Blender 3D Geometry - Create Unique Surface Patterns With Textures | Gesa Pickbrenner | Skillshare
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Blender 3D Geometry - Create Unique Surface Patterns With Textures

teacher avatar Gesa Pickbrenner, 3D Jewelry Artist & Designer

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Class Intro

      2:25

    • 2.

      Resources Basic

      2:03

    • 3.

      Resources 3D Object + Texture

      4:43

    • 4.

      Ring Creation

      7:51

    • 5.

      Create Seams

      2:40

    • 6.

      UV Unwrap & Texture

      6:11

    • 7.

      Fixing Double Verts

      3:20

    • 8.

      Endless & Seamless Texture

      3:40

    • 9.

      Smoothing Edges

      5:02

    • 10.

      Native Textures in Blender

      7:32

    • 11.

      Render Setup

      8:59

    • 12.

      Render Settings

      12:42

    • 13.

      Change Ring Size

      3:25

    • 14.

      Applying Mods & Decimate File Size

      3:54

    • 15.

      Refining Texture by Sculpting & Booling

      6:11

    • 16.

      What to do with Printable File

      4:12

    • 17.

      Suggestions at the Finish Line

      1:36

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About This Class

What is the class about? 

In this class, we will be using 2D images to create 3D geometry on our models in Blender. This means using a variety of 2D textures to give our objects interesting and unique surface patterns. Surface finishes are what bring our designs to life and make them truly our own!

These very detailed, structured, or repetitive patterns would otherwise be very time-consuming or even impossible to achieve with conventional modeling or sculpting. I struggled with this at the beginning of my 3D career. Hence, this technique was a total game-changer for me. I hope it will be equally enlightening for you too!

What we will be covering in the class:

  • idea generation and inspiration (find the Pinterest board here)
  • basic ring creation
  • preparation of the 3d model via UV unwrapping
  • applying the texture
  • adjusting and refining the texture 
  • fixing potential problems
  • creating textures natively in Blender
  • resizing the ring
  • decimating giant STL files (3D printing format)
  • rendering and presenting our objects
  • What to do with the STL, exporting for 3D printing
  • Some more fun surprises along the way!

Who is the class for? 

This class is for beginners, ideally those who already have some understanding of the interface of Blender, as well as hobbyists and professional 3D designers. 

It is perfect for you, if:

  • you want to learn about "sculpting" geometry with textures
  • you want to bring your designs into the real world via 3d printing
  • present them through beautiful visuals.


What Materials are required? 

You will need a PC or laptop with at least Blender 4.0 installed. Blender is free and open source and can be downloaded here.  A mouse with a scroll wheel is important, a numpad on your keyboard is helpful. If you lack a scroll wheel and a numpad, I will show you a workaround in class.

Meet Your Teacher

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Gesa Pickbrenner

3D Jewelry Artist & Designer

Top Teacher

I am Gesa Pickbrenner from Germany, and I love SHARING and LEARNING.

Creator of jewelry, sculptures and illustrations. Freelancing artist and designer.

I teach about 3D modeling with Blender - it's free and open source! Learn how to become your own 3D designer - with just your mouse and keyboard!

Passionate about helping you make the most of your ideas, talents, projects!

