example, the borders, grab this salt, you have to grab this, control L and use link materials. And now's the time to rub, grab this tap or before you tap, just hit Control A, apply the scale in case we got problem with the scale. This one as well control A, apply the scale. Now select this tab, hit A, and then go to the UV and Smart UV project and then hit Arab to Arabic and tapo. And now it's Arab and it's ready. The same thing here. Tab hit A UV, Smart and Arab, and now it's finished. That's very cool. I think we forget to apply materials to the standoff. So I'll select these pieces. Those here, and those here. And let's apply the material on these pieces using this one. So I'll have to grab this and then hit Control L and chose link materials. And now material should be applied there. Sorry. Cool. And for the column we got right here, we need to give it a material. So selected hold, you have to grab the ceiling, control L and link materials. And it will be straight. Okay, to fix that, apply the scale first. Dit A, go to the UV, smart UV project, and then hit a rub. And I guess after that, we need to go to the material here and just scale, make it big. Yeah, something like that. Okay, that's very cool. What else we can do here? All right, now, let's see if we forget to applied material. Maybe we forget to apply material here on these pieces, and it will be easy to do that. So here we have the wall, and we have these pieces of wood. So I will grab them like that, all of them, and I want to merrie them. It control J, and now they are merged, and maybe I can add those to them Control J. And now they become one piece and the last one I just forget to add control J. So now these pieces become one. Right tab, you go to grab them all, go to the UV Smart up. And now let's give them. Let's apply material on them. So grab this hot, you have to grab this, for example, control link materials. Now we've got the material applied here. Here, I would like to make some tweaks in this area. I want to create a wood panel here. So I can add a dark wood material right here. So to do that, I will create a cube as I did, and it's right here inside, hit key to the Y, I guess, and take this out a little bit like this. And now I will keep controlling this or editing this. Take these vertices up and these vertices down. Right here, for example, and take these vertices and those right here out, align them with the wall like that. And those we can take them inside. GN dos inside. And then grab them all, rub them with you with the Smart UV project, and then rub let's apply the wood material on them. All you have to grab this. All right, Control L and use link materials, and now it's done. Let's go back to the reference images because I would like to show you something regarding the staircase. We didn't add handrail. So let's see how can we create a handrail? It will be something easy to do actually. Okay, all what we need to do is you go to the solid first, and maybe I can use these two pieces to create the handrail. I will tap to go to the edit mode, and maybe I can grab this vertex. Sorry, this edge and that edge, and then hit ft D to the Z and copy them up like that and then hit P and then is to separate them and tap out that set. Now let's grab these two edges. Grab this one, go to the Modifier. We don't need solidify, we don't need Bevel. And for that one as well, grab them. We don't need soldifyther Bevel. Grab those now, that edge and this one, and then hit Control to make them one piece. And tap to go to mode and switch to the vertex, grab these two vertices, hit F, grab this with this, hit Cthrol X to dissolve them. And now we ended with this. And now we can take this a little bit towards the X axis, G to the Z and move this down a bit, maybe right here, something like that, maybe we can move it a little bit out. And for this, I guess we can hit E and extrude this toward this diction. All right, something like that, I guess. But I think this is not let's take a look. Let's see what's going to happen if I bring a human right there. So I will hit G and grab this one, this person and put it there. I just want to see if what I'm doing is makes sense or not. I will hit G, and then I will hit if Z to cancel the Z axis so I can move this one and put it right here, I will hit G to the Z to move this up. So as you can see, it's not high enough. Even if we duplicate the character with HeavD, let's put one right here. Okay? On one of these tips. Or on the steps, the result is cool and makes sense. It's okay to put it here. The position is okay, but up here, we got a problem. So in this case, maybe we can separate them. I mean, you can grab this edge and separate it and put it right here. This will work, and it's totally okay. So grab this, hit X, E to delete this edge, and let's accept a result like that. Let's see now after what we can do. After that, I will select these edges and then hit E to extrude them. Like that towards the X axis. And I will select them all and then hit E to extrude those down like that. Or maybe I will cancel that and I will extrude them one by one. So select this phase, hit E and extrude this down like that. The extrusion about minus four centimeter or five maybe five will be okay. And for this one, grab this face and then hit E to extrude it. But I want to extrude this to the Z axis, so hit E to extrude and then hit Z and Z again to move this to the Z axis like that. And I will extrude this minus five centimeter. And maybe we need to give it a little bit of thickness, both of them. So grab them like that and hit towards the X axis. And let's give this a bit of thickness like that. Now let's tap out, and now is the time to give them bevel. So with this selected, make sure the face orientation is correct. As you can see, it's red. That's mean we got a problem, and even the ceiling for symbsing is red. So we need to flip all of that. Let's start with this with the handrail, grab them, tap, hit, A, heft in, and done. This one, tap, hit A, heft in, done. We fix this. Okay, that's very cool. Alright, now is the time to add bevel modifier, grab this and have it over here, it ft A to add, and let's go to the generate and add Bvel modifier. All right, let's cring this bag. Let's add, for example, 0.5 centimeter, and let's increase the segment. And unless I'm quite sure if the scale is correct. Let's go to the item scale is cool. What else we need to do here? We need the harder than normal, and maybe we need to increase this to 0.8, I guess, and increase the segment as well. We'll make it even smooth. Alright. Now, all what we need now is to use these standoffs to support the handrail. So I can use these right here, hit KD Z and take a Cobe maybe I can go to the right, go to the wire frame, and from here, I can rotate them like that. Let's put them in the correct place, first. Sorry. Something happened. I don't know what's happened. Heid key to move them here, and then hit R to rotate those right here. Let's rotate this a little bit more. Try to put in the correct place, and maybe we can hit Keto but in the center like that. Yeah, something like that. I think we don't need two. We need just one and we can duplicate. So I will go back here and tap to go to mode, and I will grab these faces, hit X F and F, and get rid of them, and I will focus on this one. So maybe we can start from here, I guess. Okay, from here. And after that, we need to do something. So what I will do is I will tab on the standoff and I will make it a little bit longer like this, maybe. And I will hit Control R to at maybe one lobra here, and then hit Control B T B bullet like that. And from the top, maybe we can select certain phases starting from here and end here, I guess. You can see here in the perspective what we did. And then I will hit E to extrude this up like that maybe. Something like that. And then I will hit S to the Z, Z or enter flat in these faces. Okay, and I will grab the handrail and hit key to the Z and move this up a little bit like this maybe, and maybe we can hit key and move this towards the standoff like that. So the new extrusion that I did here, it will act as a holder to hold the standoff. But I think we need some space for the fingers to fit here in this area when someone holds the handrail. I will hit gee to move this a little bit towards the X axis like this, and I will make the standoff a little bit taller, tab, grab the side, gee to the X, and let's put it in the center. And that will do it. All right. Avoid this area to be visible. Hit G and move this up, and that will be it. Now, we can go to the right view and we can duplicate this. All right, we can duplicate it. Alright, let's go to the top first, and let's cut the view. I will hit Alt B, and I will target this area. And now I will go to the right and go to the solid to see what I'm doing right here. Alright, I will hit ft with D to take a copy and maybe I can add one cobra here. You can go to the wire frame and move this up. And you can use this corner as a guide for you. So when you push this corner inside the handrail, when you push it inside with a distance like this, that will be enough, and that will be your guide when you duplicate it diagonally to this daraken. So I will select this one and then hit KvD to have one right here in the wireframe mode, you can book this up about here, and then hit HvD to have another copy over there and do the same thing. Pooh this up just a tiny bit and keep this distance in your mind. All right, something like this. And I will hit Havd again to have this one here. And HavD again to have this one almost right there. And then H D to have one here in this area and av D to have one right here and it HVD again to have one right there. This one, maybe we can move it here back just a tiny bit. Maybe right here and this one we'll move it a tiny bit to put it in the center. And now let's go to the perspective and let's see what we got so far. Alright, cool. All right. This one will not be visible, will be very close to the column. Maybe we can move it a little bit here, I guess. Yeah, this is better. The distribution is not even, but this is not a problem. And I feel free to distribute them in the way you like it. All right. Now let's hit LTP to bring back the scene. And let's give this handrail material selected. Maybe we can make it we can apply wood material on it. Selected hold you have to grab the steps at Control L and Qs link materials. The Z and go to the material review. All right, maybe now we need to go to the object, sorry, tab and go to the UV and Q Smart and the Arab to Arab it, and now it's Arab. All right, cool. Let's delete this character and that's one. And let's go to the cycle end. I just want to see the results. The results so far looks very nice here in this area. But we can add to the scene a lot of touch. Let me go back to material review. You can see here the dominant materials we got right here is the wood. And for the kitchen, you can see here we have a green wood material or let's say, wood painted with a green colour. And the green color we have it just here in this area. What we can do is we can add the same color as a touch in the sin to make some relationship in the skin. For example, you can create a border around the corners with the green color above the ground here. Or maybe some touch here in the wall with some green color to make this relationship, or maybe kink these pieces to a green to make some relationship with this side and that side, I mean, the kitchen. Or maybe you can add this touch to the ceiling, extruding a small strap of boolgon and give them a green color that will work as well. And I will give you an example. Just want to see what's going to happen actual because I don't know. So for example, I can select this sealing and go to the phase selection mode, grab these faces. And then I will hit heavy to take a cope like this and then hetratc to leave it in the same place, and then I will hit P and then ester separate this out. I will tab out and grab this new strap. Try here, try to pick it. Alright. Yeah, and now I got it. I will tap or maybe I can go to the modifier directly and add solidify modifier. So let's go here and let's add solidify. And let's give it some thickness, just a little bit. After that, maybe we can give it bevel. And in this case, maybe we can Coby bevel from anywhere, maybe from the steps. So select this salt, have to grab the steps, and Coby bevel from there. And yeah, that's it. Now I will apply a different material on this strap. I will take it from the kitchen. So grab this salt, you have to grab this door, Control L and slink materials. And it's up to you actually if you want to accept this or not, but the idea is, I just wanted to create some kind of relationship between the kitchen and the whole design. So if you add touch here or there, you will achieve this kind of relationship. Even here in this area, if you add some small touch like this, goes like that or something comes out like this and then goes like that and maybe end here with the green color that will achieve the idea or maybe here. Okay, that's we'll do it. Let me give you an example here. If I select this, for example, I can tap and I can argue these edges like that, grab them like this, and then I can hit HD to take a copy like this and then hit P and then has to separate these out. And with this selected, I can turn off solidify in the edit mode, and I can hit E to extrude this bag like that. And push this inside a little bit higgy to the X and push this inside. But we don't have the problem is we don't have a distance to do this. So in this case, what we can do is we can grab this border and take it out just a little bit higi to the X and take this out just a tiny bit. So we can have just this small distance right here so we can add something here in the middle. And now let's grab our new object and take it out. Head G to the X and take this out a tiny, but not too much. Something like this. Sorry. And now we can apply the green material on it. But you have to grab this, control L, and use link materials. So this is just a small tech to achieve this relationship. Maybe we can use the same tech there. If I tap here, I can select these edges. Okay. And then hit heft D to take a V and leave it here, and then hit P and then S to separate this out, and then grab this tab, hit A, grab all of these edges, and then hit E, and move this peg and select these faces, hit G to the X, and let's push this inside Jattin a bit. Something like this, tap out and let's apply the green material on it. So with this one, select, you have to grab that frame, the green one, Control L and choose link material, and now we got something. If you think that's too much, just hit G to the Y and push this steep inside. Yeah, something like this, it will be nice. And for the ceiling here, I need to flip the normal of the ceiling. So a hit AHN. All right. He N is not working. Okay, so it doesn't work because it's one piece. It's one face sorry. In this case, we need to use Alt N to open the normal menu and then flip to flip this. And then it's like to excite. Yeah, something like this. I think we can take this out just a little bit. All right, nice touch. So this is how it will look when you render it with cycle. The scene is still dim. Specular this area, we need to add source up here. Something simple to illuminate the door area. And maybe we can start working on that, but not in this video. Let's end this video here, and I will see you in the next one. 31. 