Bicycle Scene in Blender | Gytis A. | Skillshare

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Bicycle Scene in Blender

teacher avatar Gytis A., Motion designer

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Intro

      0:45

    • 2.

      Setup the Reference

      6:26

    • 3.

      Model the Frame

      11:38

    • 4.

      Model the Wheel

      13:34

    • 5.

      Modeling the Handlebar

      5:36

    • 6.

      Modeling the Seat

      6:35

    • 7.

      Modeling Smaller Details

      7:43

    • 8.

      Modeling Pedals

      8:21

    • 9.

      Modeling Chain and Gears

      6:37

    • 10.

      Modeling the Back

      7:10

    • 11.

      Finishing the Bicycle

      13:18

    • 12.

      Modeling the Environment

      21:34

    • 13.

      Simple Materials

      11:32

    • 14.

      PBR Materials

      10:17

    • 15.

      Substance Materials

      9:48

    • 16.

      Procedural Materials

      12:37

    • 17.

      World Lighting

      4:36

    • 18.

      Lighting the Scene

      17:44

    • 19.

      Rendering

      5:36

    • 20.

      Outro

      0:21

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About This Class

Together we are going to create this 3D scene in Blender.

I am going to use Blender throughout all of the course, you don't need any other software to finish the course.


I made this course as detailed as possible. I tried to explain everything that could be unclear, so this course is suitable for beginners. But if you never used Blender, I would recommend watching my beginners course first. There you will learn the basics like navigating through Blender.

If something is unclear, or if you are stuck at some point, feel free to leave me a comment. I will try to help you as fast as I can.

Meet Your Teacher

Teacher Profile Image

Gytis A.

Motion designer

Teacher

Hey! My name is Gytis. But you probably know me as sblga. I am creating videos on YouTube and social media.

By creating those videos I get so many ideas and so much experience which I am gonna share with my students here on Skillshare.