See full profile

Level: Intermediate

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Transcripts

1. Class Intro: Hello there. My name is Gesa Pickbrenner. I'm a 3D goldsmith, artist and teacher. In this class, we're going to learn how to give our designs in Blender more detail, expression and impact with 3 dimensional textures. Before I understood this awesome technique, I was sometimes so frustrated with the task of sculpting repetitive or very complex patterns in Blender. But not anymore. Fear not. Since with this straightforward approach, you will have an amazing tool in your 3D tool kit. The technique I present here will directly change the object's surface geometry, ready for 3D printing or rendering. As a class project, we will be applying a scaly, snaky texture to make our own dragon ring. I provide both the basic ring and the 2D texture as a download for you to jump right in. Additionally, I will provide you with a basic render setup, which I used to create the thumbnail off this class. And we will top it up with some suggestions what to do with your final file. You are free to use any other object that interests you, and you're also welcome to work with any texture that you like. For this, I will give you many pointers and inspiration on how to both pick a good object and texture. Our program is blender, the amazing open source and freely downloadable 3D design software. I will guide you through all the necessary steps from start to finish. So even without much preknowledge you may jump right in. If you are a complete beginner and you're touching Blender for the absolute first time, I have a class available for you. This class is for 3D enthusiasts, hobbyists, creatives, professionals, and dreamers alike. Also, all designers who create 3D printable jewelry or objects will benefit a lot from participating. By the end of the class, you will be able to choose and use 2D textures for altering the surface and texture of 3D models. Ultimately, make your dreams and ideas a beautiful and exciting reality. 2. Resources Basic: In the next two lessons, I will give you some guidelines on how to approach this class. First, let me say that if I'm too fast at any point in time, slow down the lesson speed or pause and hit the go back 15 seconds button. That is something that I like to do in tutorials often. Additionally, post in the discussion tab below the class if you get stuck or have any questions throughout. Well, what programs do we need? Blender installed obviously makes a lot of sense. A mouse with a scroll wheel is also essential. No touch pads. A keyboard with a num pad is very helpful. If you don't have a numpad, you need to go to edit preferences, and then to input and choose emulate numpad. And if you don't have a scroll wheel, you can also emulate the middle mouse button with old and left mouse. But that's very annoying. So I'd rather recommend you to get to mouse with a scroll wheel. Also, a smaller second screen might be nice to see me and at the same time, work on your project. But that's optional, of course. Okay. If you want to create your own texture, you will need any kind of image manipulation program like Photoshop, Illustrator, scale, Gim, et cetera. Note that two D texture making itself is not part of this class, but I will talk about textures in depth in the next lesson. A key combo cheat sheet for blender is included below the class in the resources. We will overall mostly use basic commands, and the key presses will be mostly visible. I also tried to mention all the commands I use, at least once. You can also download the basic render setup from the resources, which I used to create the thumbnail of this class. 3. Resources 3D Object + Texture: Now, I will talk briefly about the three D object and a bit more in depth about the texture itself. Regarding the main three D object. You have multiple options in this class as mentioned. You can build your own ring band together with me. Or if it's only the texturing your after, you can simply download the basic ring band that I provide in the resources. The third and slightly more advanced option, you could use your own individual three D object. Okay. For more info on this, please see the lesson building the basic ring band ring creation. Regarding textures. I have created an inspirational pinterest board, which you are very welcome to check out. Mind you, the list of possible textures is endless and the board is by no means exhaustive. Also, I haven't tested all of these textures for their suitability. The link is below the class in the resources section. Take a look at these to get a feel for what might work for our intents and purposes as a jewelry design texture. Make sure to check the copyright on each texture you use, and if you're not sure, better you only use them for private projects. You could also ask in AI for some pattern generation. One thing that most of the textures I use have in common. They are light and white. Since blender is white as highest and black has no height at all, Gray scale or black and white textures work best. Our example texture, which you can find in the resources has clear gradients from the lowest part of the scales up until the tips which are brightest. Additionally, the provided dragon scale, slash snake skin, slash fish scale texture is an endlessly repeating pattern. This is important so that it wraps seamlessly around the ring band without any visual break. Maybe you even want to take it a step further and want to design your very own texture, which would be an amazing skill to have. There are also loads of good classes on skill share regarding pattern design, especially in the surface design section. In general, there are few limitations on what texture one can use. You can use a cute sketch from your kid. You can use your own sketch. You can photograph any real life texture or image and convert it into a gray skill image. For example, a tree bark or some stones or sand important. The more complex it is and the finer the lines, the harder it will be to convey your image on a small piece of sculpture or jewelry. Try to keep it relatively straightforward. Simple designs tend to work better than highly complex ones. The extremes of purely black and white will result in geometry that comes straight out without any tapering at the edges. Be creative. What kind of texture could work on your idea, feel free to try out as much as you can. Some technical aspects regarding the textures. Try to make it as high resolution as possible. The less pixels are visible, even at a small scale, the better. If you can base your image on a vector design, even better. The provided snakeskin texture has a resolution that is 1-2 k, which works nicely for our use case. As a file format, you can choose JPEG, PNG, Map, or TIF. TIF is ideal because it is a lossless format. PNG is also fine. Especially JPEX can have artifacts or pixelation, which decreases the quality of the texture as the artifacts get directly translated into three D. I have chosen to create a midsize PNG because the quality is more than enough for our purposes here. A final hint, a unique inspiration on how to approach jewelry design in general. You are welcome to check out the design section of my class from sketch to model. A said, then let's dive Ride in. 4. Ring Creation: In this lesson, we are going to warm up and build our basic ring band. You have multiple options in this lesson. First, simply go through the lesson, follow along with me, and learn how I quickly create such a basic ring. Second, If you primarily want to learn about texturing, you can download the ring model from the class resources. In that case, you don't need to build it yourself. If you are more interested in the actual texturing technique, download that now and continue in the next lesson. As a third and slightly more advanced option, you can use your own model. Please feel free to use any shape that you like. A flat plate, a curved flower with petals, a gamy beer, a butterfly, a hard, cross skull, anything is possible. I recommend, though, that your model should not have too many vertices to keep things simple. Also, quartz only geometry works best. So if you