031 Adding Door Lighting and Adjusting Scene Light: Hello again, and welcome back here. In this video, I want to create a light source right there to illuminate the door area. And I will try to make a symbol. Let's put the three D cursor over there, and maybe we can start with the plane. Just scale, make it small, make it wide, a little bit. From the top view, we can go to the wireframe trying to put this in the correct position. Maybe we can move it a little bit towards the door like that and scale it towards the Y axis like this. Let's go back to the perspective to the solid and I will apply the scale first and then tab and select this phase and then hit A to extrude this down just a little bit like that. And I will maybe get this E and move this pace a little bit down even more, and then hit I to create small inset like that. It a select all of these phases, and then you have to enter recalculate the normal grab this phase, and I will hit E to book this inside first, and then hit it to the Z and take the senior COBE down and then hit P and then is to separate this in your face. I will give this bevel first about select the frame. All tip to rub this wood paneling because we applied Bevel on it recently. And let's go to Bevil Kobe to select it. And this strap here in the middle, we will give it the same material we added here or maybe we can create new emission material for it. All right. Okay, I will give it a specific material so I can control it. Grab the strap here in the middle and its new in the material editor and grab the principle, hit Control X to delete it. Hit Heft A to open the Adminu and search for emission. Just type E, and you will find it. Like the emission to the surface. And let's go to material review, and now we have something here. Alright, let's give this a color. You can leave it white. I guess that will be better. And I think from the top view, we can duplicate this to two pieces or three. So let's add one right here, at to add a new one here. Grab these three pieces, cursor to select it to both the three decorsor in the middle, and I will add an empty right here so I can move them using this empty. Now I will select all of these in the wireframe mode. Hold ft at the empty, and then hit Control B and Qs set parent to object. Now they are parented to the empty. All right. Now let's go to the cycle. I just want to see the results. So this is the results. We need to increase the power of the light. So let's go back to the emission, and by the way, I just would like to mention something here. If you want to use the emission as a light source, it's totally okay in cycle. But if you want to use the emission sorry to make this strap illuminated and add underneath it a light source aerial light source, that will be even better. This is what I think. So what I will do is let me grab this one and bring the three D cosa over there. I will add an area light and move it down and get to the Z and let's put it right here. Scale this to match our strap light and go to the top to check this. So just scale it a little bit like this and then scale it to the scale it to the Y, and now we have it. Okay. After that, from the top again, I will hit Alt D to duplicate this. And I use Alt D, not have D because I want these pieces hearing the same information. And now with these lights selected, so I'll grab this one and that one, Alt grab the mt I control P and then Q objects. Now, the NT who control everything now. That's great. And now I can control these lights to illuminate this area. So let's go to the endo As you can see now, the area is illuminated and the result is very cool. And you can control these lights. You grab one of them and feel free to reduce or increase the power. I will add seven maybe. Okay, now let's see what else we can do here. I'm thinking of make some tweak to these lights to the ceiling lights. So let's grab one of them. Let's try to grab one of them. For example, this one right here. And I want to change the radius 1-2, and I will tell you why. I want to get rid of these curves of shadows we got right here. So by making the radius a little bit bigger, you can get rid of that. And not just that, you can take these slides down if you want to illuminate the scene even more. So changing the radios, that's a good option. Let's change this to maybe three. Let's see what's going to happen. Okay, three looks nice, I guess. Maybe increase the power to, I don't know, maybe 35 to eliminate the scene even more. Let's increase the power to maybe 50. And let's take a look around. Okay. I think this is better. I guess. Let's see what's gonna happen if we crank this up to 80. Okay, still cool. 80 is nice. So the scene is not dim anymore and it's wall illuminated, and you have the ability to control all of that. Okay, it looks realistic and nice. Okay, so after doing all of that, now maybe it's time to add some decorative objects around here and there to make the scene ready, adding some images on the wall. And maybe later, we can make some tweaks here and there, maybe add some touch to the ground to the wall. But so far, we did great. The result is so nice, and I think it's balanced when it comes to colors. I guess so. And yeah, I will end this video here and I will see you on the next one. 32. 032 Adding Decorative Objects to TV Area: Hello again. Welcome back here. Okay, let's go back to the reference images, and now let's try to fill the scene with the decorative objects, and maybe we can start with TV wall furniture. So as you can see here, according to this image, you can see, we can add books, some images, some vases, and we're going to use a BlenderKit to do that. So let's put this aside, and let's go to BlenderKit. Let's open this eye. Let's make this a little bit big. And what I will do is I will hit in you can go to the side panel, but I want to try this area. So here you have the three models for architectures, characters, decoration. And I guess we need to stick with decoration and interior. So let's open this arrow. Let's see what we will get here. A lot of options we got right here. Let's go to the filter and let's active free first, and let's go back here. So for the TV wall, let's see what we can choose. Maybe we can pick some box and use, I guess. So let's go to the box section and as you can see, we have three books here, a bunch of books here and here, as well, and on this side. So yeah, we can add some books here. Alright. So Okay, let's see what we can use. Maybe we can pick those first. Okay, maybe we can grub this, for example, and put it maybe those, but dry here. Alright, maybe we can rotate them, head after the Z. Let's rotate these a little bit, and maybe we can push them, but try to prevent this overlapping. Z, and let's go to the material review. Alright, somebody like that. Maybe we can grab this group of books as well and put them maybe right here. Let's see what's going to happen. By the way, you can see the arrow we have here. When you trying to put the three D model in a certain blaze. You can rotate this arrow, rotate the wheel like that and leave it like this. Okay, that's very cool. Now, let's see grab those and it to move them a little bit to the wall. All right. That's very cool. And maybe we can download a new group of books. What about these? Maybe we can download those and put them right here, I guess, and what else we can do. Alright, maybe those I can or maybe those right here. So let's grab them and put them maybe here. Something like that. Let's see what's gonna. Oh, cool. Nice. Alright, let's bring back the reference images, and let's see what else we can add here. Don't stick with one image, check the other images. Okay. Which one of these images we need here? Alright, books, we added some books. Maybe we can add more here on the side, I guess. For example, this group, we can grab it and put it right here. But why this is small. Let's both right here. Let's see the results. And maybe those right here, we can grab them and put them here. Okay, select them and maybe we can hike and move them to the wall like that. Okay, cool. All right, maybe those right here, we can rotate them to the Z, like this. G, have the Z to cancel the Z axis, and let's put this one right here. Oh, sorry. I mean, right here. Take it out like that. And let's see if we can find another group of books. And yeah, we have a lot, actually. That's very cool. What's going to happen if we download those? We just made a mistake, I guess. Yeah, let's grab those and the G and move those. Almost right here. Alright, that's cool. Now we added a lot of books here. Maybe now we can add some Bicurs, I guess. So let's go here and let's see if we can find Bcures here. Okay, Bcures Cool. We got Picures. So what pcures we need to download? Maybe this one we can grab it and put it here. All right, what I'm going to do is I will grab the empty of the picture and move it like that. And I will put the three D courser over here and go to the transform and king this to three D courser, so we can move this according to the three D courser position. So let's tilt this a little bit towards the wall. So R to the Watt Let's control Z because we made a mistake here. First, let's take this up a little bit, due to the Z. Like that. And after that, we need to rotate this to the X axis, so hit Artix. All right. Art Dex. Yeah, something like this. Cool. Now we can add another pictures. Let's see what picture we can add here. Okay. Okay, maybe we can download this one, select select it, and let's put it right here. And let's see what we will get. Alright, so now we have it, but the image is not quite visible. First, let's try to scale it. The suite is back to median and try to scale it, make it a little bit bigger. And maybe we can move it back. And let's tap to see what's going on. Alright, the Mic is here exist. But when you tap, all the frame and all the details disappeared, maybe these faces are hidden, so hit Alt H, and yeah, now we got them back. Grab this pace in the middle, hit Control L to select all the elements. And now we got this piece of a glass. Just hit P as to separate it to see what's going on with this. Tap out selected and let's go to the material. So maybe here in the diffuse array, maybe we can cut the connecting here. That will help to see the image. Let's see what else we can do here. If you take this down, you will lose the transparency, and we don't need that. All right. And here you have the volume. I think we don't need this. And if you increase the number here to point maybe seven, I think that will make the glass even more transparent. Yeah, I will accept this result like that. All right. Let's go back and let's see what else we can add here. Alright, cool. Can we add more images here? Alright, so this is in Arabic. What else we can add here? Okay. Okay, maybe this one I can use, and I will click An track and what's here. I know it is big, but we will scale it down. Alright, so let's scale this down. I will hit Control M to the Z to mirror this to the Z axis, enter, and then hit G to the Z to move this down here. Take it out a little bit, and all what we need is to rotate it. So hit R to the what R to the Y this time, rotate a tiny bit like that, and move it towards the Towards the wall like this. And maybe it's a little bit elevated. So let's take this down. Yeah, something like this. I will double load this image right here. You can type the name of it down. If you want to search for it, I will click drag and I will rotate this and maybe leave it where maybe right here. Okay, let's give this a bit of time and I will use the empty and move it down a little bit due to the Z, prevent the intersection here, move this right here and rotate this to the Y, up to the Y, and hilt it a little bit like that. Move this at a bit. Okay, that's very cool. Okay, it's not attached to the ground correctly, so I will hit to the Z and move this down just a little bit. That's we'll do it. Okay, let's download load more images, and let's try to put them in different places. And I'm not sure quite sure what Senexime. Maybe this one. I like black and white, so let's bring this one and put right here. Okay, select it to the Z, move this up here, take it out to the X a little bit, maybe to the Z at the end of it to prevent the intersection from happening and rotate this to the Y or to the Y. Scale it down. I guess we could scale it. Yeah, now let's take it down. And let's push it to the wall. Like this, I guess. Yeah, cool. Okay, maybe we can download this image and we can put it here, I guess, on the wall there. And maybe we can scale up, make it small like that, and it key to the Z and take this up to the Y, I guess, the X, Filter it like that and take it out a little bit, and that's we'll do it. And here, by the way, you can add a bunch of books if you prefer. That's totally fine. And what else we can add here. Okay Okay. Actually, we have a lot of images here. This one is cool. Let's grab it and let's put it here. You can see when you select it when you select the frame and try to put it. When you put it on any face, it will take the direction of the face. For example, if I put it on this image, it will take the direction of the image. So keep that in mind, instead of put this on the wall and leave it sit right like this and then rotate it, reposition it. It's better to put it directly on one of these images to be tilted automatically like this. After that, we can move it here and scale it, make it smaller, and maybe we can take it up like that and push it to the wall. Maybe push you to close to this image. Yeah, cool. Alright. Maybe now we can go out for the vases, and let's see what we can add. Alright. A lot of cool stuff we got right here. Maybe we can put this one here. I like it. And just try and boots. And maybe this one we can put right here. It looks nice. Maybe right there. By the way, you can scale it if you don't like the scale. Even the scale is realistic, you can scale it and make it even bigger if you like, that's totally okay. What else we can add here? Okay? This one is cool. We can maybe grab it and put it right here and rotate it towards us like that. Maybe this one we can put it square here, actually, but maybe we can put it here. It's totally okay to put it on the ground. Alright, this one as well, maybe we can put it here on the ground. Okay, what else we can do? So the idea is just keep down with loading stuff and fill the scene with these things. And when it comes to render, if you don't like the results, it's very simple. Just delete them. Okay, for some reason here we got problem, I guess. Let's move this out from the from the wood frame and maybe this one as well. We can just take this out. Alright, cool. Alright, this one is cool. Maybe we can put th here. I like it. And maybe we can download this and what is here. Cool. That's very cool. Alright, this one is nice. I can put it here. Alright, this one, maybe we can try here, and we can scale it down if this big. Yeah, it's very big. So I will grab this empty and scale it down like that, and that's will be. Okay. Okay, let's see what else we have here. Actually, we have a lot of cool stuff to fill this area. All right. Maybe this one we can here. Maybe this one we can with here. And what else? Maybe this one we can even with here. Okay. Cool. Nice. Maybe we can add books here as well. Okay Alright. This one maybe we can put right here. It will be nice. And this piece, maybe we can put here. All right, this one, maybe we can scale it a little bit. Make it big. Alright, this size looks cool. Maybe this one we can put th here and put maybe this one next to it. Let's try to rotate it towards us and let's leave it right here. All right. So we filled this area with these objects. Okay, here, maybe we can add a bunch of books. So let's go back to the books. And let's see what we can download from here. All right. I think we downloaded those. I'm not quite sure. Alright, let's use those. Let's put those right here. I guess we can skill them, a little bit, but not too much. Try to be realistic and leave them like that. Alright, that's very cool. Here, we can add some vases, if you like, in this area. Here, I mean, it's totally fine and add some books here. And let's go here. And what we can T one is very cute. Let's put it here. This one as well. I like it. Let's put it right here. And maybe this one we can put it there. But it's not quite sure. Maybe we can scale this down just a little bit. Yeah, just scale it. Maybe we can take it out. Sorry. Sorry. Z and go to wireframe so I can grab the empty of this piece and maybe I can move it a little bit out. All right, what else we can add here? Maybe this piece. Let's see grab the empty of this new object. And actually, I think we can move, put it here, G to the G and leave it down