See full profile

Level: Beginner

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Transcripts

1. Intro: Hi, I am liters, but you probably know me as, as-built J. I'm lattice unit discourse. We are going to create this scene and lender. This course is designed for beginners. I will explain every step I do. But if you have never used Blender, I recommend watching my beginner course here on Skillshare is a short and simple course where you will learn all the basics of Blender Vegemite need in this course. In this course, we will model this bicycle and we will create the night bridge environment to have a nice composition, we will focus on techniques to model most parts of the bike from only one vertices. We will study different ways to apply textures and great materials. If you follow me through this course, you will read this scene. So let's begin. 2. Setup the Reference: So I would start this project by searching for a reference for a bike because we need to know the proportions for it. So I just searched on Bing. I know we use it's being but it gives me pretty good results. And I search for bicycle blueprint, blueprint. And they gave me both results. And I need some kind of some kind of a bicycle blueprint or image from beside. So I could easily get the proportions of the bike. I like most suppose I really like this one and I think I'm going to use this. This one is good. This one is really good. This one is weird, but it's good if you want to make this type of bike. This one I think is the same like this one. And can just go and see what, what you like. And you can even choose the bike off your own. Principles of modelling the bike will be the same. So you can choose a different image if you want. It will be slight difference. But if you want to make the same bike, I will choose this one. And I just save image as, and I will save it to my computer. So now we can import our image to the blender. And before doing that, I will delete all the objects from my scene. So I will press a to select all and I'll just press Delete. Now, I will press numbered free to go into the side view and I will import my image. I'll just drag and drop it into here. And it is important. I've already named this image too. Object, which is imaged to reference. So let's be organized and we'll rename this collection also to reference. If we will have anymore references, I will put everything into this collection. And to move the reference image, we can just select like any other object, press G and move it. I'll move it somewhere in MS center like that. And if I press number one, but it's going to be my front view. But I would like this image to two. Basically, I would like to flip this image, would like this bike to look into the front to back. So I get back to a side view with numbered freeze, my number three. I select my reference image, I'll press S to scale and minus one, and that flips it, which is not good. So let's try as y minus one. Yeah, S lock it on the y axis and minus one. And that will work. Sometimes it's tricky to do that. So I needed to try multiple times. Anyway. So I will go to my image properties and I will change some settings because now this image is blocking all review. I will quickly add a default Cuban centers so you could see what's happening. If I'm, will start to model something and my model will block the reference. That's not the ideal thing because I'm not going to see what's going on. The reference in this settings. If I select the reference image, I have this image settings. And I can change some things. For example, depth. I can change the deaf from default to front. And now my image is going to be on the front all the time, which is good. But now I can see what I'm modeling. For example, I can see this cube and that's not ideal ligand and we can adjust was also an Opacity option. If I click this and I will decrease it. Now, I can change the opacity of my reference image. And Ireland need very bright image. I, something like 0.25 is perfectly fine. I see all the details of a bike and I can model it, model on top, so that's really good. And the last thing I want to see Vref reference image only when I press number three, when I am looking from this side, either need to look at the reference image when I'm at this angle because it's not gonna be accurate, I will check this on the x axis aligned and islands he was referencing management and modelling something into this angle. But if I press number three and I'm in the side view, I see my reference image, which is really good. Now, I will delete the cube, which I mean for demonstration purposes, I will select my image and I will try to center it better because now I can see my grid. But so I'll put it somewhere here. And I think it's pretty centered. The last thing in this lesson, we'll go into this filter and enable this arrow. And now if I disabled this arrow from the reference, I will not be able to select my image accidentally. For example, if I select something, I will not be able to select my image and move it. So it stays in the same place, which is important for the reference image. And now, once we set up the reference image, I think we can start modelling the bike. 3. Model the Frame: I think we can start to modelling the bike. And I will start from modelling with frame. And I will have a little bit weird technique for service. If intuitively, we would add cylinder for both objects. But we are going to start modelling from one vertices, which might be looked weird at first, but it actually, that's a really simple method pump for modelling. So to add one reference, one vertices, we can add any mesh, plain cube, circle, any. For example, if I add plane and if I go into edit mode, I can press M and merge everything at center. And now I have one vertices from this, from this object so I can move it and you can see it's here. I'll bring move my vis plane object. It works with any objects. For example, I can use UV Sphere, go into edit mode m, merge and center. Now I have one vertices which I can adjust, but there is an easier way which I prefer. So we can go to preferences to Add-ons and the add-on menu. Let's search for extra. We need extra objects. So if you select this, now, if I press Shift a, I will have more objects, which It's kind of cool. We have extra objects we wish we didn't have before. And the most important thing in this, we have an object which is single vertices. And now we can just add a single vertices. And we can work with this. So whatever you prefer, you can use this extra object menu or you can add the vertices by adding any object. So I will get back to numpad free and I will move my mercy seat to some where here, and I'm going to extrude it. So I'll press E and I will extrude it. If nothing happened for you, it might be that you are in object mode, so make sure that you're in the edit mode and you are in the vertex select mode. Because it happened to me when I was in face select mode or something like that, and I couldn't extrude this. So make sure that you are using both, both to edit mode and vertex select mode, and everything will be easy. So I have this part of the frame, which is good, and I need more, I need another frame. Maybe let's do this one. And I think this one is going to be one. I will make a separate one. Because I think this one is a good idea to leave it as a separate object. Again, we can press Shift a mesh single vertices at Singularity. See, it adds in here, so I'll move it to here. And I will extrude it. And I will extrude it like this. So I have an ANOVA part of the mesh. I have this and I have this. Now we need this. So this shift a add vertices might be a little bit long way to add a vertices. So we can make it simple, even simpler. We can go into any mesh which has vertices. We can select from texts, press shift D, cancel, be separate selection. And now I have another vertices which is only one word vertices. I can go into edit mode, press G, mold it into place where I want it. And I can use this one, but feel free to add it from the Mesh menu. So I'll extrude it to some way here. And I will extrude it to here. And before making this part of a frame, I think we can add the bevels to this areas because if we don't, we will have some problems on both hard angles. So this and this, we need to bevel this a little bit so we can press Control B to bevel and v to enable beveling in, into this vertex. So b and v, I'll keep it like that with four vertices. And I will move it a little bit back. And I will go into object mode. I will, I will select this frame parts of a frame. And I will bevel this one too. So I'll go into the Edit mode. Select this pink, it's selected too much. This one, this control B. Nothing happens if I press V to babble vertices. Now it works, just something like that. And I will select those and I will move over a little bit down. Now let's create this part of the frame. Again. I will select this, go into edit mode, select these vertices Shift D. I'll place it somewhere here, go into it. I made a mistake. I have this but I didn't separate it. So P separate selection. And now I have a separate object, which is this. And I can select this. But again, if that will work for you, you can just go Shift a and add the vertices in the way that we did in the beginning. So I will move it to here. I will extrude it to here. And now we have this part where we'll come up and this will go like that. And we don't have a reference for how wide it should be. So I will go into the front view and I will extrude it to the side a little bit. Maybe like that. This might work. And I will add a mirror modifier. And now when I'm going to extrude something, it will mirror to the both sides, which is really good. So I'll get back to my reference image and I will extrude it to here. So that looks like that. It's very stiff, but I think it could work. We can bevel this angles, so Control B, P. A little bit. Here is also, we need to add the mirror modifier to this part of image, because here's going to be a wheel and it can go straight through. But we'll we have this part of a frame in both sides of the bikes, so we'll do the same. I will go into the edit mode and I will add a mirror modifier. I will select both and press G and X to move it on the side. And it is splitting. I don't know how wide I want it to be. I think I'm going to split both true. So G and X just lightly. And this one to g, x but very slightly, it is possible that the wheel will come into interests mesh. So we might need to add more geometry and make it not straight and a little bit angled. But we will see that in future. So we created the base and now we can create an actual mesh from false shapes because it has some frame off a bike, but it doesn't have any mesh. We can select all of those by pressing a and objects. Transform shouldn't be somewhere here. Convert, not transform and converted to the curve. And now all of those vertices became curves. And you can see we have both curves options. And if I go to the side view, let's select, for example, this one. And let's go to geometry and to the Bible. And if I will increase depth. And now I have both curves with some bevel which looks like a pipe, and it works for our bike. If I will select another one, I can do the same. But i'll I'll have a look at my reference. Number three. How thick both pipes or something like that should work. I can select this one. And again, I can increase the depth. Maybe we could do this in this separate objects. For example, this one might be a little bit thinner than this part, but let's keep it this way at the edge. For now at least this one is going to be thinner than a mirror. Other ones and something like that. So that's quite good. We have the frame of the bike and we can create either details. But before doing that, let's save the project and don't forget to save once in awhile if something happens, you don't want to lose your approach, your progress. So file and save, file, save as save as increments. So maybe we'll be able to share what working files we view. And some increments and beds in vet will be easier for you to work invest in West Point. So I will save As and I would recommend to save the project for you to control. S is the shortcut for saving just for you to know. 4. Model the Wheel: So now let's create the trickiest part of the bike. And that's going to be wheels out-breath number, free to go into the side view. I will select this part. I will go into edit mode, select this part and press Shift S. And I will select cursor to select it. And now I will have my cursor right here in the center, and I will create a new object. My objects will appear in here. So I'll press Tab to go into the object mode, and now I will press Shift a and I will add a circle. So this is a circle, but it is placed in space. Is it the right board horizontally? We need to rotate it and we need to rotate it on the y-axis. So our, Let's lock it on the y-axis. So why 90? So now we rotated it. Let's get back to the side view by an MP3 and go into the Edit mode. So tab. And we can scale it down. Just something like that to match the reference image. So now I will go a little bit to the front view. I will rotate my view a little bit and I'll add mirror modifier. And now I will move my wheel a little bit on the x-axis. So g and x, Just some way here. But Ireland see the mirrored object. So I will pick this, pick whip, and I'll just pick this three, which is the base of my, my bike. Now I have another circle which is mirrored. And now I would like to set the thickness of my wheel. I think this one is to fix. So I'll press G and X and I'll move it a little bit closer. Maybe something like that. I'm maybe a little bit thicker. So g, We don't have a reference image for a bit, so it's a little bit tricky. But I think we will find the right, right spot. I think this one is good. And now I will press best clipping because I will extrude my wheel in. And I want both extrusions to clip together. I'll press E x and I will move in until it will touch one another. Now be clipped. And we have a base of our wheel. We can select this part of the wheel, this outside part of the wheel, and we can press F to fill it. Let's go back to the side view right now. And now I will insert this wheel into up to this point somewhere around here. So I'll press I and I will insert it somewhere here. Something like that should work. And I think we can remove this, this fill in the middle. So x and delete faces. So we have something like that. Now, again, I will select this outside loop, so I'll select this back by holding Alt. And I will extrude it a little bit insight, but I'm not I'm not going to touch both sides together yet. So let's extrude it a little bit. Something like that. Let's have a look at the reference. And I will, I will insert it and I will make the same steps again. So let's press Fill. Let's insert to this point. So let's insert it. Something like that. I'll delete faces. I'll select this loop with Alt. And now I can merge those together. So e. And until we touch it. Each other. I will go into edge mode to see it better. And I would like to add a little bit of bevel tourist wheel. So I will select this part and press Control B. And I'll move it, move my mouse a little bit, and I'll add a couple of new edges. I'll select this one, this loop, and I'll do the same control B, something like that. Maybe there would be an atom if we have this one here, again, Control B, because this berry O, I pressed V, by accident. This fixed it. And this one, Control B. Something like that. And here I will add a couple more. That's more edges. Probably. That's the right word. And now our wheel is going to be a little bit more smooth. We have the base of the wheel, and now we need to create those spokes. And that's the tricky part where where it's kind of difficult. And at the same time, if you know how, how, it's kinda, it's