want to use your own model, make sure they are only faces with four vertices making up the geometry. Any model which has a lot of vertices or tree faces would ideally have to be remeshed, which is not part of this class. Also, make sure that the object is not just a flat plane, but that it has some thickness, which is logical if we want to three D printed at some point, but I'd still wanted to mention it. If you use a flat plane throughout, the result will only be usable for rendering, but not so much for printing. Let's create a very basic ring band without any bells and whistles. Shift A for adding a Taurus. Then bring down the major and minor segment count as this is far too detailed for our purposes. It would make editing this thing significantly harder. We need this straightforward for now. Let's give it a to 12 major segments and six minor segments. You can now use the major and minor radius to change the size, but we will, and you can adjust this anyways later still. So this is optional. Here, you see me roughly bringing this to a realistic ring size. If you like, you can enable the pie menu for switching modes and the preferences. Then you can choose between all modes when switching. In added mode, we grab the outer face rings to elongate the shape along. Hover over the edge in between vertices that you want to select. Press Alt and click. To select the next edge row, hold shift, and click in the same way on the other side to add to the selection. Use and to elongate along. Add a subdivision surface modifier, either in the modifier tab or just press Control two for two subdivisions. A little something about these extra modifier buttons on the right. These come from the internal add on modifier tools. Just search for them under added preferences and add ons. Then we scale the outer of these edges in a bit with shifts it to give the whole ring a more rounded off shape. Now, let's give the shape a few more control points by adding two more edge rings around the outer ring band with control r, which are then scaled along so that we have a basis for our outer rims of the ring band. Select those newly created edge rings by holding Shift plus old and then clicking on each of those rings one after the other. Press. Then as to scale. After that, shift it to only scale in the horizontal axis. Move your mouse to pull them out of it to form those nice rims around your ring. Switch to edge select mode with two on numro and then select these edge rings. The edges of these newly created rims can be creased to keep them sharp, fully crease with shift and one. Of course, you can always experiment with creasing different edges to see if you like the effect. I decided to get rid of the crease of the outer rim in the item tab of the N menu by just setting the mean crease for these edges to zero. But in any case, we can adjust these details later still, so don't fuss about it. I will also continue to play around with creasing during this class. I add another two edge rows. These two new edges help us now to reduce the little king in the center of the ring band. For this, we just scale the center edge ring slightly down. I also rotated the ring by 90 degrees in x, just to have a little bit better view and control. Feel free to adjust the shape of your ring band in any way you like, but keep it simple. This project is about the texturing, not the basic shape modeling. One more tip towards creating this ring. T to your desired ring size. You can use either the jewel craft add on or simply a curved circle. You may find a ring size table on the resources so that you can calculate what your radius should be for the desired ring size. With the add on, you have the advantage that it allows you to directly choose a ring size instead of having to calculate it and then use the radius value. If you add a size curve while having the ring selected, a curve modifier gets added to your ring and it gets squished into a pringles shape. Just delete the curve modifier again to get rid of this effect. Now you can rename the size curve to your ring size so that you know what it is there for. And finally, you can scale the ring so that it matches the ring size. I will show it to you in the four viewport mode. You can access this with Control Alt Q and also get out of it. You can either scale in all three dimensions to keep the aspect ratio, Or to avoid making it much broader, you could scale while excluding y. With a shortcut Shift Y. Also, check the ring band thickness. A value between 1.8 and three millimeter usually works well for suturing. But this is also a matter of three D printing and design experience, and of course, a lot of trial and error. 5. Create Seams: Now that we have our model ready, let's continue the preparation. We will give it some seams, which we will need for putting the texture onto our object via UV unwrapping. The next two lessons are essential for the understanding of the whole rest of this class, so make sure to pay attention. If you are not familiar with U V unwrapping, imagine you would cut the surface of an object in strategic places so that you can then flatten it to be able to lay it on a two D surface. Not unlike a tailor, just that the tailor first has a two D shape, which then gets sued together with other shapes to form a three D piece of clothing. This is why we need these seams. We could we place them? What two D shape can form a simple flat ring? We will only texturize the inner part of the outer ring band. That is why we have to separate it from the rims and the inner segment. Select the outer edges of our center ring band where the ring band meets the two s. Hover over the edge in between vertices that you want to select. Press A and click. To select the next edge, hold shift, and click in the same way on the other side to add to the selection. Now you can press Control E and then mark. R. You can also go to the menu point edge Mark Sam. Now, we basically declared that this inner part gets disconnected from the rest when unwrapped. But if we'd unwrapped it now, it would be very squished because it is still a continuous circle. What do we do? We et the band in one place. You can choose any edge that runs across our center ring band. Mark this as a seam as well. 6. UV Unwrap & Texture: I very much hope you now have appropriate seams on your model and are ready to unwrap. We will bring our texture into blender and use it to create new geometry. If you want to use the example texture, then download it from the resources below the class. No matter if you use the example texture or your own, make sure to have it ready in a folder, ideally in the same folder where the blend file sits so that you won't lose it somewhere along the way. Now, let's rep. Switch to phase select mode by hitting three on the num row. And then all shift click, all in my case, four phase rows. Then press and simply rap. Yeah, you unwrapped your ring band. That wasn't so hard, or was it. Let's switch to the UV editing work space at the top of Blender. Now you should see the unwrapped ring band lying flat. This is our sewing table where we can put any texture we want on that flat ring surface. Well done so far. Let's now bring our texture into Blender. Switch back to the layout, the default workspace to get our usual look of blender. On the lower right in the properties panel, there is the texture icon. It looks like a cute little checkerboard. Create a new texture by clicking on open and choose the texture you like. Click on this little icon to see what you are choosing. Now the texture should appear in this panel. And that's it already. Now, the texture is loaded into this bland file, and we can put it on anything we want. Now, for the magical ingredient, let's add a displace modifier. Lender 4.0 and above, let's you search for the mots which is awesome and very, very helpful. Now, at first, this looks like nothing much. The whole ring kind of changes its shape and gets displaced. First, we only want the modifier to affect the unwrap parts. We will group our selection on the ring together into a vertex group. Switch to the object data properties, the little green upside down tree shape. There we can create a new