here. Okay, let's take this up just a tiny bits, and maybe we can move this back like that. And yeah, I can put it here actually and rotate it. That's totally fine and push it right here. Yeah, that will work. Even if you want to scale it actually, that will work as well. Cool. Okay. Let's see what else we can download. Are these three pieces, maybe we can grab them and put right here? Okay, cool. That's very cool. And maybe scale them a little bit. Alright. And in this area, we can jump to the plants. Let's see where the plants. Let's go back here, and, uh, let's see where the plants nature. Let's go to the nature. And let's go to the plants. And what do we have? We have indoor. Yeah, we need to indoor. And here we have a lot of cool stuff. We going to download. So let's see what we can download. This one is cool. I like it. I will grab it and put it here maybe on that area. Yeah, cool. Looks cool. Maybe we can move it here or to this here, rotate this nine degree and move it close to the sofa. And keep in your mind that you can distribute some plants here around them because when they sit here, some plants behind them, it will be something cool, so just keep that in mind. Maybe we can download this and put it right here. I'm still quite here, but let's see what's gonna happen if we do that. I think it's okay to leave it here. Looks nice. Let's go to the material review. I just want to see the results. Let's turn off the phase orientation. Yeah, I like it. Looks cool. What is this? It's cool, actually. I guess we can download it and maybe we can put it here. But this is very, very big. But let's see what we got here actually. Wow, this is very big. Okay, that's totally fine, even if you download something big because we can rescale it. We can control that. Let's put this maybe right here. Maybe close here. That will be very cool. Et's go to the material review and let's take a look and it looks nice. Alright, so now we have something here. Alright. What about the side? What we can add here? Alright, I guess we can add some plants. Like this one, I like it. Let's put this one right here. So, it's called hanging plants. Maybe we can search for more hanging plants. So let's see here for hanging plants. Alright, this is the one. I think this is the only one here. Okay, maybe I can grab those and put them right here, but very big object. Alright, I will hit escape to cancel it. We don't need it. What about this one? Maybe we can put through here. I will scale this down if this is too big. So grab it and scale it down like that. Yeah, I think that will do it. G have Z to put this maybe over here, and that will work. And here, as well, maybe we can add something. I'm not quite sure, what's the thing, but let's keep searching until we find something cool to add here. I like this one. Let's try to put it here. I'm not quite sure if this will fit here or not, but let's give this try. Okay, that's very cool. It's nice, but here we have some intersection. And I guess we can fix that by moving these objects. So for example, I can grab this leaf here. Okay, in the wireframe mode. And I guess we can move it in another place. Or maybe even delete, just hit X F and get rid of these faces instead of trying to move them. So let's grab this face of this slave, hit Control L, and hit X F and get rid of them. And for this area, I guess we can grab this side. Sue this to select lasso endless select this side, I guess. And I guess we can put the three Dcursor over here and week transform to three Dcursor and active the proportional editing, and maybe we can rotate this a little bit. So its to bend this tiny bit like that. Maybe even more. Yeah, that will work. And don't worry about the rest. That's what we'll do it. A, and that's it. And here as well, we can add something, but I'm not sure quite sure what one of these I could pick. Maybe this one. Let's put it through here. It's very big, so I will scale it down like that. And yeah, that will work. Let's go back to the reference images, and let's see if what we are doing exist here. As you can see here, I suggested something like this, but I think what we did here is too much. I think we need to replace this one with something different. So I will grab this, and let's go back to media and point and the g to the to move this down. Let's put this, for example, right here for now, or even maybe we can take it out of the scene, and we will go back to it later. Let's go back here and let's see what we got here. Okay, and what about this place? Okay, cool. Let's go back here and let's, where should we go to the decoration? And we need to go. Sorry, interior, I guess. Let's open the decoration and go to the vas let's try to find something here to add. Maybe this one we can add right here. Mm, looks cool. I just sweat the under to cycle to see the result, and the result is very cool. It's very nice. Cool. But you know, we are not finished here. But I will end this video here and see you in the next one. 33. 033 Styling the Seating Area with Materials and Cu: Hello, everyone, and welcome back here. In this video, I want to focus on the sunken sitting area. And we want to add some decorative objects, some table right here, and changing the sofas colors. So let's see how can we do that? I don't like the gray. I want to change the color to something different. And I think if we choose a green color with a tune similar to the tune we got right there, it will be something nice. So let's try to do that. If you select this sofa and if you go to the material section and select the choose the fabric, you can make some chins here if you king the color right here in this area. For example, if you king this to something green, you'll have a green tune. But this is not correct. I'm not going to do that. And instead of this, I will replace the material with a different material. So let's go to the material scion in the Blender kit, and choose let's open the list, and let's choose fabric. And scroll down multiple times until you find something cool. I want to find something similar to this material, similar to this tone. So let's see what one of these will work. Okay, this tune is it's cool we can use. Let's click and drag and let's put it on the Suva, let's see what's gonna. After applying the material on the sofa, this is the result. And I'm not sure quite what's going on here, but maybe this happened because of the Alpha. And let's see if we have an Alpha can plug to the principle, and yes, it's right here. I will cut the connection, hold control, hold, right click, and move the mouse like that to cut it. And now we got this. So the tune looks nice. Okay. And in case you want to increase the strength of the color, you can adhere and saturation. Here in this area and crank up the saturation. For example, you can add 1.7 to crank this up in case you like this tune, right? 1.5 maybe. 1.5 will be something cool. But what we are getting right here is not quite similar to the green color applied on the kitchen so let's go back to the materials here and let's see if we can find something different. Maybe we can try this one. It's called thin green demote. I will grag it and put it on the sofa. So this is the result, the same problem. Let's select it and let's cut the Alpha, and let's see what we got right here. Alright. The result is not quite perfect, and this is not what we are looking for. We need to increase the strength of the color itself. So let's use hue again. Let's search for you. It's right here. Less cring the saturation into two maybe. Cool. So this tune looks nice and almost or let's say very close to the color we got here and here as well. I will accept this. Okay, to apply the material on the rest of these sofas, I'm going to open the material again and track this on the second sofa. And when you do that, you will notice that the same kink we made here, it will be applied on the second sofa. So let's do this again on this third one, third sofa. Alright, let's turn the eye off. I just want to see if the result here is makes sense or not. Alright, cool. Everything here is nice and well done. All right. After that, maybe we can maybe we can add a table here or I don't know, actually, but maybe we can check the images. To see what we can add right here. So some cloth we can add right here, some pillows and a table in the middle. All right. Let's start with the table. Let's go back to the three D objects, and let's search for a table anthro. And let's go to the filter active free first. And let's see which one of these choices we can pick and use. Something like this, it will work. Let's give this try. What I will do is I will drag this here. I just want to see the results. Yeah, something simple and small like this, it will work here. If you want to king the material of this table, that's totally fine. For example, if you grab the legs and in case you want to add the dark wood material, up light on them, just select them you have to grab this material, control, link material. It will uplight correctly like this. And for this big piece, you can grab it, who you have to grab the bake material, control L and link materials. It's up to you if you want to king that or not. Alright, the result looks nice. I like it. And I will accept it. Alright, now is the time to add something above this table, and maybe we can go to the list here and go to decoration maybe and open this. Maybe we can go to the vase. Let's see what we can add here. All right, so maybe we can add some blants or something like this. Let's open the list again and let's go to the vase firstst. And yeah, maybe we can download this one and through here. And let's see what else we can download and use. Choose, free. Maybe this one we can download try here with some books here and there, and it will be very good. All right, maybe we can try to find some plants or maybe books because we are in the same list. So let's see which book we can procure. Don't forget to delete the keyword. All right, maybe we can download this one. One of these books, maybe which one. Alright, let's download this one, and let's put it here. And what else we can download? Maybe this book, we can put it right here as well, and maybe this one we can put here and give each of these books some rotation. Yeah, something like that. That will work. And these vases are very big. Maybe we can make them a little bit smaller, this one and this one. And maybe here in the middle, we can add some blands Okay. I think this book is very big to put through here. I will delete it. And I will replace it with some plants. So let's go here and let's search for what? Go to the nature. Where's the nature? That's right here. All right. Plants. And let's see which one of these choices we can pick. I like this one right here. I will track it and put it here. And if this big, I will make it smaller. The size is okay, I'm not going to change it. Okay, now let's try to add something on the sofas and maybe we can start with pillows. So let's type pillows here. Enter. And let's see which one of these pillows will work here. And keep in mind when you download something, you can change the color of these pillows. Let's download this right here. Maybe this one we can download and but it's here. And what else we can do. All right. Maybe this one. Anything I don't like, I will delete it later. But for now, I just want to download some different options here. This one looks nice. Let's now load it in. Let's put it right here, rotate it towards the center like that. Okay, it's big a little bit, but I guess it will work. Something like this one, it's perfect, I guess. So let's download this again maybe put one right there, I guess. Alright, let's turn the eye off for now. And to be honest with you, this color looks very beautiful with the green. So I guess I will accept this color. And maybe we can apply the same material on these pieces as well. Alright, so let's select this one, hold to grab that it control L and use link material. And yeah, it's applied perfectly. I like it. And this one right here, maybe we can scale it, make it a little bit smaller. Okay, something like that. And what about this? All right, I will delete it. I don't want it, and this one maybe we can duplicate it hit D to take a copy. And let's put this copy, for example, right here, and then hit R to the Z to rotate it like that. And it G to the Z and move this down like that, I guess. Alright, something like this, maybe can move this down even more like that. Okay. I know I can see here we have some intersection. We will try to find a way to prevent this. Okay. Yeah, something like that. Maybe these three pieces, we can grab them like that with the empty and then he D and put those over here on the side. Okay, something like this. Alright, now's the time to make some tweaks for these pillows to make them sit on the sofa correctly. And I guess we can start with these three pillows first. Maybe we can start with this one and hold a tab and go to the object, sorry, sculpt mood and all right let's see what we let's go to the proces, and let's choose this elastic grab, maybe. If you want to make the a little bit bigger, hold F and move the mouse to the left or to the right to control the size like that. And then just click and drag, seems like we got something here. Let's go to solid. I just want to see what's going on here. Let's go back to object mood. What are these exactly? Okay, I will hit Control Z multiple times to undo what I did here. And let's go back to the object mode. I'm not sure quite here what's going on right here. But let's go to the local mode and have again, go to the wireframe. I just want to see why I can't move those together. Alright, to be honest, I'm not sure qua here what's going on right here, but I will tap to mode and I will grab one side, hit Control L, and I will move this out. Okay, so it's stick let's see if we have any kind of modifier here. We have solidify. Why do we have solidify? All right, I will hit Control Z to undo this and tap out and I will delete the solidify. I think we can add this letter if we want. Not right now. And now let's go back to the sculpt mode. Let's see what's going to happen if we try to adjust it again, and I don't know, maybe that's happened because of the solidify. Okay, let's hit ST Excite, and let's go back here and let's go to sculpt mode, and let's try to put this on the SUPA. Make the park pick and let's start pushing these pass. And don't worry about these ctsas. We're going to delete them. Okay. Something like this. Let's make this a little bit smaller so we can control the tip. I guess we can try this approach just to rotate this a little bit to rotate this like that. So click and I don't know how to explain this to you, but just keep move the mouse left and right until you get this type of bending. And then let's go back here and let's move this down like that. Maybe here, we can just move with the tandy bits. In general, the result looks nice and it is sitting on the sofa in a good way. After finishing this, go back to the objects and let's select the next one and I will delete the solidify from this. But before we doing this, let's try to find a way to delete these edges. Before we try to find a way, I just would like to tell you that leaving these edges will not affect the under. You can ignore them. But in case you don't like them, I think we can do a trick here. What I can do is I can tap the God mode and I can select for example, this phase on the side and one phase on the side, and then Control L to select all of these phases. And then swech the selection to edges, just hit two, and then it control I to invert the selection. And now we just targeting these edges. And now I can hit X E to delete these edges and get rid of them. And if you want to apply the solidify one more time. Now you can do that. Let's select a hold you have to grab that pillow with the solidify and just use Copy to select it. And now we fix this problem. For the second pillow, we can do the same thing, delete these edges, tab, select the phase from here, phase from here, control L, swing the selection to the X selection mode control I to invert the selection. And now we are just targeting these edges and then at X E to get rid of them. And we can add the solidify here as well. It's already here, but it's off. Okay, now I will go back to the scalp mode to make some editing here. Okay, maybe we can make the brush a little bit bigger. And click and dry until the pillow lays on the sofa. All right, this result looks cool, I guess. And let's see if we need to do anything here. No, I think we don't. So let's go back to the object mode, select this active solidify and feel free to increase the thickness if you prefer maybe 0.3. And let's do the same thing for the third one here. Tab grab for example, one of these faces. And on the set as well, control L, swich to edge, control I invert and delete these edges X, E to delete these edges. Tab outs, go to the scot mode, and start um, in some vertices here and there, maybe just a tiny bit here, I guess. And maybe we can make the pro a little bit smaller so we can get rid of this intersection. Yeah, something like that. Everything else looks perfect. All right. Let's go back to the object mode, and let's grab this one. Maybe you can ski, make it a little bit bigger like that. And nobly starts let's switch to sculpt to make some adjustments. So let's go back to scaled mode. And with the same brock selected, let's move those down. But just be careful when you do this. Alright, let's move those down and this one right here. And now let's hook some vertices up to prevent this intersection. Let's move these vertices up. Maybe we can change the bright to a different brie, maybe this one. Let's use the draw, and let's focus on this area and scalp this area a little bit. By the way, I'm using the mouse. I'm not using any pen. Let's check the results from this side. All right, everything is okay, but I guess we can we need to go back to the Ellistic grab and move these vertices. That's very cool. Okay, I think that's it for this video. I will end it here, and I will finish the sitting area in the next video. So I'll see you next. 34. 