really easy. So I will create a new circle. I'm rotated on, on x, on y axis. Again, 90 degrees are why in 1990 are why 90? That's 90. Go back into the side view. I will go into edit mode and I will scale it down. I will fill this with f, and I will insert it to the center. Now when I inserted it, I have voce kind of spokes that we need. We have way too many spokes. So I can, I will try to deselect half of it. So I will go to select and deselect. And now I have selected only behalf of those folks. I will separate vote. So B, separate selection. And now I have two circles. I can hide the first one. I will need only this second one. So the first one, I can delete it. Actually. Then I'll go into edit mode a little bit. And I will delete both things that we don't need. We need both spokes. Probably various an easier way to select those, but I don't know how so. I'll delete those edges. I'm wondering. Yeah, we have if they're the same things. So I'll select those real quick. Maybe I will select all. I'll press Control. And I will deselect those. Yeah, That's mismatch. X and edges. Now if I select all, I have only votes. Yeah, there was a smarter move. But it took me a little bit of time to figure it out. Great. So we have those spokes. And if I will look at from the side view, you can see that they are straight and by the end B, they are kind of rotated. If I go to this edge select mode, we can try to replicate this. So if I select only those vertices in the middle, I can press R and I can rotate those two, something like that. I will eyeball it. You can, for example, be accurate. And let's try to be accurate. Let's rotate it by minus 60 degrees. So it looks like that. Now we can move it to the site. So g, x, something like that. So that's kind of good-looking spokes. I'll go into object mode. Press shift D to have another one. And I will, I would like to move it to the other side, so S minus one. And now it's rotated. If we will look from the side, we have all of those books. We just need to. Take this one and rotate it to the other side. So let's go into the Edit mode. I'll press F3 and our 120, so they will be rotated 60 degrees to the other side. That's looking quite good. I think. So let's select both together and we can join them. So Control G. And now we will have one object. Let's rename it. I have caps enabled spokes, and this is going to be, we'll have a good naming is kind of important because when you have a lot of objects is quite difficult to find which circle is which it's, it's a good idea to have a good naming at first, at the beginning. So I will select my spokes. And again, we can convert it into a curves and bevel it like we did before. So let's select this box and press Object Convert and to curve. And those folks are curves now. And we can go to this menu. Where is the bevel and increase the depth? I'll press Shift to have smaller increments. Because I need both tiny. And that looks good. This middle part is not the greatest, so we will add new shapes. So shift a cylinder, again, rotated on the y axis by 90 degrees. Tab into edit mode and scale it down to something like that. We can scale it down even more and scaled up on the x-axis as x. Something like that. To merge this together, it looks way better, right? So we have our spokes, we have the wheel, and we can select all the parts of the, we'll go into a side view and press Shift D Lockett on the y-axis because I want to be on the same level. And let's move it to another wheel. So we will have two wheels right now. And that starts to look like a bike. 5. Modeling the Handlebar: We have quite a good base for our bike and we can start to create smaller details. So maybe let's create a wheel. I'll get back to side view. By number three, I'll just jump into the ED mode real quick. I will select these vertices are at this point of the curve, and I'll press Shift S and the cursor to select it. And now when I will create a new vertices, it will appear at exactly at risk plays. So shift a mesh single vert, Edison Gilbert. And now we can extrude it. Again, make sure that you earn in the edit mode and new wine at vertex select mode grades. So I will pick this vertices, press shift D, release, go into object mode. Oh, I forgot. This one. Be separate selection. Now I can go into Object Mode. Move it here. Go into the Edit mode selected, extrude it to somewhere here. And now, again, I will have to create a steering wheel. It's not a steering wheel. Handlebar? Yes. So bike has a handlebar? Of course. Yeah. So I'll have to create this handlebar without any reference. So I'll press, I'll select these vertices and I will extrude it on the x-axis. So e and x to some thing like that probably. And I will add a mirror modifier. Where's my mirror? And it looks like that. If I go to the side view, you can see that it's not perfectly straight, It's a little bit curved. So I'll just look at the first. It's a little bit straight man, corrupt and bills and straight again. So let's subdivide this part. And then now we will be able to adjust it. So we have a little bit straight, then a little bit curved. So G and y. G and y. And this one, g and y. Straight. To make straight again, there's look like a bicycle handle break. Maybe let's suggest where the Z position, something like that. This one to G. That could be quite good. I think. Maybe it's too small. We extend this part a little bit. Again. I will select this and I think I will extrude it all the way along. I fought about creating another kind of pipe a little bit smaller in diameter. But I think I will extrude the same curve. Tilly here. So e, e and probably like fat. How does it look? It looks okay. Let's convert those into the, into the curves and convert to curve. And the curve editor, we can change, bid up the bevel. So if we will hold out, it should change the deaf for both for both curves. Yep, it does. Something like that. How does look? I think this one should be a little bit thinner than like Matt. And we have those empty ends of the pipes. So if we press this fill cap, it will fill those ends. So we can do with all of those El Cap. Do we have any empty parts? And this one probably to camp. 6. Modeling the Seat: Now, let's try to create receipt for my school. I don't have a say top preference for it. So I'll try to make it in the way that I think it looks good. Luckily, we have some kind of beside reference, but I will simplify a little bit. We'll see how it goes. So I'll select this one. I will select this point. Maybe I'll make it a little bit lower. And I'll press Shift S to end cursor tool to select it. Now, I will add a planes, so shift a plane. And I will go into the top view. Of course, our plane is way too big, so I will go into the Edit mode. I will scale it down to something like mad probably or maybe even like that. So I can move both on y-axis. And from the side view, we can have a look and g, y. And at least have a better understanding of the we made a mistake. I will undo those sections and I will enable X-ray. So now when I select something, I will select both points. And if I move it to here, this one to here, I select both of the vertices, so I'll disable X-ray right now. That's basically the size of our seat. I'll press Control R to make some leukocytes. And I will make a multiple offers, maybe for something like that. I'll select all and I think I maybe only those points and I will scale them down. Again. This one should be like that, Probably like Matt. Maybe a little bit wider. If it's sports seats is probably a little bit narrower, but if it's not, then it should be white. I think. I can select all by pressing a and extrude it to make it thicker. Maybe something like mad. And so far receipts is looking terrible. But we will add a subdivision surface modifier. So we can go to here, add a subdivision surface or we can press control tool. And that will add automatically. And this ITO instantaneously look better. Now we can adjust it a little bit. So I'll go back into edit mode again. Maybe scale. I need to enable X-Ray mode. I will scale a little bit of this. And maybe this. Let's go to our reference view. Grab those. And I will, maybe I'll jump into object mode and we'll move it somewhere here. I'll grab both and I'll move it like this. It's hard to see from my reference. So I'll select my reference object mode and I'll decrease the opacity a little bit. So it will be easier to see my seat. And I'll select my seat again. I go into edit mode and now I can adjust it a little bit more. So g n, like this, problem, like this. We can grab both points and move them a little bit down. Let's see how it looks. Can say movies. And that looks better. That looks quite okay. I think we need to adjust the bottom part a little bit. So even without the reference, I think we need to move this a little bit further and up. Should be probably okay. And we can have a little bit of an angle in here. And how does it look now? I think it looks quite good for a receipt. Of course, we don't need I will share this move. And we don't need both spaces in here. So I'll go into face select, select all of those phases with holding Shift, and I'll bread sticks and delete faces. So now this C doesn't have any faces. At the bottom. I will go into edge select mode, select the bottom edge, and I will scale it. Probably not. I will need another loop cut. So Control R. I will add another loop cuts to somewhere here. And I'll select the bottom one and I will scale it down a little bit. So I think bad way, it looks better. And now we can create both spots, I think. But let's do that in another lesson. So let's save a file Control S and see you in my next lesson. 7. Modeling Smaller Details: Okay, So let's try. So let's model both parts above the wheel. I don't even know how we call it in English, so I'll just call them both parts. I think I will select the part of the wheel. I'll duplicate it, and I will model this from the wheel part. I think that's the easiest way to do that. So let's try this. I will select the front wheel. I'll go into face select mode, and I will need the faces from here too. Here. So I'll hold Control and it will select it like that. I'll hold Shift and Control. And I will select this and I'll jump into front hold Shift Control and select this and this and this. It's a little bit tedious way to do things, but I think I select it all. Make sure that you select all the faces till the middle of the wheel and let's try to duplicate it. So Shift D be in selection. So now we have a separate selection. I'll go into a side view and press G. O. I'll go into object view. Select only this, press G, and I will move it here. So let's see how it looks. It looks, okay, that's not bad. Let's go to our reference view. And I will enable X-ray. I'll select both edges. And I don't know, should I extrude it, I'll just move it. Let's extrude it. Let's Create New faces and read too much. We saying with this, I will extrude it. So E, just something like that. I'll select both and I will move them a little bit back. How does look? It looks quite okay. Both ends are a little bit angled, so let's do that. So I'll select this. I'll go into a front view and I will look, just rotate it, something like that. And let's do similar thing with this part. Let's see it from the back view. So if I hold Control and one, I will see it from the back. And we can rotate it like fat. If we select all, I think we can scale it on the x-axis. So let's try S and X to make it a little bit wider. And let's double-check how does it look? This edge is very close to the center. I'll select it and I'll press double G, G and G. And I will move it a little bit to here. I'll disable x-ray and I'll have a look. How does it look? I'll, I'll just jump real quick into object mode and I will adjust the position. I think I'll move it a little bit up in like this. So I think we can select most. Just select them all. But we need to be an X-ray because if we not, we will not be able to select it properly. And we'll adjust those a little bit. But that should be good. If we add a little bit of subdivision, it should be smooth. And that would work. I think that would work. I'll remove this subdivision right now. We will add a subdivision that band to the wheels and other details to make everything look smoother. And let's do the same thing with this wheel. So I'll select the wheel. I will need to select faces. So I will go into face select mode. And let's do this in the way that we did before us. Start with those. This, this, and we need to select it till somewhere here. Okay, So now, now we know the diameter and we can press shift and control select both. Let's go to either side. Shift control select both. Both, both. Shift control to this and this and God **** it. It's so tedious. Great. So we selected all of those Shift D, B, separate selection. We have another, another object, which is this one. Let's go to side view. Move it a little bit up. And I will scale it on the y-axis because it goes inside the wheels. So S and Y make it a little bit wider, something like red. And we probably need to scale it on the x-axis. So S and x, something like that. And let's apply the scale. So Control a in scale. So from the side view, let's adjust it a little bit. I'll go into edit mode. I'll go into edge select mode. I will select most, and I will move them a little bit inside, and I will move both a little bit outside. I will move those down, but I will extrude those two here. Maybe let's suggest this a little, Let's adjust this a little bit. I think we can add another loop in here with Control R and move it like, like fat. Let's see how it looks on the bike. That's quite good. We can move it a little bit down if you want. It's a little bit further, further from the wheel, but we will be able to adjust it a little bit later if we need to. But I'm not sure if we need. I think that might be good. So don't forget to save File and Save or Control S. And let's move to another license. 