vertex group. Let's call it middle ring bed. Make sure only the unwrap part of our ring is selected. If you didn't deselect it after unwrapping, this should be the case. Then click on a sign. Afterwards, to test if we really grabbed all the right vertices. Let's press de select and then select again. Nice. Back to our modifiers. Now, of course, we can select our newly created vertex group as the target for the modifier. This instantly changes the look of the displacement. Now, we can also plug in our texture into the displacement mode. This kind of goes into the right direction. One thing, though, the displace mode needs enough vertices to displace. Otherwise, it will just look like a very pixilated picture, not much to discern. So let's add aptive or turn it back on. Let's place it before the display mod to give it some geometry to play with. Increasing the subdivision reveals more of our texture. But it still looks kind of weird. Of course, here the U V N wrapping we did earlier comes into play. Make sure the subdivision is not so high that PC slows down a lot. We need to balance between workable and visual. In the display mode, we can choose the coordinates. Instead of local, we can use our U V coordinates. Let's do it. Cool. That already makes a big difference. Also, choose our UV map here. But of course, we can do better. Switch to the UV editing workspace. The the texture into the sewing table on the left. Now to see the results in real time and edit mode, we can click on this little icon in the display mode. Now, if you move your flattened ring van on the left, it will get updated on the three D object on the right. Move with G and scale with just as in the three D space. That looks very good already. If we increase the subdivisions, it looks even nicer. Good. 7. Fixing Double Verts: This lesson will be very helpful for you if you build the ring with me or brought your own model. Whether you have some problems with a texture and the edges look weird or anything else looks off, we will take a quick look regarding the most common problem when building any gemetry with blender. Double vert. If you downloaded the ring from the resources of the class, you won't have double words. Yeah. If you want to exercise your understanding of the double word problem in Blender, of course, you're welcome to download the other model I put into the resources where I have hidden some problems. And in this way, you can also try solving this. Just a quick tip if you downloaded the bug fixing ring. If your ring and texture doesn't show up like this, but rather empty like this or pink, then you just need to reload the texture from the folder on your PC. Okay. Now, we have some problems here on the edges of the texture, which look really crappy. Maybe you don't have those, so you can safely skip this little lesson. But if you have some problems like this, maybe I can help you here. Sometimes this can happen. If this is the case for you, I will show you my approach to the problem solving. First, I hide all the modifiers for the bug fixing for a unobstructed view. In my case, it seems I somehow got double vertices on my model. As so often, they are the culprit. So I select all with A, then press M and choose by distance to get rid of the very close together doubles. It removed 44 words. Now, I have to repeat the procedure of assigning the vertixGroup selection and wrapping since I altered the geometry of the ring. I will go through this in slight time labs and without comment this time. Slow the lesson down in case you want to see it again. Nice, great success. 8. Endless & Seamless Texture: Now, we should have a solid object without any double vertices and ready to continue. Good job so far. Let's now refine the look a bit more. In this lesson, we will adjust the placement, smooth it, and also get rid of any visible seams in an endlessly repeating pattern. What if you have chosen another pattern, which is not endlessly repeating? You will still greatly benefit from the tips and tricks shown here. Here, I change the look by going to the shading options, choosing Md cup, and then the silver style. But what is that? It seems that the seam is still visible. This is why it is so important for a pattern that should wrap completely around to really be a repeating, infinite kind of pattern. Because now on the UV work space, we can slightly scale our unwrapped piece until those scales line up perfectly. Select the unwrapped faces of the ring easily by selecting the vertex group. To make adjustments, you can always reduce the subdivision somewhat. I will scale along x, since my pattern follows the horizontal axis on our sewing table. Beautiful. I also decide to add two more edge loops and to uncrease the inner part of the ribs so that they get a softer look. I leave only a slight crease around 0.2 for the inner and outer edge of the ribs. And I scale the new edge out a bit with, then shift to and moving my mouse. Sometimes I also like to add a smooth modifier that just gives the whole texture a bit of a softer look overall. You can adjust the intensity and the smoothing factor to see what works well and also just apply it on the vertex group. Another thing you can do is suggest the strength of the display mode. This can give your texture more or less impact. Remember, for small scale sculpture or jewelry, always do a little more than you think you need. Because in reality, those objects are small and they also often get worked on after printing and casting. You can give it a really spiky look, but watch out for your fingers. 9. Smoothing Edges: Now, if you still have some irregularities in your textures edges, then this lesson is definitely worth watching. If you did not watch the lesson about fixing double vertices, now is a good time for that. But if you still feel the edges look weird or rough or kind of cut off, just not beautiful, then make sure to watch this lesson right here. I always show you a technique to improve the overall of the displacement edge. Maybe you also have such a harsh cutoff on the edges of the texture. There is an easy method to get rid of those artifacts and make it look a little nicer and smoother overall. Let's first clear the edges of any edge creases and of any seams we previously created. We can uncrease the purple edges by selecting them and going to the N menu and setting crease to zero. Then select the red seams and hit Control E and choose clear seams. Now, select one additional row on each side compared to what was previously in the UV map. We will create another vertex group with them. You can call it middle ring band broader or something like that. Now it's time to make these outer edges into new seams. Also, create a new sam across the ring band to the ring open. Let's select our new vert group and unwrap it again. Just like before, you can see me adjusting the UV mapping and taking care of the seam at the end of the flattened ring band. Sometimes in Blender, the texture is not shown on the searing table, but it still works. We always want to take care of these tiny imperfections in our patterns. Scaling carefully along x and hold shift during scaling to be able to adjust it in very fine increments. And this looks so much better. I think that was definitely worth the extra mile we just went. Some adjusting and I like it. One additional thing, you can try to give the surface a smoother appearance. Give your object a smooth modifier. Here I turn off all visual overlays to have a little less visual clutter in the three D viewport, like the grid, axes, three D cursor, and so on. I also switch the viewport shading again back to the silver dc. One important thing to note, the displacement modifier should still point to the old vertex group, which is, of course, one row of vertice is smaller than the one that is now unwrapped. In this way, there is a smooth gradient and not an abrupt end of the scales like before. See the difference? Another detail you could adjust here is the height of the edge rooms, which could be slightly higher than the texture. Make sure to adjust the subdivision before editing an edit mode to not slow down your workstation. I very much hope these tips could really help you to bring out the best in your idea. Let's continue. 