034 Styling the Seating Area with Materials and Cu: Hello, everyone, and welcome back here. In this video, I want to focus on this pillow and the other pillows. And we're going to use sculpt mode to put this pillow in the correct place. First is active, the screen costs. Yeah, it's active. Select this pillow, and maybe we can just kalt bits, make it bigger. And this one as well, I guess we can make it a little bit bigger. Okay, changing the position of this one maybe rotate a little bit after the Z. Something like that, maybe we can move it right here. And now we can go to the le tab and go to sculpt mode. And let's use the elastic, grab and grab these vertices and move them up above the SUVA. Here I can see some intersection, so let's take these vertices up. And here, I guess, we need to take these vertices. All right. And about this area, maybe we can try this brush, Ellistic snack, hook. So let's make it a little bit bigger. Let's grab this. I just want to rotate tiny bit. Alright, I think that the size is big, so let's make this smaller. Okay. Something like that, I guess. And then now we can go to the listicGrb and I just want to book these faces like that. Alright. And on this side, let's see what we got. Maybe we just need to move those up a little bit and take these vertices down, I guess. All right, something like that. And then maybe we can use the draw to take these vertices up again using the draw. Yeah, something like that. Alright. Now let's go back to the object mode, and let's focus on this one. Let's see what we need to do here. Okay, so go to the sculpt mode again, and let's use the draw and let's proc this area a little bit. And maybe here, I guess. All right. Now, let's sorry. Let's go back to the snake, maybe. Let's see if we can grab this tip and take it out. Yeah, we can do that. Go back to solid and let's move this at tiny bits. And maybe this one we can push a tiny bit like that. And these vertices, we can take them up. Yeah, now this pillow is lays down on the sofa correctly, I guess. Maybe these vertices, we can move them down inside like that. Yeah. This is cool. After that, let's jump here and let's focus on these pillows. Go to the scalp mode, and let's move these vertices down. Let's go back a little bit or you can make the brush a little bit bigger and let's move this whole pillow down. Alright. And let's lay the pillow on the sofa like that. And I think that's it for this one. And it's the time to jump for this. So select this hit key to the GA. Let's move this down here like that and go to the scot mode, and let's take this piece up. Okay. Before we do that, let's go to the object mode, and let's select these three pillows because you remember the problem of the seams vert sorry, of these edges between these two pieces. So we need to delete them. I will tap for all of these and switch to the phase selection mode. And I will pick pace from here and one from this side for the same pillow, and I will do the same thing for the rest. But and then what I will do is I will hit Control L and then switch to the X selection mode and then hit Control I to invert the selection for all of these pillows. Now as you can see, these edges are the selected one. Hit XE to delete these edges for all of these pillows. Now tap out and you can go to the sclet mode. Let's use the snake and let's take this up a little bit. Sorry, we didn't select the correct pillow. All right, let's move this up like that. And let's lay this down on the sofa. All right, something like that. And let's go back to the object mode, crop this one. I guess we can leave it like this and jump directly to the scalt mode, and maybe we can use a snake. So I can take this down. Yeah, something like that. Okay. What about this? Okay, the result looks nice. I think we don't need to edit it further. So let's grab the last one and go to the cult. Maybe we can move this away a little bit. This one, I guess, Okay, something like that. And do we need to do anything else here? Nothing. Cool. Let's go back to the object. And yeah, I think that's it. But here, maybe we, we forget to take these vertices up. So let's grab this pillow, go to the sculpt, and let's move this side up a little bit. And from here, and I guess that's it. Maybe this just a tiny bit, we can take it up. Yeah, that's very cool. Now let's swich to the material review. Alright, so in the material review, we have blue, we have the red. I don't like to leave the blue here. Maybe I will replace them with this material. I like this material. So let's select these pillows and those over there. All have to grab this as a last selection and then hit Control L and ose link materials. And material, as you can see, is not applied correctly on these pieces. So what I will do is I will select this pillow and I will go to the material section, and I will hit on this number right here to make this unique. This number means that this material, the same materials applied on five objects. And that's correct because here we have two pillows and here are two, four, and this is the last 15. So let's hit this number, click on it or here, if you prefer to make this unique. And now it's changed, and as you can see now, it has a different name. So what I want to do is for this one, you can seee we have the mapping and texture coordinates already here. All what we need to do is just add a value. Let's search for a value. And let's put the value right here and blog it to the scale, and let's king this to one for now. So the idea is very simple. This value right here will control the scale of all of these textures. And now, if I cring this up to maybe three and then hit Enter, you can see the material now becomes smaller and I can go to eight maybe Okay. And eight, I think eight is very close to what we got right here. So I will stick with this number. Now what I will do is I will select these three pillows and apply the same new material on them. So grab these three pillows with the wrong scale hold you have to grab this, control L link material. And now we fix the problem. All right, now I will render this recycle. I'm not going to render. I'm not going to add a camera and render it. I just will z and go to render just to see the results with these change. So this is the result. It looks nice. I like it. But maybe we can add some stuff here. For example, we can add Rg right here and some books here on this border, maybe some plants here, distribute some plants here or something like that. So let's go back to material review, and let's go to the BlenderKit, and let's search for Okay, decoration maybe and carpet. And let's see let's choose free first. Okay, this one is cool. This one is nice to download if you prefer. Okay, maybe we can start with this one. I will grab this and let's put rough here and I will rotate it like that, and let's put it here on the ground. And now we got this downloaded. Okay, what I will do is I will select it like this. And then I just want to move it a little bit to the X axis. I guess, and then move it a little bit to the Y, maybe. Maybe leave it right here. Actually, I don't like this. Let's move it a little bit like that, and, yeah, that's it. If you want to scale, it make it big, that's totally okay if you prefer. Okay, something like that. That will work. After that, maybe we can go back to the list and we can search for books to add some books here on the border. Okay, instead of table, maybe we can grab these books and put them inside. That's very cool. All right, what else we can download? Maybe so I added these books right here. I'm assuming that someone sitting right here reading books and he just put them behind him. This is the idea. But the first book is very big actually, and I think we can make it a little bit smaller rotate a little bit. Okay? Let's rotate this. I just want to create some randomness. Yeah, I think that will work. Maybe this one I can move it close to this. Alright. That's very cool. Alright, let's end this video here, and I will see you on the next one. 35. 035 Placing Plants and Decorative Objects on Table : This video, I want to distribute and add some blants here in this place, maybe some blants on the staircase and maybe here and there and on these tables. So let's see how can we do that? Let's go to Blender kit or before we do that, maybe we can till the screen cast to see the buttons that I'm hitting and let's open the eye here and let's search for lens. Enter. And this active free first. Let's see which one of these object we can download. Maybe we can grab this and we'll try here. And I guess we can I don't know, which one we can pick. Maybe this one we can grab it with here, I guess. Let's make this big and try to push it away from the wall, something like that. Even this one. Let's grab this empty and let's move it away from the wall like that. Maybe we can download one more plants and put here. And I guess we can grab this. So let's grab it in row here. Let's focus on the staircase. I guess we can grab this and we throw here. And if this big, we can make it small by grabbing the empty and make it small like that. Something like this. And maybe we can add one plant on the first tip, I guess, here, and maybe on the last one, I guess. Alright, maybe we can pick this and put it here or maybe here. That's very cool. Here in this area, we can add wine bland, and let's see which one we can use. Let's you grab this and let's put it here. Okay, I like this one. Maybe we can add one right there. I guess we can grab this or which one? Maybe this one. That's very cool. And on this table, maybe we can add one, but I'm not quite sure which one I can pick. Maybe this one. Let's put it right here. The size is very big, so I'm going to scale it, grab it and scale it, make it small. And on the islands, let's see what we can add here. I will download this one and put it maybe right here. And if this big, I will scale it. So yeah, it's very big. So I will scale it down like this. Okay, now is the time to add some dishes, some stuff related to the food or to the kitchen. So let's search for a dish. Okay, let's see which one of these objects we can download. Maybe we can add one dish right here and maybe one here, I guess. And maybe we can add one here. And we can grab these sets and put them here, I guess, close to the length. And what else we can pick. Let's grab this spoon and let's put here. Sorry, the knife and maybe a knife right here. Okay, let's delete the keyword, and let's go to the list and go to the decoration. And maybe we can go to the kitchen. Do we have a kitchen here? So here we have some stuff related to the kitchen. I'm not say quite here, but maybe we can put this device here or maybe let's see. Alright, maybe we can put these oil bottles here. Alright, so here we have knives sets. I guess we can put them here. Maybe the kettle, we can use. Yeah, let's put it right here. What else we can download. Alright, let's put this sit, maybe ray here. And let's go back to the list, and let's see what else we can download from here. Alright, here we have some stuff related to the tables. So let's go to our table here and maybe we can grab this sit and put it here. And maybe this dish. Maybe we can with rye. And maybe we can use this di han here. Just fill the place with something. Maybe this cup we can put here. Maybe we can download this knife and fork, and I guess we can put those over here. And one there as well. And maybe here. Alright, what else we can add? Yeah, let's figure out this one and. And I guess I can grab this group and move it a little bit, maybe here. And then grab this cup and move back and this fork with a knife, I guess we can just move them a bit, but not here. Maybe we can move them maybe there, I guess, something like this. And in the kitchen, I guess we can add some appliances search for Let's go back to the list and let's go back step. Maybe we can go back to the interior section, I guess. Here we have kitchen. Let's open the lists, and let's search for kitchen appliances. And let's try to pick some devices from here. For example, this one, I guess we can withdraw here. Maybe we can use this one and withdraw here. I'm a saqueco, but let's put this here. Alright, this cito is a little bit big. I don't like it, so I will scale it. Maybe move it and withdrw here. Yeah, something like that. Cool. That's very cool. Okay, I think that's it for this video. I will end it here and I'll see you in the next one. 36. 