8. Modeling Pedals: We have quite a nice bicycle all ready, but there are some very important things missing. We still don't have battles. So let's create both. For that. Let's select this will jump into the edit mode, select one of those vertices, press Shift S, and cursor to select it will jump into object mode. And here I will insert a new shape. So she hit Shift a mesh and let's add a cylinder. This is a huge cylinder. I will disabled x-ray mode. I will scale it down and I will rotate it on the y-axis. So RY and 90, It's still too big for me, so I'll scale it down even more. And something like that should work. I will apply scale because we scaled everything in object mode. So my scale is very off, so Control a, Control a, and scale. And now it's 111. So that's really good. I will jump into the edit mode and the pig, the face select mode. So number three. And I will select this face. I wouldn't say it's a little bit, so I shortcut or something like that I think and I will extrude it just outside. So something like that. I think it looks good. Okay, now I will select couple of faces in here, and I will extrude bows down to make the handle for the pedal. But I need to add another loop cut here. Because if I select those faces, both a very wide, so I need to separate both a little bit. So I'll pick this and I will move it. So you probably know this shortcut that's Control R. Confirm it with the left mouse. Click and then you can slide it and confirm it again. I really don't know how many faces I need. Maybe something like that would be enough. Let's jump into this side view. Press E and extrude. I think that will work. Something like that. Yeah, that looks good. While I have this selected, I press Shift S cursor to select it. And I will add another shape. Here. I will add it in Vim object mode as a separate object. So shift a little, let's add a plane. We'll jump into edit mode already. I will scale it down in edit mode, something like Matt, G and X. To move it on the side. A little bit. I'll select this edge in G and X to make it a little bit more rectangular. And I will add a loop cut here in the middle. So I will separate this into two parts. So Control R. And I will confirm it. I will jump into face select mode, select low spaces, and I will insert both. So I vet and set like one phase. But if I press again, that will insert as individual pieces. So maybe something like Pat. And I will delete both x and faces. I will jump into vertex select mode, and I will select this, and I will move it on the x-axis, not the y. Just something like that. And let's select all by a and extruded. Extruded up. I will press number two to, to go to edge select and I'll press Control V to bevel this, something like that. Maybe we could move it a little bit on the x-axis. So g and x two connected like that. And G and Z a little bit low to make it a little bit lower. But overall, I think it's good. Maybe it's a little bit too big. Look. Let's have a look from this angle. I will connect this to this. So I select the petal first and then this handle. And I will. Press Control B and set parent objects. So now when I select this, I can rotate it and the pedal rotates with the object also. I'll make it a little bit angular, like it is in the example. But for now, I think we need another, another pedal. I think it's too big a little bit, so I will scale it down and press Control a and apply the scale. Maybe it's better now and we need another one. So let's duplicate rows. So Shift D, something like mad and we have a separate and we can rotate it on there. Y-axis. So our z-axis, I'm sorry, z and one AD. And now it is rotated to the other side. And now I need to rotate it on the y-axis, RY 180 degrees, and we'd get back to fifth place. Let's rotate it on the z-axis. One small r, z one AD. Now it's good. And I will select this one too, and we'll rotate it on the side view to match the reference better. Now, I will select the petals only if we select them both. For example, if I rotate, it will rotate from here. But we can change to individual origins and measured work. So if I press rotate, now we rotate on beer, original origins. And based on the reference, I think we can move them a little bit lower. So I will select this and this. So we selected everything and we can move it to here. Those two are overlapping. For example, this and this. So I think we can join those together. So Control J. And to avoid overlapping, I will jump into the edit mode and press M and merged by distance. And bad removed 64 vertices which was overlapping. So we clean the mesh a little bit. And now this petal off, moving to here and rotate it a little bit. So that's quite good. We have the petals and now we need this island, even know how to call it in English. But the chain and the part of the bike probably be gears, if that's right word. But let's do it in an adolescent. So let's save the file and let's jump into it. Another lesson. 9. Modeling Chain and Gears: Okay, Now let's work with the chain and both gears probably we need it in the centers. So I'll select this, I'll press Shift S cursor to select it. And in object mode, I will add circle. I will rotate it on the y-axis 90 degrees. So our y and 90, I'll jump into edit mode and I'll scale it down. Something like that to match the reference. Something like that should work. I'll jump into object mode. I'll press Shift D. And I will move it here. In the edit mode. Again, I will scale it down to something like that. Again, I would like to match the reference. In the object mode. I will adjust the position a little bit. But that should be good. I will select this one that we created. I'll jump into the edit mode and into the vertex select mode. I will select basically both vertices. Both vertices will be the part of the chain. So I'll duplicate it and I'll press P to separate selection. So now we have n different objects in here. Here it is. And I'll do the same with this one. I'll jump into edit mode and I will select both vertices. I'll press shift D, cancelled action with the right mouse button, press B and separate selection. So now I have both new objects to make it easier to work with. I will select this actual gear and I will hide it by pressing H. So now I have only this and I'll do the same with this. Press H to hide, and now I have only votes. So I'll press this, and I'll press this, I'll press Control J to join it. And now we have one object. If I select this, both are selected and I will jump into edit mode. I will select this one. And this one, I need this. And I'll press F to fill. So if I press F metric will join both. And I'll do the same with this. And by holding Shift, I'll press this and press f n. Now we have a chain. I'll press Alt H to unhide everything and wildlife have everything selected. I would like to move it on the x-axis to somewhere here probably. So I'll press G and X to move it, and I will move it. So now we can select this and this, and we could fill it. So I'll select this, I'll jump into edit mode, select all press F. While I have everything selected, I will insert the face, just something like that. Drinks it. I need to select basis, so I'll select both by holding Alt and I will insert. But now it is inserting individual phases because we did vet for the petals. So I'll press again and now it's just inserting the thesis. And I have both selected. And we will do a similar thing like we did with the spikes. So select and deselect. I have deselected half of the faces and I will delete those. Probably we don't need that many holes. We could make it in the lower resolution, but that would work. So I'll jump into object mode. I'll select this. I'll jump into edit mode by pressing Tab it as you know, and I will fill it. And now we have the chain which is made from vertices, which is very, very thin. And we could do the same like we did with the bike modelling. We could convert it into curve and we could just the bevel of the curve. That would be a good option. But I will show you another way how we could make this tiny mesh into the bigger ones. So we could add a modifier and bads skin modifier. And that added a huge skill, modify it and huge skin for this mesh. But we could scale it down and just kill you. You probably think we could press S and scale it, but that would just scale everything to scale as skin modifier. First of all, we need to select our object, go into edit mode, and select all and press Control a to scale down. And now you can adjust the size as you like. I can make it thinner, you can make it thicker. It's up to you. And another thing I would like to extrude both a little bit to make it thicker because both are paper-thin. So I'll jump into edit mode, select all and press E to extrude it. Something like that. And I will probably need to, need to move it a little bit insights. So g, x, something like that. And I'll do the same with this. I'll press a, I will extrude it. I'll jump into object mode G and X. I, o, move it inside. So that's quite a good-looking bike. Rides. It is a very low poly, but we will fix that later. And let's say verify also Control S. 10. Modeling the Back: I'm probably the last modelling thing that we would like to do. I would like to add this string, which I don't know how to call it in English. This is payback. Think I don't know, you already know how to model things like that. You already made all the bicycles. So we will add vertices and we will extrude those. I don't have a reference for the top view of this, so it might be a little tricky, but I looked at some photos and I have an idea how does it look? It's optional. You can leave the bike as it is. It is a good-looking bike, but I will add this extra detail because I can have like it. So i'll, I'll add my cursor to here. I can do that by pressing Shift and pressing right mouse button. So to here. And you already know the process meshed and Gilbert mesh single birth at single word. And here's my single birth. I will move this out of the view. We can jump into edit mode. It's already in edit mode and make sure that you are in the select mode. I select this extruded down and extrude it to the side. I can select this, press Control V to bevel. It doesn't work, so we press V because of its vertices and we will extrude it. We don't need that many points, so something like that. And that will be good. We can model everything in one object, so we can just pick any vertices and press shift D and move it. We want it. So probably I will move it to here because I'm not going to boil this this thing. I don't know what it is. So I will connect it to the base mesh and I will extrude it to here. Again, I'll select this press shift D. I'll add it here. And I will extrude it down. And I don't see what's going on, but I will extrude it up to here. And we can press numbered slash, and that will isolate this object. So now we can see what's happening. And we need to bevel it. So Control V and V. Just something like that. And I will press numbered slash again to jump into the front view. Of course, we can go into the wireframe mode to see it better, or we can enable the x-ray view to see better what's going on. So based on the reference, it is growing like that. But I'm not sure where it, where it is connecting. So I will move it some way here. And I think that will work fine. And this is what we modeled so far. And now we need to move it a little bit to the side so we'll select all while I'm in edit mode, and I'll press G and X to move it to the side. Now, I will select both stop things and I will move them to even more to the site. So g and x, something like that. I need to select this n, I need to connect it to this part of the frame of the bikes. So I'll select this and I'll move it to here. And that's probably good. And we can add a mirror modifier. And let's try to do that. Mirror. And now we have the same thing on the other side. Let's enable the clipping and let's extrude both vertices and connect those we need to extrude. Or so, look it on the x-axis. We need to extrude this top vertices, which is also the last. So Let's extrude it on the x-axis. I need to extrude this one too. So e and x. Let's connect those. So I'll press Control R. And I will add one here in the middle. And I will extrude it on the y-axis to here. So e, y. And I will extrude it to here. Something like that. This corner is very sharp, so I will press Control B and v2 storage it a little bit. I'll connect this one to that. So E, x. Let's do the same with this E and X. And how does it look? I think that might be enough for this frame. This one is not connected to this. So I'll go into a side view and move it a little bit. We can go to the top view also and adjustment or position. So now it looks better. And I will jump into object mode and I think we can convert it into mesh. Maybe Bruce could go outside of the wheel because it's not a very smart way to model the bike with most things inside of the wheel. So I'll move it to here. And everything looks good now. So object mode, Let's go to Object, Convert to curve. You all ready know the process and adjust the bevel depth. I'll go to the side view to see a little bit of references for the depth. But I think that's good. And I will disable X-ray to see it better. And that's really good. That looks, that looks good. Let's save the file and let's jump into the next lesson. 11. Finishing the Bicycle: So we already have a quiet, nice looking bike. And I think it needs some slides that just on the details and we will be finished with a bike. So first they think we need to improve both parts of the wheel because it doesn't, it doesn't look good right now. I think we can select both and we can press control and go to Edit mode first, press Control R to add a loop cut. Let's add one loop cut in the middle. I think I will delete half of your thesis. So I'll select this, go to x-ray mode, and I will delete those. I do that because I would like to mirror that later. Or I can mirror it. Now, add modifier in mirror, mirror or by the object this. So now whatever I am going to do on beside, it will happen on WebAssign. So I'll add two more loop cuts in here. I can select both loop cuts and move it on the x-axis a little bit. I can select those spaces inside of a loop cut. And I can scale it on the x-axis. And maybe let's move on the x-axis a little bit more. So g, x, something like Matt, I want both spokes to be in the middle of it. And now I'll press Alt E and I will extrude faces along normals, something like that. Now, I can select this face. I can insert it a little bit. I can extrude it. I can insert it even more and extrude it to something like that. Maybe G and extra, something like that. So now it has a little bit better shape. If we press sheets move, it will have something like that. I think we, we can move this to the other wheel. I will hide this for now, should d y. And I will move it in here. We can select those. Go to the back view. I won't go into the edit modes. I will go into x-ray mode or wireframe mode. I will select both and I will move them into a place like this, yeah, As a better place. And I will press Control numbered one. And I will move this just some way here and miss one to somewhere here. Let's try to fix this. Okay, so can boast in here. Move votes in here. I hope I select both of them. Something like that. Maybe we couldn't make them a little bit wider and wider two. Now we can see more details and I think meds, meds better. Okay, so we fixed those parts. What else do we need to do? I think we can add handles to the handlebar. To do that, we need to convert both curves into a measure. So we can convert not only mesh to the curves, but curves to the mesh. That works too. And now if I go into edit mode, I have a mesh. So for both handlebars, I need to add another loop cut in some way here. I would like it to be straight. So I will add this loop cut here, and I will move it on the x-axis. Some way here. I will select those faces. So I'll go into face select mode, and I will extrude them along normals. So Alt E will make this part a little bit thicker and I think I will add another loop cut. So Control R. Right here. I will select those faces and press Alt E, extrude faces long normals and I will extrude both even more. So something like that. But I think this handle, handle might be a little bit wider. So I will select this loop and I will try to move it to the side. So G and X. And they think it should be something like that. Now we have those inside faces, which are zigzaggy. We can select those by selecting the first base and when selecting the last base and by holding Shift and Control and EDA screencast keys. So you could see what I'm doing. So yeah, I'll go into wireframe mode. I can delete those faces and I can select this loop and just fill it by F. So that looks quite good. I would like to make the same in the other side, so I'll go into the wireframe and extreme mode. I will delete those faces, and I will add a mirror modifier. So now I have same thing on both sides. We can shade smooth and see how it looks. It looks a little bit angular still. I'll get back to ship flat and I will add a subdivision surface modifier. So from the modelling seat, you know that we can add division service by clicking this or we can press control to control, control two. And this two is not a numpad to its two above a W letter on the keyboard. So now we have a waist mover geometry and we can shade It's a little bit. We can add a loop cut here to make this angle a little bit harder. So Control R and we can move it to here. This is quite good I think. But we can press Control R and move it to here to make it also a little, a little bit harder. And that will looks quite good. For RBIS. We sheets move should be enough. For this part. Just shade smooth. For we'll, we'll, we need to add more subdivision because