10. Native Textures in Blender: If you've come so far, you should now have a nice looking displacement texture, and you are hopefully quite happy with the result. We will now continue with something I personally find super exciting, creating a texture natively in Blender. We will be adding another texture to our model and be able to switch between them to see both their looks and adjust them individually. Now that we have imported and worked with our texture, I'd like to show you a fun and even more straightforward way to create such textures easily and natively in blender. I'm also going to demonstrate how to switch between textures quickly and keep them all in one file. First, let's disable the displace mode for a second to not cause a conundrum. Then create a second displaced by duplication so that we can swiftly switch back and forth between textures without any saving and loading. We rename our displace modes so that we can quickly identify what is contained within. Then we delete the texture from the second march so that we can plug in another. Let's now switch to the texture tab and create another texture by clicking on the icon. Then rename it to her. Switch back to the original and call it fish scale to identify it. Now in the bottom at the top, you see that we are currently in the texture menu for the fish scale modifier. We have created another modifier which we also called hammer. When we switch to the hammer modifier menu, we see that this modifier doesn't have any textures associated with it because we deleted the texture from it at earlier. If we click on the texture kin, we can make a choice between our two textures. The hammer texture has a zero next to it because it is not yet used by any modifier. Let's choose it. You see that because we copied it from fish scale, it also has the fish scale PNG loaded in here or snakeskin or dragon skin. Let's delete the image data from this texture so that we can plug something else in here. Let's switch the type from image or movie to Voronoi. This is a cool procedural texture that looks a bit like skin cells or bubbles in foam or something like this. It also makes for a cool hammer texture. Leave it at default, and let's see what comes out. The texture is a bit stretched and doesn't really look like a hammered surface yet. Hence, we can play with the settings of our generated texture. Feel free to try any slider out and see what it does. I especially want to adjust the size to fit my object better. Now, the cool thing is because we have two displacement modes, we can quickly switch between them. An important note for image textures. If you change the file location of the image or you send the bland file to someone without the image, the link inside the bland file will be broken and the texture won't work anymore. It is best to store the image in the same safe location and move it together with the bland file always. This doesn't apply to native textures, of course, since they are all stored internally in blender. Now, another thing we can do is adjust the UV mapping. But if we just adjust the UV mapping we first created, we will also change the mapping of our fish scale texture, and maybe we don't want that because the fish scale texture takes the exact same UV map. So we can create another UV map, which we then can also use for any of our modifiers. Certainly, there are a lot of moving parts. We create the second UV map where we also create the vertex groups. Makes sense since they are both additional data connected to our base mesh, our vertices. To be able to identify our UV maps, let's call them their respective names. Now we can plug in the renamed UV maps into their modifiers, the fish scale to fish scale, the hammer to hammer. In the upper menu of the UV editing window, you can scroll. This will move sideways through the menu. Then you can choose the UV maps. If you work on the one that is not connected to the displaced, nothing will happen to the texture. You can also switch between the UV maps in the mods to try out their effect on the texture. Or you could even try combining multiple textures on top of each other and see what happens. Just activate multiple displace mods with different textures at once. Wow, so many options. But in this way, we stay very flexible, and if we change something in one place, it won't affect everything. All parts are independent building blocks and can be combined without breaking the whole object. That is a very powerful thing to understand about blender. 11. Render Setup: Although rendering itself is not the focus of the class. I won't leave you without a nice little setup that you can use to really bring your objects to live. You can download this basic render file in the resources as well, and I use this exact file to create the thumbnail of this class. So feel free to drop your jewelry in here and create some really nice presentation images. Now, you probably want to bring your specific ring or object into your render setup. You have basically two options here. The first one is really the simplest. You just click your ring and you go Control C, and you will see that blender copied one selected object. Then you go into your other file where you preferably have deleted this basic ring and you go Control V. Well, and there it is. With all the modifiers, they will have been copied over, and all the textures will also have been added. So that's really the simplest way to bring over your object. Note that you definitely need to have two blender files open here, the one where your object is created and the render file. The second way to import your object. And I will just undo this until we have our empty room here again. You can go to file and you can go to a pen. And with a pen, you can basically navigate to any other blend file and get stuff from there. I could choose the file where I know I have created my finishring I could click a pen. Then I will find anything that is contained in this blend file. Materials, but also textures are to be found here. And if I only wanted to import the texture, I could do so. But we can also go into object. Here, we only have four objects right now, and one of those is the cube which is my ring, and the rest, of course, I can ignore because I don't want to copy over the camera or the light. I select the cube and say a pen. And there, the same thing happens, and our textures are here, and our modifiers are here. Everything got copied over. So that is the second way. If you don't want to open up another bland file, just go into file and a pen. This is how you get your object into the scene. Now, how to place the object. You saw in my thumbnail that I stack the rings that I moved them around. For example, with X 90. For these next steps, switch on the render preview in the viewport. Also go to the no tab and turn on cycles as your renderer. More on that in detail later. We can create a second viewport and we can just go into front view with one. Then we could just move our ring up or down until it touches the plane until it basically lies on top there. That would be one possibility to move the ring around without moving around in here. Then I could do G y and just move it so that it stays in the plane. Of course, if I now wanted to stack a ring and I would do Shift D, copy it, G, and, and move it up, stack it on top, maybe place it a little bit to the side so that it looks a little bit more natural and a bit more interesting. And here I could now turn off the fish scale and maybe turn on the hammer texture. And in that way, we can get ourselves a little composition going on. Now, of course, you're also welcome to choose any material for your objects. You could also move around a little more, and you could, for example, rotate it around. With this little widget, you always know which axis you can navigate around with your objects. Then you can try to place it so that it looks as if it is leaning on the other ring, something like that. You have lots of options to play around with. So that's really cool. Of course, you can also play around with the material itself. You can increase or decrease the roughness so