036 Adding Wall Art and Frames: Hello again, and welcome back here. In this video, I want to add some images on the wall. Let's go to the search bar, and let's search for pictures. So here we got multiple options. And let's see which one of them we can use here on this wall. All right, maybe I can use this. So let's download this one and let's put it right here. And I'm going to make it bigger. So let's grab the empty and scale it to make it bigger like that. Something like this, I guess, or maybe a bit smaller. I guess we can scale it to the X axis. Yeah, something like that. And you can search for frames as well. Or I guess we can grab this image and maybe put it right here. Maybe we can download this and put it here, and I think we can scale it down, make it small. Let's move it, it Y and then hit to X to cancel the X axis, and maybe we can put it here. Alright, let's delete the keyword, and let's go to the list, and let's go to the decoration, and let's search for I don't know, maybe pictures. I think that will be better. And let's see what else we can grab from here. I guess we can download this image and put it through here in this area. And I guess we can grab this butterfly and here. Okay, for this image, I don't like to leave it like that big, so I will scale it and make it small and maybe move it up here. And for the butterfly, I guess we can scale it a little bit. The resolution is not good. That's bad. I will delete it. I don't like it. I think we can grub this and use it here. Let's make this big, grab the empty, and let's scale it like that. Maybe we can take it down. That's cool. And up there, I guess we can download one of these images. Let's start with this one. And let's put it over there. I guess we can grab the empty to control it and make it pick. And I think we can grab the second one and put it next to it. Alright. For the first one, I will hit Alts to reset the scale, and I will grab those together and kill them together like that. And I will move this. Sorry, I can't do that unless I grab it from the empty. So let's move this next to this one and maybe we can align them together. Or maybe we can head to the Z and move this down here and maybe a little bit to the Y, and I think we can scale it down, even that one. Alright, that's it, I guess. And maybe we can add small images like I don't know what quite here. Maybe this one, I can put one right here, and we can make it small. So at least you grab the empty and make it small like that, and let's move this one over here, I guess. And maybe this one as well, I can grab it and put it right here. Grab the empty, scale it, make it small like that. Let's scale it again. He key do this, let's move this one over here. All right. What else we can do? Maybe this one I can put it right here. And let's scale it, make it small like that. This one I can put next to it. And I will scale it as well, make it small like this. The big picture here, the black one, I think I will make it the dominant one by scale this and all dark like that. And I guess let's turn the eye off because I guess we can make add some decoration here. Let's move this down attend a bit like that, and I will put the three decosa over there. Or maybe I can grab this tab to go to the mood, and I guess we can grab one edge and put it right here and then hit P and then it's to separate this edge. Tab out, and let's grab this edge, tab and go to the modifier, turn off, solidify in the did mood. Let's grab this vertex, G to move this vertex a bit. Like that. And I think this one, we can move it a little bit, maybe right here. And I will hit E to this E to extrude this so I can have a face and I will move this down almost right here. And I will move these vertices a little bit like that so I can get a have like this. And I will check the pace orientation. I want to see if this flipped or not. It's not flipped. And I will give it a material, the right one. Hold you have to grab the right material, control L, and choose link materials. All right, that's very cool. So it's just small touch, but I think it will be something cool to add. The same technique, I will use it again, select this, and I will hit he D to the Z, and let's take a copy over here. And let's move it a little bit to this direction, maybe right here. And I guess we can take it down even more, and I guess we can push it towards the wall, key to the X, something like that. And I will tap to go to the mode to grab this vertex. Let's go to the wireframe a bit. I will select these two vertices and move them and go to solid again. Let's grab these and let's push them almost right here. And this vertex, maybe we can move it a little bit forward. And I guess we can move these vertices like that and leave them here. And this vertex, I will hit control he B tube bullets to have some round corner here and that's it. So this is just small touch. We can add right here. And I guess we can use this technique, but I'm not quite sure where. The result is very cool. Something I forget to do here. I forget to rub this piece of wood. Let's arab it quickly. Just tab, grab the face, and I will use smart UV and Arabic. That will be it. I guess we can apply the red material on it, grab it. You have to grab this, Control L and use link materials. That's very nice. One more thing here we need to do. We need to add some vases here in this area. So let's open the I and let's go to the vas section. Let's try to pick some stuff to add here. Maybe this one we can put through here. Keep in mind to scale it down, make it small. Yeah, it's very huge. Scale like that. Maybe this I can right here and maybe this one I can with here and we can make it small, something like this. Maybe we can add this piece, I guess here, it's very big. Let's scale it down like that. Maybe this one we can put right here. Yeah, that's very cool. I guess we can put this one right here. That's nice. 37. 037 Setting Up Camera and Rendering the Scene: Hello again, and welcome back here. I think now we are ready to render the scene. Okay, so here we have two scenarios. We will render the scene with interior light without adding any exterior light, and we will render the scene with the exterior light, and we will turn off the interior light. So let's start with the interior light. The interior lighting is ready, and now all what we need to do is just add some cameras here and there and render the scene. Let's add a camera. Don't worry about the position of the three D crossor. Just add a camera. It's have A and go to the camera section and use camera and just pick whatever view you like. For example, if you want to render this area like this, just accept this view and then hit control with Alt zero to frame the camera to this view. After that, select the frame of the camera and go to the camera properties. In the focal length, I will change to 30 millimeter so I can see more. And if you hit the home pattern, you can frame the camera to the window. And now we can hit the tilda key and move the camera wherever we like. So now we are looking at the scene using from the eye of the camera. For example, let's render this direction, maybe. Okay. Let's move the camera down using the Q button. And E if you want to go up and W if you want to go forward, ASD as well. So let's take a shot maybe from here. Go to the render settings and tune the device to give you. And if you hit a four, go to the preferences, go to the system and activate the GBU. If you should have one, active it. You should see it right here because render this scene with GBU will be faster. And then let's go back to the under setting. Here we have the viewboard. Don't worry about the viewboard. We care about the render section. The nois threshold, leave it like this, don't king it. And for Mac samples, I guess we can crank this up to maybe 40 samples. Don't increase this too much. We are just testing here. So now, after doing all of that, you can go to the output and choose the resolution you like. It's up to you to king this. And yeah, I think that's it. Just hit F 12 to render the scene. I will render it, and I will be back to see the result. This is the result of the render. Everything looks fine except the environment. I forget to let me show you here in the world. This is the strength of the of the environment light, we are seeing something because of this number right here. So if you crank this back to zero, everything will be black, and this is what we want. So let's turn this off, just hit zero and then hit Enter. And now I will render this again and let's see the difference. This is the second render, and now you can see the environment is totally dark, and this is exactly what we wanted here. Okay, so the results so far looks very nice. I like it. Maybe now we can change the camera angle. Let's take another shots from different place. Alright, maybe we can take a shot from here. I just want to see the staircase and the kitchen and the lighting. So let's hit F 12. The render is finished, and the result looks clean. The lighting looks okay. I don't see any problem. An brightness. Everything looks natural and okay. Maybe the lighting that comes from upstairs maybe we can increase a little bit. And even if you accept this result, that's totally okay. So now, it's the time to take another shot. Let's talk about the camera a little bit in case you don't know how to control it. So the idea is very simple. You have to A to add a camera and add a camera. And you can add the camera in any place. Don't think about that. Just leave it in any place. This is not important because you can frame it in any position you like. For example, if I want to, let's assume that I added the camera there and I want to frame it here, what I can do is just hit control with Alt with zero, and the camera will jump from there, and it will be here like this. So select the camera, choose a position, control l zero, and now the camera framed here. And if you want to navigate with a camera, you can go to the view and navigation and choose loc navigation. And now when you move the mouse and when you use the WASD, the camera will follow you. Now you can, for example, take a shot from here or maybe here or in any place you like, the camera will follow you. And there is another way to make the camera follow you is by using this small look right here. When you click on it, now the camera is locked, and when you orbit around, when you zoom in zoom back, the camera will stick to this position and it will not move. So you have two options. Either you lock it using this Cor here or use the walk navigation. But keep in mind, the easiest way to access this opa right here is by pressing the Tilda key. So for me, when I hit the Tilda key, I can access the walk navigation. But keep in mind, if you hit the Tilda key and you got the Pi the view Pi menu instead of walk navigation, you need to go to the edit and then preferences and go to the navigation. And sorry, Okay, maybe in the key map, yeah, you need to active this up here right here, okay? This one. Pi menu on the track. If you active this option, when you hit the Tilda key, instead of activing the Pimo you will active the walk navigation. But if you want to access the Pino, with tilda key, rise the tilda key and move the mouse a little bit to active the pimenu. And for me, I like this very much. I like to keep this pattern active, and you can use this advantage as well. All right. So now let's try to take another image, maybe from here. If you can't control the movement of the walk navigation, and if you notice that it is very fast, just rotate the wheel of the mouse bag and it will slow down. Let's assume that I want to take a shot from here. Okay, now let's go to the render settings. For me, I will increase the samples to 100 and I will render with GIVE. And for the scene, if you leave this at 100, you will render with the information right here. And in case you want to change in case you want to multiply this or increase the size, you can increase the percentage right here. It's called the resolution scale. If you leave it at 100, it's 100. But if you changes to 200, it's like you multiple ID numbers by two. And if you like, I will leave this image with reference images to see which kind of resolution you would like to render with. For example, if you like to render with two K, and this is what I'm about to do, you can copy these numbers and put them right here. For example, let's add this 25 60 here. And All right. And I'm not going to do anything else. I just can render the scene. And before you hit F 12, I will hit F 11 because I want to bring the last render back, and you can put each render in slots. For example, this one is in slot one. I will change the slot to two, and I will hit F 12 to render this new shot in slot two. Now I can hit F 12. Render is done, and this is what we got. The result looks clean and beautiful. Everything here looks amazing. Now, if you want to save the image, it's very simple, go to image and then save us, and then you can save it after you pick the file format, save it with B&G. It's better. Okay? Or if you like, you can save it with JBC. But in case you want to take this to Photoshop, it's better to save it with BNG because BNG keeps the image quality high without compression loose. All right, I think that's it for this vudio. I will end it here and see you in the next one. 38. 038 Creating Portrait Render with Depth of Field and Dim Lighting: Hello again, and welcome back here. In this video, we're going to take another hot from different angles, and we're going to learn how to use depth of field. Okay, so let's see from where we can start. Let's try to add another camera. Let's put the three D coaster anywhere in front of you, for example, right here, then hit Heft A. Before we do that, let's open the screen cast. All right, now Heft A and at camera. And now we have the camera over there. If you want to make this camera active, just select it, and then it control zero, and you will make this active. And just go back a little bit like this and pick a good angle. For example, assume that I want to take a hot from here, focusing on this tree, I will hit control of zero to frame the camera here, and now it's framed. And I will go here to this area, and I want to take a portrait shots, not landscape. All what we need to do is just flip these numbers. I'm not going to render this with two k, so I will type here ten, 80 and then hit Enter by 1920, like this. And now let's try to pick a good angle. As you can see now, I'm using the Tilda key technique to control the camera. And I like this very much and it will make the control very easy for you to use it. So hit the Tilda key, and if you if you feel that the movement fast, you can hold alt while you use the WASD. That will make the movement slow, or if you like, you can rotate the wheel back to make the movement slower, right? And if you rotate the wheel forward, it will be faster. All right, now let's try to pick an ice angle like this. Maybe like this, I guess, something like that. So the idea is I want to focus on the tree. I want to focus on the tree. And I want to use the depth of field to achieve that. With the camera selected, go to the camera setting and go to the depth of field and activate the depth of field. And here we have this option, focus on object. Now you can use this the this picker and you can pick the tree. But there is another way, and it's better. For example, let's assume that you want to focus on whatever blaze here you like. For example, here. What you can do is you can put the three decosa over here and then hit Shift A and then add empty. Okay, so now we have this empty. Now, if you go back to the camera, you can pick the empty like this. Alright. I can't pick it. Let's try to go here from this angle, maybe. Yeah. Now, we pick it? Yeah, we pick it. That's cool. So what does mean is now the camera will focus on the empty. And if you move the empty, for example, there in any place, the camera will follow it and we focus on it. Okay, that's very cool. Now I will zero to look into the scene from the eye of the camera, and I will z to go to the material review because I would like to see the results. And now, as you can see now, we are focusing on this area on the leaves here. Alright, now let's go back to the camera and let's see if we need to adjust anything here. You can control the F stop, lower numbers give you more the focus, higher numbers give you harbor image. So for example, let's add one right here. Let's see what's going to happen. If you decrease the number, you will increase the plur intensity, let's say, the depth of field will be strong. And if you increase the number, you will reduce that. That's effect. And sometimes we need to reduce it. It's depend on the shots you like to take. So for example, let's add, for example, four and now I can see part of the tree and everything behind it will be blurred, but not too much. Why? Because we increased the Festo? Maybe focusing on this tree is is not the perfect shot to take. I guess if we focused on this one, I guess that will be better. So what I will do is I will use the Tilda technique to move the camera over here. Okay, like that. And now I will grab the empty and move it and snap it on the den line. After that, now we can take another shot. As I can see, the depth of field looks nice and not strong. And in case you want to increase it, you can crank up the sorry, you can take this back, crank this down the F stop. Well, what I need to do is just maybe try to move the camera a little bit like this. And now I will hit F 12 to render this image. Okay, so as you can see, now the lender is done and the result is very cool. The depth of field is good and the focused area is very nice. I like it. Now, if you take this to Photoshop to make it a little bit sharper, it will be