we will see those angles even if we shaded smooth. So punctual tool. And that's looking good right now. Those spokes, they think they are too thin. So we need to make them thicker. I will make them zero-zero point for FEC will do the same with this. So I will double the thickness. Let's shade it's moved this one and this one. Let's add more geometry to this wield. So controlled two and shade smooth. It seems here, controlled two and shade smooth. Control tool and shaded smooth. Let's shade smooth petals. This one to you, we have more things we can shade smooth. Both spokes. It would be great if they would be very smooth. Bag, Shade Smooth. And this one. So that's pretty much it. I think our bike is finished. I'm not sure about this one. Yeah, I think I would like to change this part a little bit, so I'll go into a side view. So I'll delete rows, delete vertices. I will move this a little bit down till here, and I'll press Shift D to duplicate, be two separate. And this is my new vertices C. It's not vertices. We started the curve. And if I go into the side view, can extrude it. I can. And I made a separate curve, which is not gonna be bad wide. It will be a little bit thinner and it will be metallic, so it will look a little bit better. I think this way. I hope you understand this. This part, I did the same like we did with the vertices. I duplicated this part, separated in object mode. I selected this, this thing and I just basically extruded and new geometry which I made fin up because I really can't make a part of this geometry finished. So I needed to create a new one, not geometry, it's a curve. I think our bike is finished and we modelled with bike. I told that the naming is important and I messed it up completely. I added everything in the reference folder, which is terrible. So I will create a new collection which I will name reference. Because it's easier. And we have only one, the reference image. I will drop that into reference and I will rename this to a bike. And all of those parts are the part of the bikes. So we can disable reference right now. We are not going to see it. And if we would like to disable the bike at some point, we can disable it by like bats. And one thing I would like to select all by holding shift, I would like to select this last and press Control P and set bear into the object. Now you see those dotted lines at birth. And that means that all of the parts of the bike I parented to this object. And if I move this object all the bike modes altogether. The one thing when I parented this petal gets off a place and I'm not sure why. So I will try to scale it on minus one. And I will move it in the right place. Like I know why it it goes off, but we fixed that, so no problem with that. And now if I select this and I will move, everything will move. So I can rotate this by because we will need to rotate it a little bit later. So that's cool. 12. Modeling the Environment: So now when we have bike, we can create an environment around it to make a good-looking image of it. And I would like to make a scene where his bike standing on some kind of a bridge and bainite. So I will go into a top view and I will start to model the bridge. So I will add a plane and I will go edit mode and I will scale it up. Something like that. I think that yeah, so let's redo this. So Control Z in this cursor is not in the center of the scene, so I would like to move it to the center. So I'll press Shift S and cursor to world origin. World origin is where this x and y, X is crossing each other and z-axis, of course, 000 coordinate. So that's the world origin. And if I press number seven and if I will add in plane, it will appear in the center of our scene. So I'll go into the Edit mode. I will scale it up. Something like that should work. I think that's good enough for the bridge. And I will scale up even more on the y-axis. Just something like that. Or maybe we could make it a little bit wider. So S and X even more. I don't know, We will see if something 14k, we will be able to change with this. It's not that hard to do. So I will create another plane and that's going to be beside of a bridge. So G and X, I'll go into the edit mode and I will scale it on. I'll just scale it down a little bit. I'll go into object mode and I will move it a little bit to the side even more. And in edit mode, I will scale it on the y-axis. So S and why? I would like to create some kind of blocks from which we will have kind of on the fence side of the bridge. So those blocks, I'm not sure how long they should be, but let's try to extrude those. So let's press E and let's try something like that. And I'll press number seven. I will I will hold Shift and press right mouse button where vents should be. Number seven. And I will add another plane. In the edit mode. I will scale it down. And if you are scaling objects in object mode, make sure that you apply the scale later on. And in the object mode, I will move it to the side of this block. And in the edit mode, I will extrude it. I think it might be a little bit to fit. This time I will scale it or in object mode because my object origin is in the bottom. So if I scale it, it will scale like that. This happened because we created this thing from the plane. So I'll move it to the side of this and I'll select the top face. Face, select mode, and G and Z. I'm thinking like mad. Now I think it's good. Maybe a little bit. Something like Matt, I will duplicate this face, so Shift D, but I'm not going to separate it. This is going to be the top of this thing. And I will scale it up a little bit. I'll extrude it a little bit. And I will extrude it even more and I'll scale this part. So we have this kind of, I don't know how to call it. But the great thing, because we duplicated that face and we created from that face. I can press L. And batch will say, if I would like to change the scale or something. So I can select only this part by pressing L and bad, select the loose parts. And those parts are loose, one from each other. And this is the same object. I think I need to make it a little bit smaller, G and Z. Let's move it a little bit down. And that looks quite, quite good. I think. Now I will look at this from the side and I would like to create three bars which goes from this horizontally. So I will add a loop cut. So Control R. And the first bar is going to be somewhere here. I need to create a new phase in here, so I'll press Control B to make one level of bevel. And now if I would like to select this face and extrude it, I can just select it and extrude. I will do this two more times. One somewhere in here, and then I have a near to the bottom. So control are some way here, unfold, be something like that. And control are somewhere here. Control B, Something like that. I would like to make voce not that thick. I would like to make those a little bit smaller. So I will insert both spaces. And if I press I, I can insert it. If for some reason it does not inserting for you as individual points. But it should be tried to express I again, but it should be inserted as individual points. And while those selected, I will extrude both along. Just extrude both till here. So I'll press E and I will extrude it, something like that. I can go into side view and be more accurate now, I can press G and Y and extruded still here, something like mad. So that looks okay. I will go into a top view and I think this cursor is in the right space. We can move it a little bit to the side. And I would like to create another bar which goes through all of those things that we created. So we can create it in many different ways. But I think this time it would be easier to add just a small cylinder. So I'll press Shift a mesh and cylinder. That's a huge cylinder and we can expand this and adjust it. If you don't see this, delete the cylinder head again, don't touch anywhere else. And you will find this this thing because if I touch anywhere, that box is not appearing anymore. So I need to delete it, shift a and another cylinder and venue will have this menu. So we don't need further two vertices. That's a lot of geometry for this kind of small thing. I think something like five or six will be more than enough. And I don't need this huge radius. Of course, we can adjust the radius by scaling and the depth. Also. We can adjust it by scaling. It appeared on the weird position. But in object mode, I will move it G and Z. I'll move it down. And I think it's way too long. So I'll jump into the edit mode real quick, select all by pressing a and I will scale it on the z-axis, so S and Z. And now I will try to move it down G and Z, just something like that. Let's see how it looks. It looks quite good, I think. Now we can select it. We can jump into the Modifiers tab and add an array modifier. And what array modifier do, it grades more instances of objects. For example, if I will move the account, it will create a lot of both cylinders. And it is going on the x-axis, which we don't need. And you can see we can adjust this here. We can adjust. So I will change the x-axis to 0, and I need more or more of those things on the y-axis. So I will increase the y-axis and I will adjust the distance between those bars by adjusting the y-axis. And Ben, I will adjust the count as much as a need by changing recount basically. And I think I need 23 this time. There's low good habits, quiet. Okay. Actually we count and just a little bit this and we can change this to 22 if you would like to make it a little bit different, that's perfectly fine. So now I will apply this modifier because I would like to join everything into one object and Ben to have an array modifier for all of this fence. So just click this and Apply. And now we have all of this as one object and bows. So I'll select everything and I will select this bottom block as the last thing. And I'll press Control J or Control J naught Shift G. And this is now one object. And again, I can add an array modifier, change x to 0 and adjust the Y. And Y is probably going to be 11 is a little bit too much. We have a gap. So by holding shift, I will adjust it a little bit. So 0.98, it's perfectly for me. And I can make as many as I want elbows. But I don't need that much. Maybe something like like tiny minute too much. 55, not 50 will be enough. I just need to move this into the frontal little bit. So I'll press G and Y and move it to here and maybe increase the count a little bit. I would like to have this fence also on either side of a bridge. So I'll add, I'll just add a mirror modifier. Whereas my Milgram, milgram Mirror, Mirror mirror moo, moo, moo RAM. Here is my mirror modifier. Mirror object. I can mirror plane because it's in the center. And now I have it on the both sides of the bridge. And that looks quite good for the environment. We need to model one more thing, and that is probably going to be it. Again, I will adjust this coarser. So Shift S corps such a world origin. And now we are going to model the lamp, which is going to be somewhere here. And to model this, I'll go into top view, press Shift a and add a circle. Circle with fair to two vertices. It's quite a lot. So I will reduce this by half, just something like 16. I can adjust the radius, but I can adjust that by changing the scale. It's even easier for me. So I'll press G and X to move it to the side. Something like that. I think it might be a little bit too big for the base of the lamb. So I will jump into edit mode. Select, Select All, and I can scale it down. So that's probably good. And we can try to extrude it a little bit on the locket, on the z-axis, something like that. It's still a huge, huge lamp. I can select all and scale it down. But if I am scaling on the edit mode, it scales to the middle, which is not perfect. But if we will scale it on the object mode, it scales based on this origin point. So it stays on the ground. So I can scale up and scale down. So I'll scale it down a little bit. But now my scale is off, so I need to press Control a and apply the scale. And now scale is 111, which is perfectly fine. So I'll select both top vertices, G and Z. I'll move them a little bit up to something like the height of the bikes. Move them a little bit more up. And now I will extrude it up a little bit, not too much. So I will lock it on busy. I will scale it down and I will extrude it on the z-axis even more. Just something like that. G and Z me even more. I would like to make the rest of the lamp by creating the curve. It would be easier to make it from the curve like we did with the bike. So I'll press Shift S cursor to select it. And now cursor appeared in the center of this. I'll jump into object mode, press Shift a. And the process we can add the mesh single verte at single words. I will go into this front view by numbered one. And in the edit mode, I can extrude it up. But if I am going to extrude it now, it doesn't work because I'm in the edge select mode. If I click the vertex select mode and just working now, I'll extrude it a little bit up, and I will extrude it on the x-axis. Something like that to sit through. In the final image, this lamp is not going to be visible. Maybe it will be visible in some kind of different renderers for Instagram, which image is not very wide and it has more space on top. We will see, but I will model the land properly, so I don't want to have problem in future. Plus it's a good exercise to do. We can bevel this. So Control B and press V to model vertices. Before will be enough. You can adjust both by scrolling the mouse wheel. You know that already. So I think that looks good. And you know, Objects Convert to curve. Let's jump into the curve. And let's adjust the offset. And why it doesn't work. Oh, that's wrong works. That we need to adjust the bevel depth. And you can see we have a different number of geometry from vista service. We can adjust the number of geometry by changing this resolution part. So I think resolution at six matches with geometry art the office. But it doesn't really matter. It, it won't be visible. And I don't want this to be bat that wide as this one. I would like to make it a little bit smaller at the top. And for this one, I can select both and press F to fill. And again, I will select this, go into edit mode, select this shift as cursor to select it. And we will make an offer lamps. So to do that, I will add a UV sphere. I can press numbered one and go into edit mode. I will go into wireframe mode, and I will toggle x-ray. I will need only the top of this all going to face select mode, only the top. So I will delete everything in the bottom. So x and delete faces. And now I would like to select half of this. Let's see how it goes. I select it a little bit too much. So I'll try to be more accurate Ms. Time. Yeah. Now, I succeeded with this and I will move this a little bit on the site. So g, x, something like that. Now, I'll Jim real quick into edge select mode, select those edges at the bottom. So I can hold Alt and select the loop. And it will select all of the loop. Press F to fill. Our will press I to insert, and I'll press E to extrude it. So extruded up a little bit. And maybe I'll jump into face select mode, select this and press Alt E, extrude faces on normals. Little bit, just to add a little bit of shade to this lamp. And invaded mode, I can select all and scale it down. So G and Z More button to replace a little bit better. Now we have the origin lower than the lamp. We're not going to animate it. So it's not a matter that much. But if you would like to animate something, to rotate or something like that, it would cause some problems. So just be aware of that. Now when we scaling in, scaling on this point. So, but if you want to move it, you can go to Options. Affects only. Options, affect only origins. And you can press G and move it into a place where you want them to be. Non forget to disable those sergeants when you will work again and move it