that it changes its look a little bit, and you can, of course, also change the color and give it another metal color or also something fantastic that even though this could be titanium or aluminium. Now that you place your objects, you can definitely also adjust the scene itself. First, you could adjust all the lights in any way you wanted. You could select them, and you could rotate them, you could move them around so that you get another effect for your lighting. You could also move the ring. And just in case, let's say you want to move it here because the light here is more to your liking, but the camera is now set up in the wrong place. You have a few options how to place the camera here. You could go just G and y and move the camera so that it is in the right place, and you can do this with all the xs also in the N menu. And here you can also rotate it For example, here, it's not exactly on minus 180, which would be like horizontal. You have these options. You could also do something else. You could go to view and you could say camera to view. This means now you could press control zero, and your camera has now become your view or rather the other way around, your view has become the camera. If you now navigate around blender like you would normally with shift and middle click, you actually move the camera. If you go to view and you go out of camera to view again, you can just navigate normally again. Sometimes if this happens and it just seems to be completely lost, then just press shift C, and this will just get your back to the center. You could go to the end menu and view and camera to view. Now you can see your camera here, and here you are in your camera and then you see how it moves around. I'm going to show you a neat little trick. You can get the camera and object constraint. You can say, I want to track two, and the target, you could say the cube. In our case, this is the ring. No matter how I move my camera, this ring is the focal point. Okay. And, of course, you could also s, this is the focal point, then this ring becomes the focal point. But in our case, I think this is not so useful because if you have two objects, we just want both of them in the scene and not one to be in the center. But just as you like, you have a lot of options here. You don't have to worry that your camera is not always straight, but if you want it to be straight, of course, you can always go here and just adjust it until it's at minus 18. And as I said, if you stop wanting the camera to track your view, then you turn off camera to view, and then you can just navigate out of there again. Okay. One more thing about the light, if I go with Control zero back into our view. Maybe you want it a little bit further down and you wanted it a little bit further away, and you want to have an accent light here, like a little accent that has some color. Select it, go to light, and you can set it to pink. You can of course, adjust also the power. If this is a little bit too strong, you could go to 00, one, and it would be only ten. That would be something that you could do, adjust your scene exactly how you would like it. Okay. 12. Render Settings: Okay. So now you have imported your objects into the scene. You have set them up, you have placed them so that it looks nice. You have adjusted the camera. You have moved it around. You have maybe adjusted the light, and everything looks as if it is ready for rendering super what can you do now? First, of course, you can just press F 12 or go to render and render image. But before you do that, you might want to take a look at your render settings. First, you should go to edit preferences and system. And there, you should check out what your cycles render devices. And for this, I have chosen Optics and I have chosen my graphics card. And I have not chosen my CPU because I have Googled, and I have found out that my graphics card seems to be appropriate for doing the job on its own. You can also choose one of those up here, and you should inform yourself what is the best option for your specific graphics card. And you can also Google how to find out which graphics card you have, if you're not sure. And that's it for the settings. So let's just go out of here again. Let's go on to our render settings in the scene. These were our global settings, and now we go to the render settings of sin. First, let's go to render up here. You can see that my render engine is cycles, we can also choose EV. But you see instantly if you switch to EV, it just looks a little bit more dull, a little bit more boring and I just like how cycles handles, especially the reflections on metallic surface. Then you should choose your device, which should say GPU compute if you are using your GPU because graphics cards are meant to render. If you don't have one, it should say CPU here, but in general, set it to GPU so that your graphics card can do its job. Okay. Then let's go further down to sampling. This is a very important setting. Right now, we can see we have the sampling for the viewport and for the render. And for the viewport, I have set it to 200 because obviously, my graphics card can handle this, but you can also set it to 64, even something lower. If you just want a quick preview in your viewport when you have set your shading to render preview. If this is also too slow for you, then you can always go back to material preview to set up your scene. Only in the last steps, you can go to render preview, which will show you the final result more or less. The noise is turned on, you can also turn it off for your viewport, if you notice that it becomes quite slow, and then we can close this up and go to the render itself, which would be the render that comes if you press F 12. Here, I set it right now to 500 samples, which is okay for a scene like this because there are a lot of reflections going on. I like to set this at least to 1,000, and if I notice that my scene looks good enough, we can always stop the render beforehand. If you set this to, I don't know, 1,000 samples, and then you go to render image. Oh, and then you notice that your subdivisions are not set correctly. Then you can just go to x and stop this and you go to modifiers and set your subdivisions to the amount that they also have on the viewport so that it looks exactly like this. If you notice that blender is going slow because of the high viewport levels, you can always also decrease it in the viewport during setup. If you are just your scene and you notice it's going very slow, then you can turn this down and it will be faster for the setup phase, and you can keep this at six for render so that it looks very detailed on the render. Back to our render settings, if I render this now with F 12, and I still see there are some problems. I see that both displacement modes are turned on here. This is why it looks a little bit like garbage. So let's stop our render, go to the modifiers and just keep our displacement mode on which we need for the render. So we have the fish scale and the hammer both on this ring. And if I want to not show it in the render, I need to turn this off. Then only this gets rendered. This is this little camera icon. This is for viewport. If I turn this off, it also disappears in the viewport, and this is for the render. And same goes for this one. Let's collapse all those. We have fish gale here and it's turned off in our viewport and so I turn it off on the render as well. Now, let's try hitting F 12 once more. And now it is closer to what I want to see in my render. So this definitely works better. And you see my rendering is already finished, and it looks nice. But if I would have a very high sample count, let's say I say I want 4,000 samples here. And this takes a little longer. I can always if I notice this takes too long for my liking, I can always press escape, and it will just stay where it is. It will do nothing more, no de noising, nothing. It will just stay at the point where it is. Obviously, that's not ideal because then no de noising is going on, and if you zoom in a lot, you see a lot of these little noise patterns here. So let's just set this to number that our computer can handle. D definitely