amazing. Alright, now, let's take another hot. Don't forget to save this image. Let's try to take another hot from another angle. Let's try to take a hot for the vases here. And all what we need to do is just bring the empty right here. So, select the empty, grab it like that, and go to the snap and use face snap snap it on these faces. After you grab the empty, to move it and snap it right there. If you like the focus to be here, snap it here. Go to the camera, here's zero, and now we got this in focus. And one more thing here, if you want to decrease the strength of these lights, in case you would like to do this, let's select these lights. And let's go to the light property, and I will cring this back to, I don't know, maybe five because I want to do something. I will hesi and go to the render. So in case you want to take a cinematic shot with the dim lighting, just decrease the ceiling lightings to five or even to zero if you like. Let's try zero. Let's see what's going to happen. Alright, cool I like the result. Now, I will sublit this view 22. And I will ignore this view. I just going to get rid of it. And I will change this to three D viewboard. And I will put an area light right here to illuminate this place from a specific angle. Let's put the three D coster over here, and I will hit the eight to add and I will add let's go to the second, and let's add Area Light. All right now we got this one right here. I will hit G to move this here, maybe. And I will grab this poll and move it towards the vase like that. Alright, so now we got very nice lighting. Feel free to control it. Scale it if you like, if you want the light to be a little bit weak. Move it away if you like. There is a way, actually, to control this better. You can use the three D courser technique like putting the three D courser, for example, over here, and then you can go to the transform and change to a three D coursor. And now you can rotate the lights according to the position of the three D courser. Now, if you hit RT Zs, now, we can rotate the lighting from from the position of the three D courser. And if you scale it, you can move away the light or make it close. The result that I got so far is good, and that's mean now I can render this image. So I will hit F 12, and when the render finished, I will be back. Now, the render is finished, and the result is very, very cool. I like it. Okay, I think I will end this video here, and I will see you in the next one. 39. 039 Adding TV Screen Image and Rendering with Dept: Hello again, and welcome back here. If you want to add picture to the TV or turn the TV on, I will teach you how can you do that? Let's select the TV, and let's go to the local mode, it slash from then and bad. Let's tap to go to this mode, and I will select these faces. And I will hit P and then has to separate these faces out, and I will tap out. And I will sublit the view to two views, and I will switch the editor to head or editor. Here we have the material of the TV. I will cut the connect like this and I will hit HeavD and put this one right here, and this one, maybe we can use it later in case if we want to turn the TV off. So after that, I will import an image and put it right here. This is the image that we are about to use. Let's import it. Just click Ani track and let's put it inside Blender. All right. Let's go to the imaging second and let's block the color to the color and block this node to the surface. And in the base color, we're going to block the same image. And now we need to rob it, so I will tap hit A and hit U two time to rob it. Now we got this rob. Now I will sublet this view to two like this, and I will sweak the editor to UV. And I want to see the image. Okay, how can we do that? Or maybe we can hit Open and use it or maybe here, we can search for the image, but I want to see the I want to see the name, so it's called Dow load one or Don't web. Okay, so let's search for Dow load. Yeah, now we found it right here. Alright, cool. So we got the image, and we just need to focus on the screen. So I'll stab, grab the screen like this, and I will rotate it like that. Alright, it's a flip. I will rotate this back like this and scale it. And the key, try to put the UV exactly in the center and then scale it like that. And let's reposion it. Let's put this maybe right here and maybe scale it a little bit more. Or sorry, don't make it. Don't make the UV bigger than sorry. Don't make the UV bigger than the Me. And let's take this down. If you make the UV bigger than the mic, you will have a repeat HU. The Im will be repeated. Okay, that's very cool. Now we got something here. Cool. Now, here we have the emision. Now if you crank the emission up, you will have some lighting. So this is the idea. Now it's like to excite. And then Z and go to the render. Alright, now we have something. The TV now is on, and the result is so beautiful. Keep in mind that you still have the ability to increase the strength. If you don't like this result, increase this or decrease it. Okay, now let's see what's the next step? Maybe we can take another hot general shot in this hot we will include the TV. So I will hide this view and king this to three D viewboard and let's grab the camera. And in the camera setting, I switch the resolution to 1920 by 1080. Just keep that in mind. Alright. Now I want to see the scene from the camera, just hit zero from the Nabat and now we got to go to the camera setting, and for the focal length, I don't like this. I will change this to 30 millimeter to make the angle wider so I can see more. And then I will hit the Tilda key to frame the camera. If the camera moves fast, rotate the wheel back and check the transform ivot point, it should be on median point. All right now, let's see what we can do here. Maybe we can take a shot like this, I guess. Yeah, something like that. And let's go to the camera and see here we have the depth of field active and depends on empty called focus. So now we need to find that empty or if you like, you can replace it with another one. For example, if I want this camera to focus on the TV, just put the three D courser on the TV and you can add a new empty. And let's add sphere. I guess that's better. Skill the sphere, make it small. And this will be our new empty. Just hit F two, and let's call this. Sorry, I mean, this sphere will be our new focus. So let's wing the name to focus to hit Enter. And now grab the camera and let's delete this and let's let's add the new one. Okay, that's cool. So now we are focusing on the TV and we are ignoring everything else. So some objects will be in focus and some of them will be out focused. I mean, they will be blurry. And now I want to see how this render will be. I will render this image, and I will be back. All what I'm going to do is just hit F 12 or you can go to the render and then hit Render Image. This is the render. This is finished, and the result looks nice. I like it. Very cool. Now we can save it. Let's try to take another shot from different place. Maybe from here for the staircase and I will ing the dimension of the image. Okay, I want to fill up these numbers, so I will grab this and copy it and I will type 1080, and here I will best the number. If you do that, go to this icon and give it a name. For example, I will call this a VR for vertical, just to recognize it. And then hit Enter, hit this plus to add the vertical layer. Now, for example, if you choose if we choose this number 1920 by 1080, Let's swing this to one and this one Oswald to one. Okay. Now, let's assume that this is our settings like that. Now, if I choose the vertical, I can switch between them quickly. So this is the idea. Okay. After that, I will try to pick a place. I just want to render this area. And what else do we need to do here? Let's go to this view, and I want to grab the camera focus empty and just select it, and then maybe we can put it. I don't know. I'm not quite sure. Maybe we can put it on the third step, Heade to move it hold control and snap it right here on the surface. And you can render the image after that. If you like this angle, maybe we can rotate the camera a little bit or change the camera position a bit like that, maybe. Let's take a shot from here. Hit Ftwel. Okay, this is the render. Now it is finished, and the results very, very nice. I like it. But just keep in mind something if you take this to Photoshop or even if you edit this image inside the compositor, you will get even better result, specally if you increase the harpness and if you give it a bit of contrast and if you increase the brightness a little bit, it will be amazing. But so far, the image is still very good. Okay, I will save this one as well. Just go to the image and then save us and give it a name and save it. Now I will select the camera again and turn off the depth of field temporarily until I find a good spot to render it. And let's see what else we can do here. Let's see if we can render this area. Alright, maybe we can render this area from here, I guess, it will be something cool. I like the lighting. It's very soft and cool. And if you want to if you want to if you want to add a different light source, that will be totally okay. And let me show you something here. So here in this area, you can see our camera focusing on this cup. So what I'm going to do is I will put the three D coossa over here, and I will hit heft A, and I will add light area light. And I will move the area light a bit right here, and I will grab this ball and move it towards the cup. The idea is, I just want to rotate the lights towards the cup. This is the idea. Okay, that's very cool. Maybe we can take, move it farther if you like. But before we do this, I will do something. I will add another empty. For example, I will add a cube like this, and it will be very big, just scale it down, very small like that. So why do we need this cube? I will tell you why do we need this one? Here thing, I will grab the light or light and hit out R to reset the rotation. Okay, for some reason, reset rotation with TR doesn't work. I don't know why, but I will reset it manually here, grab these three axis as zero and then enter. And now I will grab our new empty, head hefts and choose cursor to select it to put the three desor in the middle of this EMT. And now I will grab the light and then had hefts and choose selection to Cursor. And now we have the light right here. I will move the light up, for example, right here. Maybe scale, make it small like that, and I will link the light source to the cube. So with this light source selected, hold here to grab the cube. I control P and Q set pair and two object and cube transform. All right. So I did this so I can control the empty sorry, control the light source with the empty. Now, if I rotate this empty from here, the light will follow it. Even if I move the empty to a different position, the light will focus on that spot. For example, if I grab the empty from here to here, let's hit G to move it, hold control, and snap it right there. And as you can see the lights and the empty moves there. Now I can rotate the empty a little bit to make the light illuminate this area from this angle. And if I scale it, the light will go far and if I make it smaller, the light will come and be close. So this is the idea. Alright, I will grab the cube, hit key to move it, and I will put it above the cup here, and I will hit altar to reset rotation, and it doesn't work. So here is your enter. Okay. Now let's try to rotate the light, and according to the position of the camera, I want to get a better lighting. I will rotate the lighting maybe from here. And let's take a look. I just want to see what's going to happen. Is this what we want or not? Maybe after that, we can rotate this to the Z axis. Okay, I'm so happy with this results. Now maybe we can bring the focus empty so we can use it, select it here, and let's go back here. Hit, fault control and snap the focus empty right here. Select the camera itself and go to the setting and active depth of field. You can focus on this cup or if you like, you can focus on the the plants here. After that, you can render the image. This is the result of the render. It is smooth and beautiful. I like it so much. And I will save it. I will end this video here, and I will see you in the next one. 40. 040 Creating Simple Daytime Lighting Part1: Hello again, and welcome back. Now is the time to create daytime lighting. But before we do that, we need to do something important. We should sealed everything to prevent the lighting from getting inside the scene. For example, here, we could add a blocker to block this area. And the same thing for the ceiling here, this open area as well. So let's see how can we do this. Alright, let's start with this door. Alright, this one is easy. All what we need to do is just grab the walls and grub, for example, these edges around the door. Okay. Sorry. And then maybe hit FTD to take this out here, and then hit P and then a to separate this from the group. And then tap out and tap in on this. These vertices, we don't need them, hit Control X to dissolve them. These vertices as well, we can delete them. All right. To over here. And now I will hit E to extrude this and snap it to the surface. All right? Yeah, something like that. Cool. Now, I will select these edges. After you switch to the X selection mode, this active secrne cast. And now I will hit F to fill this and move this a little bit like that, and now this areas sealed. Well, that's being now the lighting will not pass through this area to go inside. And we're going to do the same for this area. So maybe for the whole ground, or the bottom side. So I will select these edges. And now I will hit hefty D to the Z to take those down here and hit P and then as to separate them out. And let's focus on this. Let's turn of the lights, we don't need to see them for now. Now let's tab and let's go to the vertex, and let's take all these vertices. For example, let's hit F to create a connection and those will hit F. And here we have this area open, and let's hit F. Yeah, I think that's it. Now, select all of these vertices and then hit E to the Z, and let's snap this on the surface. And these g grab them, hit F, G to the Z, and move those up and put them underneath the sunken area like that. And I think that's it. That's all we need to do here, I guess. Alright, now let's go inside the scene, and let's see what else we can do. Alright, here we have this area. We have these lights. Let's select one of these and Oh, sorry, I guess we add an area light here. So let's bring back the lights. And yes, we have area light. So I will grab one of them, and I will change the bar from seven to maybe three. Yeah, three or even two maybe. Okay. And for the ceiling lighting, I will keep them zero. And what else? Yeah, I guess that's it. And I will leave the rest. Okay, cool. After that, we can go to the environments. All right. And I will hesi to go to the render to see the results. All right. Let's go to this table, and let's grab the light doors and let's sublit the view to two views like this. And let's go to the header Editor. So here we have the mN. I will ing this from 50 to maybe five. And I just want to see if I have any lighting here. All right. I'm not so quite sure if I add an area light right here, but I will zero out this is zero, and we still have lighting in this area. So that's mean we have a light source, and it is right here. So I will grab it and turn this off. Maybe I need it later. I will add zero here. Alright, that's very cool. Now it's of what else we need to do here. The kicking lighting, I will leave them. I'm not going to king them. Okay. The curtains are opened. That's something good. Now I will go to the environment, and all what we need to do is just cring this number up to maybe 50, and we have some lighting. And if you increase this up even more, for example, if you cring this up to 100, you will make it even stronger. And you can go beyond that. If you add, for example, 300, now we have something. So I didn't add any sky tickets here or let's say, sun. I just increased the environment lighting. That's