something like mad. So now we have lamp, which is still a little bit big. And bad looks quite good, I think right now. I like it. Yeah, I really like it. And I would like to join those things into one right now because we can circle, we have plane which is, let's rename rounds. This plane is the bridge and this vertices is the curve that we have. And this is vSphere. I would like to join everything. So I would like to select this, this and this. And I would like to select this at last because then we will have this origin point at the bottom. And if we would like to scale this lamp up or down, it will stay on the ground. But because we have this object as a curve, it is not going to join those objects. Let's try it, but it's not going to work. So Control J. And you can see this is the one object and this one is a separate. So we need to convert it to the mesh. And this is the mesh now. And we can select this at last and press Control J. And now we have the one object we can shade and smooth. And maybe we can add it to the other side of a bridge. So mirror and the mirror via the ground. And that's perfectly fine. I think we finished modelling it. Maybe in the other steps we will need to change something in the models, but I think the model is looking good. So in the next lessons, we will add colors and materials and we will start lighting the scene. So don't forget to save control S. 13. Simple Materials: Whereas so many ways to add colors to be seen, I will go through three different ways to add materials and colors to be seen. First of all, to add some colors to the scene, we need to jump into this viewport shading mode. As you can see now, everything is white. It doesn't have any colors. But before that, let's jump into the render settings and add ambient occlusion bloom and screen space reflections. So that will add both springs to be EV. So maybe let's start with the bike and let's add the color to the base of the bike. Triadic colors. We can go to this bar, which is material properties. And we can press this Plus button on renew. And that will create the material. We can rename it to buy a base, for example, it is going to be the color of this part, and that is going to be the color of a bike basically. And you can choose the color you want. I will make it some kind of bluish, something like that. We will see we will be able to change that anytime we want. Don't stress too much on this. We can change more settings here. I would like to increase the metallic thing here because this part is painted metal and maybe metallic at 0.6, something like that for the roughness, 0.5 shouldn't work. Good. I will select this and I would like to keep the same color as this one. So I don't need to create new. I can just go into this menu and select the color that I already have. So I can select this and I can do the same for this. But if you have a lot of things on which you would like to add your color. I don't have this, but I would like to show I need to add the same color on here and here. So you can select both strings and you can select the last thing, last object, which has this color and press Control L. And you can link for details from the active object. And active object is this one which is in yellow. Where are those objects? In the orange and there is one in the yellow. The yellow is one we, which we selected the last. So it will link properties from this objects. So Control L. And we can link object data, animation data collections. A lot of stuff, but we need to link materials. And if we press this, it will add materials from this, from the act of objects. That's very handy if you would like to add materials to lead to a lot of objects. Because to select and to choose the material from this, It's kind of a lot of work on. Now we have this and I think we can jump into creating more metallic look for most parts, which is going to be something like Chrome look. So let's create a new name it metal. That's going to be the color for spokes and probably this part. So we will see. So the metal and the base color is white, it's quite good. We can increase the metallic look to him a lot and we can reduce the roughness. So if we are going to reduce it is going to be very shiny and metallic. I'll increase the roughness just a tiny bit, 0.10.2, something like that. It will look better. So I will add the same thing, two spokes, so metal and for both books. Metal. Where else do we need middle? I think we need the metal in here. And for this we'll part. And for this we'll part. We will add a different material for both handlebars, but for now, let's keep it this way. Think metal is going to be on this on this part and this part. So I will do this in that way, but I show you control L link materials. We will need to add the metal on both parts, where I'll just add the metal to all of them. Of the wheel and later on we will add the tie and materials on the parts of the tire. So I'll do the same here, metal. So I'm not sure about those. I will make them in different colors, maybe something like white. And here it should have a base of bike material. So far it looks, it is looking good. It's very shiny back. So we can create the material for the tires and that's going to be black material. First of all, we need to create the material for the tires. So I will name this rubber, something like that. And the base color is of course going to be black, but I'm not going to add full leg, maybe very dark gray color. And the roughness, of course, is going to be very rough. It's not going to be shiny. And let's see how it looks. So I'll select part wherever tire should be. So here I will hold Shift and Alt to select this loop and this loop and this, and this, and it's not selecting as I wanted. So this, this and this, and this, and we need to select the material that we want to add. And we can assign objects, could have more than one material. We just need to assign it to objects. I assign the rubber material here where it should be, the metal material. It's really hard to select with the subdivision modifier, so I'll deselect it and I'll select both. Both should be the tires. I think. I will select rubber and assign and I'll select both parts. And this should be metal. And here should be metal two and assign. I see that this part should also be the rubber parts. So assign. And here is a tiny loop which is kind of complicated to select. It's kind of tricky. Yeah, I got it. So let's assign the rubber let's reassign subdivision. So I'll press this and subdivision is on. Let's do the same with another wheel. Or if you don't want to do that, you can duplicate this. We'll add it to this part and this, and you can delete this wheel, but I'll just make it in this way. Again, I will disabled subdivision in this, it will be easier for me to see what's going on. I need to select most and bows, and I will assign the new material. I have only one went to your role in this. So I can add this plus button and I can assign the rubber and just press Assign. Okay, So I need to select this and this also, this is going to be run by to assign. And yeah, that looks good. Let's re-enable subdivision for receipt. I think we can use the same material material that we created for the tires. I don't think it's bad, it's different from the tires. So I'll just use this material, the same material, but you can create a new one if you want. And I will add retire materials to those handles. I'll go into this selection and face select mode. I'll select everything in here. Make sure that you are in the X-ray mode to select everything. Let's try this again. If you want to concentrate on some parts, you can press period on the numpad and it will jump into view that you select it. Great, so let's add a new material and the rubber material, and don't forget to assign. So this thing is mirrored. It, add it to both verbose and let's add the color to this thing, which I don't know how to name it. So let's create new. I will make it also dark gray, but this one, I will make really metallic to make it shiny. Roughness, maybe less roughness. I'll make it shiny but maybe not bad, dark, maybe a little bit more gray. And let's see how it looks. It looks quite good. And I will add the same material to the part of this part of the pedals. So Material, one, I will rename it to dark metal. Sounds like music style, but, you know, and I will add a rubber material to a petals. Petals aplastic. It's not rubber, but I think that will work in our scene. We can create a new material which is more plastic looking for the petals, but I don't think that we need this. And the chain, the chain is going to be the same as dark metal lifting. Something like that. Should be good. And we added all the materials to the bike. We can save the scene. And I'll show you a different kind of ways to add materials in the next lessons. 14. PBR Materials: So now when we have added the materials to the bike, we can move to the environment. And I will show you a different methods, how you can add materials or textures to your objects. If you want, you can continue to add both simple materials like we did with the bike, to the environment and bad will be totally fine. But I will show you a little bit different methods for this area, for this block, I would like to add a concrete material. In my opinion, one of the best website for materials, which is free is ambiance CG. It has a lot of materials and they are really good. So we will use this website to get our concrete material. Also, I would recommend poly haven. It also have HDR res textures and models which are totally free. So it doesn't have that much, but it has quite a lot. And the third one, which I would recommend is polygon. It's a great website for textures and I don't know how many models in each DRIs and brushes we have, but I used it for textures and we have tons of votes. But they don't have that many free materials. It's not that much. Only two pages. But if you are willing to pay the vets probably the best site to get materials, premium materials. You can choose. The one that you like, you can festivals. And so I will jump to NBN CG, and I need a concrete. So here you can see the categories where you can choose from. I'll just search it for for concrete. And they give me tons of options. Voce ones with the letter S, the substance painter materials. So that won't work for Blender, but it would work. I will show you in my next step how to add those kinds of materials. But in this step it wouldn't work. So choose from, those were the ones that you like for our model. I think this might work so I can click on it and I can download. So there is a lot of options. We have materials in different resolutions from one K to eight K. And when I was a beginner, I always went for the highest resolution and the better, the best quality. But as advanced, I understood that you need to be conservative about this because if you add very high resolution materials, it will slow down your project by a lot. In this case, I will use, I don't know, maybe for k or two k. It depends if you have a slower computer would say, use to k, I'll choose four key material. So I'll download this. I will put it into the folder where my project is. It's, it is added into Ventura. In Windows, you can just click extracted or you can use when NRA, this program, it's not free, but if you don't activate it, it still allows you to, Due to use it. It's a great program, but I will just extract it like that and extract it. Can see I tested a lot of materials and stuffs. So it opens like that for us and it has a different maps for our material. I'll show it to you in the blender and then it will be easier for you to understand what's going on. So let's jump back into Blender. And I selected my object in which I would like to add my material. I will create a new material just like a placeholder, which is going to be something like very random color, which we will change a little bit later. And I'll go into edit mode and I will select this cube it we have. So however, a barbecue and press L, Again, L. And that allows us to select the link to objects because we created this cube as one object. And when we added a separate object into edit mode as this fence. So we can select linked objects. For example, we can select both one-by-one. We can select this. This one is a separate object, but I need this cube. It will be easier to see if I will disable x-ray mode service, we need a new material for this and I will assign it. And now we have this material and this is going to be concrete. I will expand this timeline and we're not going to animate anything here. So I will change the timeline to shader editor. Of course, you can jump to Shading and you will have the same thing. But I think it's easier to just adjust relay out based on your needs. You can see how our Shader looks like. And we have this principle be SDF shader, and we will add our textures to it. So first of all, before adding textures, we need to add a new add-on. So go to Add-ons and search for Node Wrangler. You can see I have enabled it. But if you didn't, didn't, you should see something like that. And that's the add-on which is really great if you work with nodes at least a little bit. So I think it should be enabled by default. It's very useful and it's amazing. So enable it, glows it and you will have it. You can see it here. And if you click here, you can even had a button to add the texture setup and match. We'll add a texture which is not ideal. So I'll delete it. And I think at principle the setup would work better. So we can select the area where we have our texture, select all add principle texture, and that will add our texture. We also have a shortcut. You can use Control Shift T, and you will get the same result. So that's a super easy way to add texture. But you can see that our concrete on the top looks kind of good, but in besides, it's stretched like, I don't know. Let's select our cube by pressing L and just jump to UV Editing. And I will show you why it looks like that. So we have our faces selected and they are just basically unwrapped and it's hard to see. But for example, this face mounted on our texture like that and it is mountain on all the image. This one is very tiny. You can see it is it is very tiny vessels. Why? It is stretched like that. And the other faces to look like that. So I'll press L on this and I'll press UV marked UP project. And I'll press Okay, and now it is placed on our texture more smartly. So for example, this face is like this face, and this one is like this. And this one is here. So it added our cube on our texture more smartly. Let's jump back to Layout option. And you can see we have our concrete block, which looks quite good. You can see that our images, for example, basically all of those images were added to the blender. Base color. Is this end. It was connected to the base color roughness. You can see that we have a roughness and app and it was connected to the roughness. So we don't have this number adjusted by, by hand. The Node Wrangler just added images that we have and the roughness will be adjusted based on this image that we don't load it. The same as with a normal map and the displacement. So that's the way to add PBR materials. And if you want, you can add those materials to bike to the tires. But I will leave it as it is. I will show you a different method to add the materials to the fence, and I will do that in the next lesson. 