keep it on. Everything will look nicer. The other settings in the render properties are not really important to alter right now because I wanted to keep it very simple for you and just give you the best results possible without having to tweak all of the settings. Just one other thing that I like to do, I go down here, scroll down to color management, and I like to set the view to film and the look to high contrast. You can also set it to very high contrast because usually it's at medium, and I find this I don't know. It looks a little bland. If you set it to high contrast, it definitely pops a little bit more right out of your screen just to show you the difference with some more subdivisions and we go to the color management. If it's a medium contrast, it looks like this. You may like this look, even like the low contrast, maybe if you want a little more dreamy style rendering and if you go to very high contrast, it really blows the colors over blows the colors a little bit. I like to go with high contrast. It looks nice and punchy for me. Okay. That would be all that we really need to take care of in this tab, and then we can take a look at output. The output determines first and foremost the format of your render. You will notice that I have set it to 3,840 to 2,160, which would equal four k. And I also set this to 50%. Which means the rendering in reality is just 1920 times 1080 p, which is also a very usual format. So if you want to make a test render or you just want to quickly check out if you have thought of everything, you can set this, for example, to just 25%. And if you now press render, it will be just 25% of this high resolution. And you see it is already not as crisp as before. And if you Zoom in, you see a lot of pixels. And if I set this to 100 and I crank this up and render it now, You see how big this thing gets and how much slower it is. You see you can zoom in quite a lot more and you have a lot more pixels. Speaking of pixels, I see that this looks a little pixilated. Let's stop this. You can also stop the render by clicking on this little x down here, and with such a big fire size, this can take a little bit longer. For renderings, we can go to right click and Shade Smooth. Let's see if this makes a difference. This looks like buttery smooth to me now. Mind you that this does not affect the output fail when you send it to a three D printer. It will still in reality, look like this when you shade it flat, which is also very nice resolution for three D printing, by the way. This will also come out fine if it looks like this in this scale for such jewelry. But right click in Shade Smooth can help you with rendering such details. If I now press render again, after shading smooth, You will see that this whole thing has gotten buttery smooth and it looks very nice to my eye. That's a little trick. You might notice it renders these two big chunks. You see that it does the de noising right now, there's a lot of noise which blender will get rid of in the final step. Then if you look closely, it also starts to shine a little bit more. You see it's finished. Now de noising is going on. This takes a little while for such a big object or image. And now afterwards, it also added a little glare on top, so that it just glows a little bit more. If you go do your file and you go to compositing up here, it's far on the right. You might have to scroll. You see that I have set up this glare node that I mentioned, and this is just there to give you a little bit of an extra shine to your final image. Once the surrender is finished, I can go in here and I could unplug this and just put the render layer directly into the output. And then you will see that this little glow has disappeared. I don't know if you notice it on camera here. It looks very clean. It does not have the shine anymore. Look at the lower picture. Look at how it changes. If I now plug this glare node into the composite node, It does compositing. And now, did you see the change? It changes a little bit, and of course, you can also change the size, and you could set this to one. One is the processed image only. And of course, you can also do other stuff with this compositing note. You can set it to simple star, and then it gets all kinds of little stars where it is so bright. But I really like the fog glow because it's nice and subtle. These stars are a little bit too catchy for me. Okay, so that would be the composite note and why I put it in there. It's just nice to play around with it. So try it out. Now you have this beautiful image that you rendered and you want to save it, of course. That's very important because if you now press on x, this image gets lost. It might show up in some temp folder somewhere, but to make absolutely sure that you get this image where you want it, you go to image and save as. Then you save it as something. Save image. Now it's in there, it saved as a PNG and it's saved in this nice high resolution if you rendered it like that. Then you can close it without worries. Anything else really in this render setup you don't have to worry about. All right. And that basically would be how you can use this render setup. I hope you learned something. And I hope you enjoyed it, and I'm really looking forward to your beautiful renderings. If you have any questions or problems with the rando setup, leave me a discussion post. 13. Change Ring Size: Now, if you have a ring, you will probably want to know a quick and easy way to adjust the ring size. First, it is clamR. There is no way to adjust the ring size by just punching in a number and the ring and everything will become bigger and everything will instantly still look good. This is because not every texture looks good in all sizes, and sometimes we need to readjust manually. I personally find it easiest to just manually scale the ring to size and then reposition the texture if needed. Alternatively, you could apply the texture like we do in the following lessons, and then just scale the whole ring up or down. It always depends on the particular model. The trick is at least for ring sizes to use a helper curve that will guide us. If you still need to change the ring size in general, now is a good time before any non reversible or destructive application of our modifiers. The important thing is to keep a safe file of this version so that you can quickly come back to it, whether you need another ring size or just want to use the modifier arrangement for another project. Switch off the subdivision surface mod and get yourself a ring size curve. Preferably with the jewel craft add. In our case, the curve is just there as an orientation on how much to scale the ring. The size curve should line up with the inner edge of the ring. If you look at it through the ring hole. You can also just scale the inner ring edges to change the thickness of the ring. You can use S then shift and y to not change the width of the inner ring band and only scale in x in that direction. Value between 1.8 and three millimeter usually works quite well for string design. In general, try not to make it thinner than 1.5 or even 1 millimeter as this becomes quite flimsy at some point, at least for silver There are exceptions, of course, depending on your design. But I just tried to give you a rough orientation point. And guess what? After resizing, of course, we might need to adjust the UV mapping again. But no harm in that, you will only learn from that. Here's a tip, save the scaled version with the ring size in the name to quickly find it. Something I very much recommend is to zoom out occasionally and look at the ring as if it was real life size already. This often gives a very good hint if the design makes sense or some details are too small. Even though they look pretty giant and chunky, if you. In jewelry, this is all relative because of the tiny dimensions. 