all. So this is a technique. This is the simplest way to create a natural lighting. Now you can render this scene with this lighting. I guess I can grab these lights and turn them off as well, instead of leaving them with two. All right, that's better. And I'm not sure quite here. Do I need to turn this light source as well? Let's grab this. And let's go to the material. And let's tune this to, I don't know, maybe two. Alright, something like that. And for the ceiling lighting, I think it's okay to leave them on. It's up to you if you want to turn those off. One more thing here, I would like to change. I will grab this source of light, and instead of leaving this zero, maybe if I add one, this will be better. Alright, that's very cool. Less maybe two or more. 2500 enter to eliminate the scene even more. And I would like to kick something here. I will grab one of these windows, and I will tap to go to the I mode and go to the phase selection mode, and I will grab the glass and I will select one phase, and then I will select all the pass that linked to this phase by hitting Control L. And now I have the glass alone. Now let's move it. And yes, now we have the glass alone. After that, I will let P and then S to separate this out. And I'm doing this. I want to see what's going to happen if I move this away and yes, as you can see now, the light becomes stronger. Well, that's mean these pieces of glass blocks the lighting and not letting the light to pass through. So that's mean we need to edit the material of this or maybe we can replace it with another material. So let's go to the Blender kit. Let's go to the material second, and let's search for a glass at Enter or maybe window. Oh, yeah, let's stick with the glass because I think this material is what we want. So let's give it a try. I will grab it and alight on the window. And yes, there's a difference. You can see now. Now, the light is passed through because we have transparent BSDF here to make this glass transparent. Now, if you grab this color and mix it black, you will block the lighting from bussing through. So yeah, this is very important. And now we need to apply the same material on the rest. I will go to the three D view board, and I will go out here. And what I will do is I will select all of these windows like that, and I will tap to go to the mode and I will go to the phase selection mode at Alt A to deselect anything and start picking these windows like that. And then hit Control L to select all the linked vertices and then move them just a little bit to see the difference. And yeah, now we are just focusing on these windows and then hit P and then is to separate them out. Cool. Tab out. Now, let's grab these windows, grab that one with them, or let's select them all like that. And sorry. This and make this one, the last one, the window that we gave it the new material, and then hit Control L and choose ink materials, and then hit Control J to make them one piece and go to the material section and let me see. The material section. We could have in the color an ophion called Alpha. If you crank this bag, you will make it transparent, even in the Viewboard. All right, that's very cool. Now we have the lights go through. And if you want to test this further, it's very easy. Add the sunlight. Let's go to the light and add sun and just move the sun a little bit through here and rotate it. And if we see some lighting here, that's mean, yeah, the sunlight is coming through. And I guess here, I can see something. But if you grab the sun and increase this to maybe ten, Yeah, that's right. Now we can see something. Maybe 20. Okay, that's very cool. Now we have sunlight. Cool. As you can see, the sunlight is sharp. The result is sharp. You can control that by managing the angle. So the slider right here will diffuse the shadow. If, for example, add one, the light will be softer, and if you increase this to maybe three, you will make it even softer. All right, This is optional. It's up to you to manipulate this. Alright, let's grab the sun, and I will add right here to see what we can do with just the environment. I mean, with just one slider here. So with one slider, we got very cool, smooth result. And we're going to take one shot or multiple shot to see the result. Now, it's easier to go to any camera, for example, this one right here. And let's see if we need to take a shot from here or from different place. Alright, maybe I can just rotate the camera a little bit. Okay, something like that. Or if I like I can go to a different angle. All right. Taking a hot from here, I think it's not something correct because the brightness is very, very high. Maybe if we close the curtains, we can do this. But maybe we can go to a different place. Maybe taking an image to the TV in the daylight time. Alright. But as you can see, the result is blurred, and this is because of the depth of field. I think we don't need the depth of field right now, so I will grab the frame of the camera and then go to the camera second antern of the depth of field. Now maybe we can take another shot. Especially if we go back a little bit. Yeah, let's take a shot from here and let's see the result. I will hit F 12, and I will be back. The render is finished, and in general, the lighting is very nice and the result looks very good. But I noticed a problem with the with the ground. The texture here, I don't know, it's a little bit pixelated. And I can fix this by making the texxture even smaller, make the UV a little bigger as compared to the texture. But in this case, the plank of the wood will be even smaller. So in this case, I have two scenar either I try to prevent the camera to be so close to the ground, or I replace the ground or maybe make the blanks smaller to make the texture even smaller. But anyway, the result looks so cool and so natural. I will save this image. I will select the ground, and I want to take another look. I will change this to UV editor, and I will have to go to mode. And now you can see the size of the Ticks hair as compared to the UV. It actually, it's very small and it's not correct to make it smaller. But I think we don't have a choice. I don't want to go back and search for new ticki Shares. So I will make the UV a little bit bigger. Assuming that the blanks of the wood are very small. Now, it's become smaller, as you can see. And one more thing maybe we can do. I will go to the text here, here the editor and Sorry, Okay, let's crop those. Let's move those a little bit. And here we have the displacement. I don't want any displacement. I think I think we don't need it. I will cut the connecting here. I can accept the pump alone. That will be it. I feel the bump information is a little bit high. Maybe we can decrease the bumper to maybe 0.5, I guess. You can hit Control B and Q small area to focus on? I feel now the result is better as compared with the previous result. And I will accept this. I will let Control B again and let's make let's make the render area a little bit bigger like that. Alright, that's exact. And let's try to take another shot maybe from a different angle. Alright, I shot like this, maybe. I will bring the camera right here, head control Al Zero. Head control B, sorry, Alt B to get rid of this frame. Head control Alt B. All right, so this is the camera. I will hit the tilde key and I will zoom back a little bit. Alright, something like this. And I want to focus on these three, so I will speak this to three D viewbard. And let's go inside the scene. All right. I want to take the empty, this one, the focus and put it on this tree. So grab it here and go towards the tree here and you to move it hot control and snap it right here. And now the camera should focus on this empty but, you need to active the depth of field. Let's go to the camera setting and active the depth of field. All right. If you decrease the number, you will make the depth of field even stronger. For example, I can add two. That's will make the background more blur or let's say, more isolated. Alright, maybe we can move the camera bit. Okay, something like that, I guess. And now we can take another shot. So I will hit 12, and when under finished, I will be back. The Render finished. And this is what we got. Very nice result. I like it so much. And I will save this image. Alright, I think that's it for this video. I will end it here, and I will see you and then next one. 41. 041 Creating Simple Daytime Lighting Part2: Hello again, and welcome back. Let's try to take another shot for the kitchen this time. Alright, let's put the camera maybe right here, and I guess we can bring this empty, the focus. Okay. And maybe we can I don't know, maybe we can put it here on these plants to focus on that area, I guess. And maybe we can rotate the camera bit. And let's take a shot from here. I will hit up 12. This one is finished, as well, and the result is very beautiful. I like it so much. And I will save this image as well. I will take another shot maybe to the wall. Okay, so let's put the camera right here, and with the empty selected, I will hit you to move it and snap it on the on the picture. Okay, maybe we can go back a little bit like this or zoom in a little bit. Alright. Just one more thing here I would like to tweak. Let's go to the header editor after you pick the sofa. I think the size of the tickets here, we can edit it. And let me show you how can we do that? If the node ngular is active, if you select the base color of the sofa and had control T, you will have texture coordinate with mapping. And here you can add a node called value. So let's add the value right here and let's apply it to the scale. After that, now we have the ability to control the size of the texture. For example, let's add two, and I will go to the material review for now and let's zoom in here. The texture is still big. I will add maybe four enter. Okay, I forget to do something. After creating the texture coordinate and mapping, we could plug it to the rest of these channels. All right. Yeah, now we getting something correct. So what I did here is just make the size of the texture a little bit smaller because I feel it's a little bit big. That's why I changed the scale. And I think four is too much, maybe three will be enough. Yeah, three will be great. Now I will hit zero and I will frame the camera right here, right, something like that, maybe. And then I will hit 12 to render this image. This image is finished as well. In Kennerl, this result is good, but there is something here I don't like. You see here, this sofa is out focus, is not focused, and it's become smooth, but no one, it's not easy for the person to recognize that this is out of focus. When someone see it, he will think that the ticket here is not perfect. That's why I don't like it so much. If I want to make this even better, I t increase the depth of field. One more thing here, I noticed the wall right here is very beautiful, white, and clean, but the ceiling is not illuminated. Like the wall, it's a little bitty gray. I know this is natural, but maybe we can tweak this and photohp after we select this area, maybe we can increase the brightness a little bit, but not too much. But anyway, I will save this image. Now I will change the dimension from portrait to landscape. Well, what I need to do is just flip these numbers right here. So I will copy this one and put it here. And here I will add 1080 and I will open this icon and let's give this a name. For example, let's call this land just to recognize it and then hit this plus two to be here with the list. Now we have the vertical and we have the landscape. Now let's try to take another hot or maybe maybe we can add a slight, I guess. Let's go to ander first. And what I will do is I will go to the environment and I will zero out the strength, and I will sweak the header editor from object to world. And I will have the A to search, and let's search for sky sky texture. And let's put this one right here. Now, let's blog the sky texture to the output, and now we can see something here. After that, I will go out here to see the environment in general because I want to see where is the sun exactly. So I guess the sun is right there. Now, from the setting right here, we can rotate the sun, make it strong, an a lot of things here. So here, for example, we have the sun rotation. Now, if you rotate this, you can see we have the ability to move the position of the sun like that. What we want to do is we want to put the sun in front of the windows. And now we got it in front of the windows. Let's go inside to see. And the results already looks amazing. Look at this. And you have the ability to increase the strength. You have all of that. And here we have the sun intensity. Let's tune this to five just to see the difference. Now it's become very, very strong. But that's too much, by the way. Let's go back to one. Or maybe two. I'm not quite here, but let's try to. Alright, two is too much, by the way, 1.2. Yeah, something like that. And let's see what else we have here. Okay, the sun intensity and the sun elevation and the sites. If you change the size, the shadow will be softer. So it's 0.5, as you can see. Hit control C to copy this number, and now let's try to change it. Let's change this to one, for example. Let's change this to five. Now, you can see now the shadow become softer. Keep that in mind. This change this 211 is okay, and even the original number is good as well. Alright, the sun elevation, we use this slider to move the sun up or down. Now it's become above the room exactly. And when you take this back, you can see how we can control the angle. So yeah, you can change the sun elevation from here. All right, now let's try to take a shot. Alright, I will try to take the sun elevation down even more. When you crank back the number to extreme angle, you can see even the sun intensity become a little bit weaker. This is happening automatically, and this is happening in real life because the sun goes far away. That's why the light of the sun become weaker. And this is calculated correctly here inside Blender with the sky texture, and this is amazing. If you like the lighting to be, for example, there or here, all what we need is just to rotate the sun like that. All right. Very nice and very cool. Let's try to take a hot for this area. Let's go to the camera first. And let's let's try to focus on this area. Okay, the results so far is very, very good. But I have just one issue. Now we have the ability to see what's outside. And here you can see the horizon. It's visible. And I don't like that. I want to see pure white color, and I want the sun to go through that a pure white color. So in this case, we need to do something. I will put the three decosa right here on the wall, and I will add a plane. And I will rotate this plane to Y, just hit R Y 90 degree hit Enter, and then scale this to the Y axis and scale to the Z axis like that. And you can make it even bigger like this and move it a little bit far from the windows. Or even if you move it close to the windows, that's totally okay. All right. After that, let's give this a material. Let's wig these two objects, and let's set a new material, and let's set Control X to delete the principle, and let's search for emission. And let's lg the emission. To the surface. And let's change the strength to maybe 23. And now let's go to the camera to see what we got. So now I can see pure white color. I can increase this to maybe five. I will get some lighting from this plane, but that's totally okay. The next step, now we need the light of the sun to go through this plane. And to do that, after you select this new plane, let's give it a name first. So it called plane 110. Let's hit F two to change the name to. Maybe we can call it Bright window. Yeah, something like that. It's up to you, actually. Okay, now after that, we we will go to the object after you select new plane and then go to the visibility, I guess, the ray visibility, turn off the shadow. And now we should see some lighting comes from the sky, and this is exactly what we want. Now let's orbit around to see the result in general. Everything looks