15. Substance Materials: In this lesson, I will show you how to add the substance materials to Blender. And that's the method that is also pre, and you don't have to subscribe anything on Adobe. You just need an add-on from Adobe and you'll be able to add those substance materials. If you'll remember. In the last lesson, I said that we will, I will show you how to add both materials. And you can add this with this substance in Blender add-on. You can just search substance in Blender or something like that in Google. And badge will direct you to this page. This is not my preferable way to add materials, but I would like to show you this option. So you can just go to substance free add-on for Blender. If you press this button, it will ask you to login to your account. So I'll continue. I have an account on Adobe, so I just login to my account. If you don't have it, I would say you can create it for free. When you in this page, just scroll down and you need it shows all the other things that you can do with this atom. And here in the bottom, you need to unload the substance freely, atom and substance free. The integrational integration tools. Here you can delete the atom at the bottom of the page. And again, I will download it and I will download my fried integration tools. And I needed for Windows, if you're using other operational system, then loaded for your operational system. And now in the edit, we can go to Preferences and we search for node. But now we need to install. And I will go to my folder. And here I need to install this substance free Dean blender that we downloaded and just click install add-on. And you can see I already, I get this add-on. I will enable it. And I need to install both tools that we don't load it also, so I'll press Install from disk. And again, I'll go to this folder. I'll select integrational tools. And it is just installed it. And we can close it. And now we will be able to add textures. So now we need to add new texture for the fence. And I can go into edit mode and I can press L and select all of those. Or I can just select the placeholder that we have. And now the placeholder is why fence? So I'll select placeholder and press Select, and that will select all of those things. I will lower this thing down and I will expand this sidebar. I can press this arrow, or I can use N key. So if I press N, it will expand and it will close the sidebar. And here you can see substance free D. I have probably a little bit more add-on spin you have. And if you click it, you will have this menu. And it's quite simple. This one will load material, this one will apply material bys one will direct you to community page. This one will direct you to substance page. And here you can do the duplicate materials, refresh and delete materials. So let's press this. It will direct you to substance 3D community assets. It has a bunch of assets, all types about files and assets. We can use all of those in the blender. It has a huge library. This one, this button will direct you directly to substance 3D page. It has also a huge library and, but it is accessible to substance free the subscribers who have an active subscription. So we're not going to use this in this course. So I will close this. We are going to stay in this community assets page. And for for our fence, I would like to use some kind of metal materials. So let's jump into our community page and search bar metal. If you remember, I said that we are not be able to use all the materials. For example, both are smart materials and that one pork on Blender evolves, used to Substance Painter. So we can just ignore those into, into this view. Or we can just use this menu and go to Materials and metal materials that will give us a better result. Here in the middle tab we have a bunch of steel objects. And I would like to add maybe rusty materials. So I like this one or this one. I maybe use this a little bit simpler. So I'll press this, will save it to my computer. So you can see we have about 790 materials that we can use, and we have about 293 smart materials which we can't use. So if you see this stranger looking not sphere, it's a smart material. And if you see the sphere, it's a material. But we can use, and you can see we have really nice, nice ones. So it's a huge library that might be very helpful to work with those. So I will close my browser, maybe select the placeholder, and I will select in that way. So it will select replay thing that I would like to use and I will load mine material. This is rested material vet we'd unload it and I press Load substance substance thing. And I will apply it. And nothing happens because we have still this placeholder. We need to apply this solid rest while we have selected the fence, the area in which we would like to apply them in our material, we can select our rested material and press Assign. And now we have our rest of material assigned. But I see that we have the same problem like we have with this block. So I will select this, go to UV Editing. And it is very stretch. You can see those are very stretched. So I will go to UV and smart UV project. And I'll press okay. And we will see how it looks now. Let's go to layout and it looks way better now. The great thing about the substance materials, but it is changeable. And it's changeable a lot. You can see all of those sliders which you can change. And that's, that's, that's a lot. You can change the color of the rest. Can see it is changing. You can change the roughness to less rough material. You can see it's shiny now. You can see, you can increase the roughness and make it very rough. It was 0.5, something like that. 0.5. And you have a lot of things which you can adjust inverse and that's really, really cool. You can change even for resolution. Did you remember we downloaded the last one in for K you can add for care resolution here. Does it make any better? I don't know if you look from close view, it might, but I will leave it on to k or something like that. So this substance thing is really great. It might help you a lot. So use it if you want, if you don't use it. So it's up to you. You can just search the material on NBN, CG, or oversight and add it to your project. I just wanted to show what is possible in Blender. Let's wrap up this lesson and in the next lesson I will show you even different way to add the material. 16. Procedural Materials: Now we're going to create the material for the ground and Matt is going to be an asphalt. If you want, you can use the methods that we used before. You can add PBR materials downloaded from somewhere. You can use the substance material. You can add a plain color. But I will go a little bit advanced in this and we will create material in lender. It is a little bit similar to what we did with the colors on the bike, but we will add more features into it. So yeah, let's see how this process looks like. So as always, we need to create a new material. So I'll select the ground plane and I'll press New and we have material. I will I will rename it to asphalt. And we have this material which is usually white. I will expand this this tab. And you can see we have principled be as df, like we always do. We have all those things we, that we could change. We can change the color like we did before. We can change, change the roughness, et cetera. But the great thing about those nodes, but you can add more nodes. Let's add, for example, Shift a and search for color n. And we can add this and connect color to base color. And now we can add a gradient color. So this grade, but I will leave it as it is for now. I will add another node and I'll press Shift a lender, you add everything with Shift a. And I will search for the bump. And what bumps do. Bump adds some height to move material. We don't have any, any texture yet on it. So I'll put the normal and I will connect it to the normal. So far, everything is easy. So now we need some kind of a little stones because bats and asphalt, so we need some kind of material and the blender has won. So let's search for voronoi more. This one, Voronoi texture. Let's select it. Now let's change this F12 distance to edge and connect distance to the risk factor on the color ramp. And you instantly see that we have some kind of material and connect with distance to a height in the bump. Now we have this texture which is nothing like asphalt. Asphalt. Let's increase the scale on board my texture. And let's increase it by a lot. And that's getting closer to the asphalt, right? We can change the color ramp a little bit. We can increase blacks and whites a little bit. And now it looks like we have shiny stones in here. Of course. They are very big. So for an asphalt we need to increase it by a lot. And maybe we could decrease the whites, but I will change the color. This very, very black is not like an asphalt. Nothing in nature is really pure, purely Belt black. So I will change this to dark gray and the white, I will change it to medium gray. I'm thinking like mad. And that instantly adds some realism. And asphalt, you look, our texture is a little bit stretched on the y-axis, at least it looks like that. So I would like to add texture coordinates and that should fix it. So we need to have an odd rank Node Wrangler add-ons. So go to Edit Preferences and such for node. And we enabled this Node Wrangler and on previously when we added the image textures, PBL textures. But in case you don't have it, makes sure that you are enabled it, that you have enabled it and select born with texture and press Control T. So now we have two extra coordinates which we could connect to all the textures that we will have some. Now, let's change one thing. Connect texture coordinates from object to vector, not to generate a two vector. So let's disconnect. So let's reconnect rows and our texture became very small. So I will adjust the scale right now. It's still very small. And I think something like that looks good. You probably noticed that those stones are very sharp and I would like to reduce the sharpness a little bit. We can do that by adding texture, adding a little bit of noise. So press Shift a search for Noise and add the noise texture. I will add it in here. And I would like to connect with no noise texture to the color ramp and to the bump. And to do that, we need another texture which connect both this and this int1. We need to search for mix RGB. So search mix and mixed RGB. So now we can connect more noise texture to color, one. Nice texture to color to this, we can reconnect to color ramp into the bump. We can change the color from both, so it will be easier to see. So this added a little bit of noise and we can see it like if I slide it like that, I see the pure noise. And if I slide it to the one, I see the pure warmer. And I'll slide it to the noise right now. For now to see what we have. And I will adjust it a little bit. So first of all, I will increase the detail to here to see how does it look and it looks a little bit stretched. So I will connect vector to the vector. And that will give the same coordinates like to warm line. And now it looks better but I think we detail this is a little bit to to detail. So maybe let's reduce it to something like 1112. And the scale, we can leave it at five, I think. But we can increase the roughness a little bit. And that's looking good. And now, if I will add a little bit more voronoi, you see that those are not very sharp. This might be glider goods, asphalt texture, but we can work on it a little bit more. It's not that comfortable to control the amount of noise and borne out by this, by sliding this vector thing. The great thing is that we can control it with color ramps. So let's add the color ramp. Let's add the color ramp and connect color to the effector. And now I can control it with the Colorado. For example, if I increase the blacks, I have the pure noise. And if I increase the whites, I have the pure Voronoi. I can increase both, and I can regulate it even better. And of course I have this vector slider, which on trawl, like I did here. But that's very linear and I would like to add a little bit of randomness. So I will add another noise texture. So shift a noise, noise texture. I will connect the factor to the factor. And I will connect both mapping nodes, two vector. So we could have the same, same scale. And now I can slide the blacks a little bit and make it a little bit like that. I can slide the whites a little bit. And this texture is too small, so I will decrease the scale and make it a little bit bigger. Something like that. Maybe like that creates the detail and roughness. That instantly looks better. I will play with both leaders a little bit to adjust it in the way that I want. Here can see that we don't have those very sharp edges. Those are still very sharp, but we have roughness on it and it doesn't look that sharp. I maybe need to increase this to make it a little bit darker. And we can change linear to B-spline to make it look better. And here we will need to do the same, but now blender is calculating things. And I think that is going to be my asphalt texture. I think it's good enough. We can make it a little bit darker if you want. For example, this it could be a little bit darker color. If you would like to make both whites a little bit whiter or any other color you can do that. It's up to you matters how you create the textures in the blender. And as I said, it's an advanced way to do this, but it's a very powerful tool. It's, if you have those textures, it's easy to add them anywhere and very procedural so you can change the parameters anytime, which is really, really handy thing. But it's hard to create them. And it takes quite a lot, quite a lot of time. I wanted to show that there is an option of that. And to learn this, I would say just try to create one another. And you will notice the patterns and you will see how everything works and venue will be able to create something new by herself. So that's my advice on both. And if you don't want to waste the time creating goalpost nodes, and so just use, another way is to add textures. Substance. Add-on is great. Bbr textures are great, so it's up to you how you would like to add the textures. 17. World Lighting: So before jumping into creating the lighting and the background, I would like to add with textures, travels, lamps. And I just create new and I will add a solid color, so the base color, and that's going to be some dark gray. We have dark gray lamppost and street signs in my city, that's new thing. And those are looking really great. So I think I will create the color like that. And here I will add metallic to something like, I don't know, 0.50.7. And I will increase the roughness a little bit. So that's gonna be a rough metal. And I think that's looking good. And one more thing, I will add a texture to. Two here. I'll press New and assign. And there's going to be the, the glass which will, which will emit light. So I'll change the emission color too. White and emission strength increase it to something like 78. And that is a shining lights. That's it. That's it for the light. And now we need to create the basic lighting. So before doing that, I will expand this shading thing and I will change this to Scene Lights and seeing world. So now we have it like that. It's a little bit dark. So there are many ways to light. We see one way to light the scene is by changing the world settings. So you can do that in here and change the color. Now it's dark gray and we can make it white. And the world is lighting the scene, which is great. By default, it's something like that. Dark gray. You can change the color or you can make it like that. You can increase the strength or decrease with strength. So it's up to you, the world settings. It's up to you. The cool thing about world settings that you can in the shading tab, you can jump in, change the object to the world. And you can see the same nodes. You can see the same settings. You can change the color of the strength. And one more cool thing that you can add an image texture. And you can even add an HDRI. And let's try to do this. So you already know this website. I showed the polyhedron in the previous lesson when I showed PBR textures. But it has a quite great HDR rise. So we can browse it. And we can search for outdoor night scene. And I will show how, how how does it work. So I would like some kind of night city scene, maybe something like mad hands up lads. I'll download it to add this HDRI. Or you can even add a simple Image Texture Unit. Need to select this background plane and press Control T. If you have Node Wrangler enabled and you can open your texture, mine is somewhere here. Hence, hand suppliers. I'll click like this. And now I have an HDRI around my scene. And it just sliding my my scene basically my object, everything you can see on the metal, it is reflecting things that are in the background. So that's really great. But in my scene, I would like to have a little bit more dramatic lighting, which will go from the lamp and from the background. So I will decrease it by a lot. I will leave a little bit of it. So maybe something like 0.1. So it lights my scene a little bit, but not too much. And I will get back to object mode on objects shading. 18. Lighting the Scene: And the next thing that I would like to do, I would like to add some background in the back. So we need another add-on. So go to Edit Preferences and search for image. And you need to enable this import, export images as blends. And when you enable it, I will send her my cursor. So Shift S and perceptual world origin. And I'll press Shift a image in Images as Planes. And I will, I need some kind of image to add to my scene. Let's go to another website, which is really great, and that's Paxil. So it has a lot of free images which are very high-quality and I would recommend it. So let's search for city and night because we need the city and bainite. And I would like to search for the view from a bridge to the cities, which will have the water in the background and the coastline. So this one is great. I will in it, open it in the other window. This one looks the same I think. But let's open it. This one looks good. This one looks good. So it has a lot of options. This one looks good, but maybe it's a little bit too morning. I need a little bit darker one. This one is interesting. This one interesting. But if we're looking from the bridge, Adam think that this would work. Yeah. So you can scroll down and see if you find the picture that you like. I personally like this or this. I don't know. Maybe this one. This is also really good. It's very wide. And this one is really good. But I think I'll stick to this and I can download it. I can just press freedom load and unload it. And now I will jump into my computer and search for this image. And I import image as plants. I'll move it on the x-axis, so g and x. And I'll scale it up. Quiet a lot juice can see this image. I will rotate it on the x-axis 90 degrees. So our x and 90, and I will rotate it on the z-axis 90 degrees. So I would like to face it into, into the bridge. So z, x, and I don't want it to do like Matt. I select the image are z and 90. Now this image is facing towards me. In when shader editor, you can see that we have this setup. We have principled be as df and we have image color connected to the base color and alpha connected to alpha because this is not a transparent image. So I will disconnect alpha and I will connect color to the emission because now our image is dark. But if we will connect our colors to emission, our emission will emit light colors from the image and the dark one atom emit that much. So the darker color one VM meeting and the lighter will be emitting some lights, which is really good. And we need to scale it up a little, quite a lot, actually not a little bit. And that's gonna be the background for our scene. And now I think we need a camera, then we will be able to adjust this image a little bit better. So in object mode, I'll press Shift a and add a camera. Camera is here. We can move it so G and move it somewhere here. And I will have a look at my scene. I think something like that is interesting. Maybe something like Matt and I press Control Alt and 0. Yeah, That's naps camera into my view, which is not ideal right now, but it's still better than it was before for you to know. You can jump into the camera view and out of the camera view by pressing 0 on your numpad. So I'm looking like right now freely. And if I press 0, I can see everything from a camera view. And when I have a camera, I usually expand my in my blender view. So I hover in the corner when I see this plus button. I click it and I will slide it to the side. So now on this image, I can have a camera view. And in this image, in this side of my window, I can hover freely and change things in Blender. Here I can disable this. So for example, I can press D, need both those things. And then yeah, that's my med is going to be my camera view. And you can adjust your camera, for example. In many ways. For example, you can press G and move it like you want. You can rotate it just like any other object. But I like 11 navigation thing. When I have cameras selected, I need to do it in this window because I want to walk navigation in here. So viel, navigation and walk navigation. And now I can walk like in video game with my camera. And I can go like that, like that. And I clicked somewhere and my work navigation disappeared. So we have very cool feature shortcut queue. And if I press Q, I have favorites, which is really great. So I can go to View Navigation and walk navigation. I can press right mouse button and I can add it to quick favorites. I already had it in my quick favorites, so it gave me the Roman Forum from quick favorites action, but you can add it for an amplifier remover. I can add it again. And now if I select my camera, I can press coup, walk navigation and quickly walked in my viewports, in my view, and adjust the camera very easily, which I really love. So for example, I will set it up like that. But we also need to adjust the position of the bike. So I'll select this part of the bike, the parent object that we created. And I will, I will move it towards the bolt. So I'll press G and move where I move it, g it to here. And I will look at it from the front view, G and X. Now, I will lock it on the x-axis and I will rotate it a little bit. So now it is hanging here. You have a pole. Someone leave it in here. I will adjust my camera view even more. Just something like that. Maybe from a little bit higher. I would like to adjust my camera view. I would like to see this a little bit and listen a little bit. I would like to have a feeling that someone on the bridge is making a photo of this bike from some kind of either side of the bridge, not either side from the side of the bridge. And maybe we can get back a little bit. Maybe something like that. Now we have our camera view, which is which I kinda like it. And we can adjust the background. So I'll press number three and I will adjust my background. So for example, in here, I can scale it down. I can move it to the side. And a little bit up to something like that. I think that looks good and we can scale it up a little bit to fit in the camera view. We can move the close and we can move it further out and see what works for you. So but I think that looks quite good for me. And now we can add some lights. So first of all, I would like to add a light in here because this emission color is not lighting the scene as much as I would like. So I'll press Shift and right mouse button, and I will add a cursor here. When I press Shift a and light, I can add a spotlight in the area of my light. I'll go into the side view and move it a little bit down so it won't be intersecting with actual lights. And now in the lighting settings, this light bulb, I can increase the power and I can increase a lot by just something. 5050 is not even visible in my viewport. So 500 It's better but still, let's try five thousand. Five thousand looking at it is, it is giving the ethics some kind of effort right now, which is really good. And what's great about this sliding that we can change the color and I don't want to make it very white. I would like to have some warmer colors, so I'll go to the orangey looking color. I don't need to go too much. Maybe something like that. And I would like to rotate it This lamp. So I will press numbered one to have this side view and I will rotate it. So I would like to light the fence a little bit, the concrete and to have some shadows on the ground, I think we can decrease the radius a little bit. This radius settings basically controls the shadows. So if you can see we have a shadow from the wheel. And if we increase the radius, our shadow because becomes very soft. We still have shadows, but it's very soft. And if we decrease our radius by a lot, we have hard-edged shadows, which is what I would like to achieve. So maybe 0.15, something like that would work in this case, and we have very hard shadows from this slide. Another thing I would like to add lamps behind the fence, so they would give some some aligning to the fence from the back. So it will give a little bit of feeling that this city is lighting our scene and about the acidic, we can increase their mission. I think to a city it is not admitting enough so we can increase the mission strength a little bit. 1.41 by 1.5 would be good. So that's looking better I think. And let's add some lamps. First of all, I will move this cursor to the world centers. So Shift S cursor to a world origin. And I'll press seven to go to the top view and press Shift a light and pointless. You can see this light is basically like a light bulb. It is emitting the light around it. The spotlight that we created, this one emits the light to the point where we directed it, and this slide just emits around. So I'll press number seven and I will move it behind the fence. And I'm President at one and I'll move it a little bit up to somewhere here. I can move my lamp and see how you can see how it adds some nice looking light into the fence. And I would like to change the color to some bluish cholera because our background is very bluish and we can even pick the color from the background to something like that. But I think it's a little bit too dark, so I'll increase the lightness to something like Matt. And I will increase the power by, let's try 500. Whoa, that's too much. I think. Maybe let's try hundreds. Or even 5050. I think that's good. And now I go into number seven. Maybe I'll go a little bit back and I will add more lamps like this. So Shift D, I'll add another in some way here, Shift D. And let's try to add another one somewhere here. And maybe we put lower them down. At least last lamps. I like this lambs position when vetted this shining into this butt. I make it like fatuous even better. I will over where visit down to add more light on the concrete. Let's try to lower it down a little bit. Just this one. This one is not visible at all, so I will make, but it's even lower. So that gives some blue light and that's pretty much it may be, I would like to add a lamp behind this. So it would light a little bit of events in the slides. We have, of course, we can create an avalanche thrombus light pole. But when I tested it, it had a little bit too much light in the scene and we lost their focus from the bike. You can try it too. You can experiment with the lighting and you can see what works the best for you. But for me, it wasn't working very well. So again, I will add another lamps, so shift a light, and this time I will add an area light, so G and X, I will move it behind this fence, G and Z. And if I press number one, I can rotate it free and I can move it to somewhere here. We can make it a little bit orangey like we did with this lamp. And I can increase the power and decrease the size probably. And I can move it and see how does it look. I don't know if that's necessary actually, when they tested this out, I didn't CAD world lighting, so I added something like that. But some more lighting is quite good and it gives a little bit of a light to dark areas. If we have very dark world lighting, then this lamp works a little bit better. Of course we don't see everything. They're very good in this material preview settings, we need to jump into the cycles to get a better look, but let's do that in the next lesson. 19. Rendering: So now we can change the render properties and we can jump into this. We can change the EV two cycles. And I will change CPU to GPU, compute in the viewport either need that many samples. So I'll change this to 32, something like that. And I don't even enable denoising for a purpose. For the render, I will change it to something like 512, and I will have de-noise, and I will change this to optics. If you don't have this option, this means that you don't have an RTX GPU. It's only for NVIDIA, RTX. So maybe not RTX, just basically that's an Nvidia things. So I'll choose the optics. It's faster. It's really good. What else? Iron need many things. And in the Render Settings, we have both really cool options render region. So it will render on only the region and it is not going to render anything outside. And I will crop to render region. So we didn't saw any changes yet. I will disable those and we need to go to the Render Settings, viewport shading settings. And now we see this cycles view. And you can see render region. It only renders the region, the camera region, and crop to render region, it will crop view. So this is how my cycles view looks like. It's a little bit low res. We can maybe increase the samples, just 64. Maybe it will be better, but we see the basic things. So my idea is to have a better look at the lighting. And I think everything looks good and we can try to render it. So that's maybe what to change one settings in the column management. And let's check those. I would like to keep the transform to fill mic and look. I would like to increase the contrast so we can try medium contrast. And let's see how it looks. It looks basically the same. Medium, high contrasts. It. I liked it better. And let's try very high contrast, very high-quality dressed. I think it's too high. So let's keep medium, high contrast. And we can see how we can check how it looks in the render view. So if I press F2, it will render. It took me something like 15 seconds. But now I can see a rendered image and how this look. I think it looks really good. I can save it. And I'll show you need to flee from my computer from which I am recording. Bike version one, save as image. And so that is how it looks on my computer. I think that looks quite good. We can also increase the resolution if you would like to see those smaller details because that's ten ADP, if we would render it in for k, that would look even better, I think. So let's do that right now. I'll show you how to change the resolution. Here in the render settings. We can change the format, we can change it to before k, for example. So now it's ten ADP. So we can change this x to create 40 and y to 160. And now it's going to be for carrier renders. So let's try to render this. So if I press Render, render image or you can see the shortcut F2. So it took me almost a minute to render this Forky image in AT RTX image Save As I will save it again. And Forky image will have a better resolution so we can see it a little bit better. And I like what I see. There are some things that I would like to change, but in general, bet is looking really good. If you worked with me and you followed me in, if you rendered something, feel free to add your results to the class project. I really like to see my students work online. And if for some reason don't like to add it to Skillshare, you can post it on social media and tag me as, as bulgy. I would like, I would love to see what you create it. 20. Outro: Congratulations on reaching vendor the scores. Hopefully you are way more confident in Blender now, if you created something interesting, share it on social media, tag me as LGA, or upload your projects to student's project. Here on Skillshare. I'd love to see my students work online. So once again, congratulations, and see you in the next course.