clean and great. And now I can take a shot for this table, and I can increase the brightness from here if you like. But so far, the result looks great. Let's go back to the three D Viewbard. Let's try to find our focus, where is it? It's right here on this image, select it. And here, it Tu move with hold Control and Snabts on the table because I want the table to be in focus and everything else is out focus. Alright, now let's try to put the frame in a good spot. Maybe you can put it in the middle like that. I think that will be okay. Yeah, now we can take a shot. So I will hit Ftwel to render this image. The render is finished, and the result looks very clean and beautiful. But you can add some touch to this render. Imagine if we have a trees outside and you can see inside the shadow of the leaves. I think that will make the render more realistic and beautiful. So at least try to do that. And for this image, I will save it. So the idea is very simple. All what you need to do is just go outside and go to Blender kit. And search for trees. Alright, so we have the tree right here. And let's choose free first in the filter. And all what we need to do is just pick one of these trees and put it in this hen. But I don't want to choose a tree with a lot of leaves. I want something medium, let's say. Maybe this one work, or maybe we can search for another one. This one is cool, as well, but let's try to find something else. Alright, this one looks okay. I will grab this and put through here. Alright, let's grab the tree, and let's put it for example right here and move it in front of the window. And what I will do is I will move the plane here, and now we can see the tree, and we should see some shadow on the ground. I will make it even bigger and take it back a little bit. Alright. I think we can see the leaves shadow on the ground because of the setting of the scaticxe. So what I will do is I will change the sun size to 0.5 and then hit Enter. I want to see the difference. Or maybe we can take this tree to the second window, I guess. Al right now I can see something. Let's go to the wall. To see what we will get there. I will move the tree close to the windows like that. Get something like this, and I will grab the glass of the window and move it up. Yeah, now we can see something on the ground, and this is what I wanted. Okay, that's very cool. Now I will move this back. And maybe put it to this direction. I will go outside to see what's going on. I can see the head of the tree visible on the wall. Maybe if we move it close like that and scale it to make it smaller, maybe from the top, we can hit key and move it close to the windows and maybe hit heavy to duplicate this one right here, maybe rotate this a little bit. Now let's see what's going to happen inside. Alright, now we should see something and yeah, it does. Now we can see the shadow of the leaves and the pinch. Alright, now let's go back to the camera and try to take another hot from different angle. Alright, something like this. And I will turn off the depth of field in the camera settings. And let's see what else we can do here. I want to try something. I want to move this plane in front of the trees to see what's going to happen. That's very cool. We still have the ability to see the punks and the leaves. And I guess the trees are not visible. Alright, now let's go back to the camera. Here's zero. Let's try to pick a good view. You can see the scene is not quite illuminated. Maybe if we cranked up the intensity a little bit to maybe two. All right. I will focus on this wall. And let's try to render it. I will hit render and I will be back after the render finished. Alright, this is the result. Looks clean and nice. I like the lighting. I like the shadows of the trees here. It makes the result looks more realistic. Alright, I think that's it for this video. I will end it here and I will see you and then next one. 42. 042 Creating Volumetric Lighting and Sunbeams: Hello again, and welcome back here. In this video, we will create the sunbeam effects also called volumetric lighting. This happens when sunlight enter a room and becomes visible because of dust and moisture particles in the air. These particles reflect the lights, creating those beautiful light rays we often see in the interior space. Now, let's see how can we create them? The first thing we need is to create a box to cover the whole design. To do that, I will heft A, and I will add Q, and I will scale it like that, make it big. Scale it to the Y, a bit, and let's move it to cover the whole building like that. After that, I will go to the object properties and then go to the visibility Viewboard display story. And here we have this option called display as, and I'm going to un these two pounds. Now the cube still exists, but I just hide these faces so I can see what's inside it. I will sublit the view to two views, and I will swing this to header. And I will give this a new box, a new material. And I will cut the connection with the principle. I don't need it. And I will add volume. Volume scatter or principled volume. Let's add this one right here. And before you black this, let's go inside the room like this. And let's go to the ender. I will is here and go to Render. Now, because of the box we added right here, we can't see anything. All that we can see just the plane that we added outside the windows. So now what I will do is I will block the volume to the volume here. And now the whole area filled with dust or something like this. To reduce the effects, we need to play with density. As you can see now it's one. I'm going to speak this to 0.1 and then hit Enter. Now, as you can see, the effect is quite visible. Here we can see the rays, as you can see, and there as well. But the effect is still strong. I will reduce this to 0.0 maybe three and then hit Enter. After that, I will activate the camera his ear from the Nm bad. I will rotate the camera, a tiny bit. Notice how much slower than and is now. The volumetric effect is very demanding and requires a lot of processing power from your computer. Let's try to put the camera. I don't know, actually, maybe in front of the TV. Now maybe we can go back to our plane, this one right here, and maybe we can incree the strength of the emission material because this area should be bright, actually. I will crank this up to I don't know, maybe 25. Okay, something like this. I think I will move the camera forward a little bit because you can see this handrail is inside the frame, and I don't want it. So let's grab a camera or hit the Tilda key and hit W to move forward a little bit, but not too much. If it is difficult for you to control the scene because it's heavy, as you can see, switch to solid timbery and put the camera in the place you like and then render it. So I just want to kick the camera for a length 30 millimeter is cool, actually. So what I'm going to do is I will take a shot maybe from here. I will hit a 12, and when the render finished, I will be back. The render is finished now, and I want to tell you that I increased the MAX samples to 600 just to see if something makes sense here. Otherwise, if you keep it at 50, you'll see a garbage, actually. So this is under, and according to this surrender, now I can see the rays, actually, the sun rays. It's visible right here if you can see. You can see it in the ado here. And here, as well, you can see this subtle line here, this one here and here. And in general, we got a good result. It's balanced. It's good, but it's not high resolution. And if you notice here, we have some blockiness because as I told you, rendering interior with volumetric lighting, it need very huge computing ability. But in general, it's cool. And beautiful and balanced. Now I will save this image, and I'm not going to render this again. I'm not going to take another hot. All what I wanted to do here is just to show you how can you do it and it's up to you if you want to take multiple hots. Right now, I will save it. I will end this video here and see you in the next one. 43. 043 Post Processing and Final Touches: Hello, everyone, and welcome back here. After you render the image inside the Blender, the results, usually, you find it not professional. Most of the time you find it plury, not sharp. The color contrast is not professional. And in general, the result, you will find it not beautiful. Post-processing is one of the most important thing you should do after under your scene, whether it was a video or image. In this video, I'm going to use CupcaT to post-processing the under results. I can use Photoshop, but Photoshop is a bad software. Not everyone can use it. But capcut is free for everyone. You can use it. Maybe you will tell me why don't I use the compositor inside bender. Actually I don't like the compositor. I feel the compositor needs more time to be more professional. Because if you compare it with Photoshop or capcut, the software give us better results and easy way to control the contrast and brightness and sharpness in general. So I'm going to use a free software called capcut and let's see how can we do that together? Over to the search bar and type Cupcat Dowload and click on the first link, and you will find this software. You can download and install it on your computer. After you install capcut, you will see interface similar to what I have right here. Here in this area, you will see your recent project. When you download and open capcut for first time, you will not see this right here. You will see nothing here. But because I use Cupcat for some time, I have some projects right here. Anyway, here we have this big button called Create Project. Just click on it. Now Cupcat is opened. After that, download any image, click and try and put it here. Here we have the raw images that I rendered inside the Blender. For example, let's drag this one, this migra right here. I will open it for you so you can see it, and now I will click and drag and put it right here inside capcut. Now the image is on the timeline here. All right. Here we are not going to create a video. Here we're going to post process these images. So for example, now I got the image. On this side, we have these properties of the image. Here we can do a lot of stuff right here. And from this side, we can add some effects, some adjustment, a lot of things you can do here as well. But I will make it simple for you. All right. After you add the image, go to the adjustment section here. And here, you you will find a lot of sliders we can use, and whatever thing you will move right here, it will affect the image. And these sliders actually all what we need to post-processing this image. But above that, if you want to swich between these sliders, you can do that and use these controls. It's up to you. For me, I will stick with the basic, and in the adjust section, I got a lot of options I can use. For example, we have the exposure. In case I want to increase the brightness, I can crink up the exposure a little bit. If I feel that the results or the lighting a little bit dim, I can increase this and get something brighter. And I guess we need to increase the brightness of the image. So I will manipulate the exposure a little bit and push this maybe something like that. Contrast is one of the most important thing, and it's up to you to increase it, and let's see what's going to happen if we increase this a little bit. Alright, increasing the contrast, in this case, I guess, is not something good to do unless you pocket just a tiny bits, not too much. So I will accept four, for example, Highlights, if you increase the highlight, the brightness of the window will be increased, and let's see what's going to happen if we do that. Alright. Actually, that's something cool. I can create this a little bit. That's totally okay. Here we have the Jado if you want to control the hedo, I don't need to manipulate the hedo. Here we have this slider. Acul like this slider called reliance, and it gives you a special effect like a blur above the image in general. You can try, see if something suit you or not. Just push this a little bit and look at the image and see before and after if you like this or not. Sometime I use it because I feel this slider make the image more natural. So I'm going to use this just a tenipt pushing this just a tenipit. And here in the effects section, we have the harpness and this is a very important slider. I will cran this up just a tenipit to make the Image sharp, and you can see the result before and after. I will cran this up to maybe 15. Clarity it almost similar to the contrast. You can cran this up to see the difference. If you want to make some make the image a little bit clearer. And the vignette just gives you like a blurred circle around the image, whether you want it white or dark. So it's up to you to use this effect. Maybe we can add four here. After that, you can go to this icon called full screen to see the result. Just make the image full screen and take a look. Do you like it or not? And if you want to make some adjustment, just hit escape and go back to these sliders. If you want to see the result before and after, just turn off the adjustment and see the result before and after what we got. Here we have these options auto adjust. If you use it, it will adjust your image automatically, and the color corcon will do the same. So if you want, you can try it, see if this helpful or not. I mean, instead of changing these sliders to get what you want, you can with one click, you can get something cool and nice with this slider and you can increase it or decrease it using the slider. And actually, the result with this option is good. I like it. And I will leave it for you as an option if you like. And what we got right here is cool, as well. I guess we don't need a vignette.'s turn this off. I don't like it, actually. If you want to go beyond that, you can go to the color wheel. But I guess to use the color wheel, I guess you need to pay for it. Just keep that in mind. For example, if you want to use these options, you will not find them for free unless you pay for the software. But this one is for free, and this is all what you need to post-processing your image, by the way. But if you want to pay for the pro version, you can use the sliders right here to control the shadow, the mid gray, tint and offsets, and I think you don't need them. So let's go to the basic. If you feel the image saturated, you can increase this bag in case you like. Okay, something like that, minus three. And after you post-processing the image, the question is, how can I save the image? All what you need to do is just go to these three lines right here, click on it and use Exports Till frame. And you will get Exports window. Just choose the resolution and the format and the name and just save it and hit Export, and this image will be exported. Something here, I would like to mention in the resolution. When I render this image inside the Blender, I rendered this image with 1920 with 1080 resolution, not two K. Two K is bigger. That's why I'm going to ring this back to ten ATP. After that, you can give it a name and you can export it. So let's give this a name. Let's call this result one. And then I will export it. Okay, so this is the result after the editing inside capcut. The result is so beautiful. I like the lighting. I like the colors. Everything looks cool. I'd like to mention that inside capcut you can do a lot of things, but I just focused on one way to edit your image. But there's a lot of filters or ready filters, you can add them with one click. But these filters, you can't edit them after you add them. Either you delete them or accept them. But the way I showed you, with these sliders, you will have more control to edit your image. And after all of that, I would like to say that it so, yeah, that's it for this course. I hope you enjoyed learning this AI powered interior design workflow and Blender. Thank you for watching, and I hope you found this content valuable. If you want to learn more, feel free to check out my other courses. Keep creating, keep learning, and I wish you all the best. Thank you. Goodbye.