14. Applying Mods & Decimate File Size: After all the hard work, I am sure your model will look very cool. And at some point, you might want to export it and send it to any kind of three D printing service or three D printer. Once we apply all the modifiers to bake in our texture, the great amount of vertices will make our model size quite big. As soon as you want to bow something else to your textured model, like a stone setting or simply want to sculpt on it, you will need to apply the modifiers. And to not make your file size super big then, we have some tricks to keep it simple, the decimate modifier. Make sure to keep a safe file before doing all of this now. To be able to quickly go back to the now if needed. Very important. Definitely keep a safe file before applying the displacement models in case something goes wrong, or you just quickly want to revert to the unapplied stage. Now, you want to apply the textures in two main cases. You want to export the ring directly for printing. You want to go to file export STL. However, you can just leave the modifiers unapplied in the safe file, and then take the box, apply modifiers in the STL export window. This is all you need to do to export the model with all the modifiers applied. Or you want to alter the resulting geometry from the displacement model in subsequent ways, like sculpting or further booling. And we want to do both potentially. Once you apply all the mods, the size of your bland file and also of the exported STL might become really huge because many more vertices will have been created. This will make further refining your object much more of a hassle. Look at the upper left corner, where I turned on the statistics overlay. This thing is already chunky. You can fix this by adding a decimate modifier. Try setting the lowest ratio that you can get away with by still keeping the overall shape intact. I found that 0.1 or 10% of the original amount of vertices still works well and my ring looks as if nothing happened. You can experiment and see if you might go even lower. Now I apply the decimate mod and voila, you are left with 10% of the vert amount, as well as a much smaller file size. This will be a key factor in further refining and working with your object. Too many verts kill the fun and blender very quickly because weaker machines can't handle those and will object profoundly, so everything slows down. We want to save data space as much as we can. Refactoring is also a key word in programming, and it makes as much sense here as it does in other computing applications. Here's an example of another file. Just notice the difference in size between the undecimated blend one backup file and the decimated version at the top, which was decimated with 0.1. Which amounts to the file being roughly 10% of the original size? 15. Refining Texture by Sculpting & Booling: After applying and decimating, we can have some fun. As announced in the last lesson, I will give you some ideas and suggestions on what you do after this. We will be using different techniques to refine the model through sculpting and bling. Once we have decimated the object vertex count, we can then further enhance and refine the object. Sometimes the displacement technique leaves artifacts, especially at the edges where blinder tries to solve the geometry and the texture might get squished. We have solved some of this in our previous lesson where we smooth the edges by using two different vertex groups. Make sure to check it out if you missed it. Also, sometimes our textures are not super high resolution and the pixels show in three D. Basically, you should always strive to have as high of a resolution for your textures as possible, as mentioned earlier. Here we now have multiple options. First, we can use sculpting, especially smoothing to take care of those areas. Just use dopo to read apologize, which means giving them just enough geometry to be sculpted properly. You can also smooth over the shapes directly by going over them with a very weak dnopo brush and then smoothing them out afterwards. For a full format introduction into sculpting, check out my class deep dive into sculpting, where we sculpt an animal head together from start to finish. Another situation where sculpting can be very helpful is for clearing up the visible seam in a non infinite pattern. You can get creative and build on the existing structure to incorporate it into the design. I will go over this in time lapse mode. It is pretty much very simple. You just have to be careful to incorporate the existing surface rhythm. Here a keen eye and a bit of creativity is very helpful. Of course, for each texture, there might be multiple different solutions you can come up with that all depends on the kind of texture that you have chosen for your model. If it is not reasonable to scalp because there are just too many small parts, or they are not very well accessible. It might be a solution to just both something on top. Mind you, this does only work if there are no flipped or inside out phases in the booling area, which can helpen through the displacement mode. Once you fix that, usually also by using dintpo and just creating new topology in those places, booling usually works. For an intro into Boling, check out my beginners class blender for absolute beginners. Let's now quickly create some neat little setting with a garnet on top for this ring. With this, you could conveniently hide an unsightly seam with a suitable and at the same time, pleasant design addition. You can create a cute little garnet easily with a jewel craft add on. You can even choose the stone type here to give it another color right from the start. Then we can just create a circle mesh, which you can use to build a simple setting by extruding and scaling. Just make sure the lower part overlaps into the ring so that it can be combined with it later. If so desired. You can and should, of course, give it a subdivision surface mod and also some extra geometry rings with control R to crease the edges in this way. Of course, you could also suggest crease edge in the end menu. But I find using additional edge rings because you have a little bit more control over the shape of your geometry. And finally, we can give the metal a simple metal material. As well as recoloring our stone in any way we like. And that's definitely looking all right to me. So I hope I could give you some ideas how to build on the initial ring that we created or whatever other object you've chosen. And I'm sure you can think of multiple additional ways how you could enhance your personal and unique design. 16. What to do with Printable File: Once you are happy with everything about our object, we can then think about three D printing it. For starters, I still recommend using a printer demand service like shape ways. I have used them again and again throughout the years, and they offer a wide variety of materials, including bronze, steel, silver and gold. Additionally to all those materials, they also offer quite a few different finishes, which is very interesting, especially when it comes to precious metals. But they also offer loads of different kinds of plastics, which are good to quickly test out any new design you're experimenting with. Shapeways also offers a lot of guidelines regarding all of their materials. If you click on tools and open in three D tools, you will get loads and loads of information about the printability of your uploaded object, including details like wall thickness, loose shells, and so on and so forth. On the left here, you have the material overview, and this will show you how your model fares in any of the technical checks save automatically. For example, one very important aspect is the wall thickness, and if you click on it, shape waves will show you a heat map of your object and where there are potential problems in your model. Here you can see some red spots, and you could potentially also click on fix the model problems. But the way this looks, I would definitely give it a go and not worry about some of those red spots. Only if the majority of your model throws any problems. But from my experience, how it looks now, that's completely fine. If you don't want to invest in precious metals right away. Of course, you can also choose some of the cheaper plastics options. And they also offer some sample kits for you to check out. So all in all, I highly recommend them. Oh, and by the way, Shape was now apparently also offers C and C machining. So that would be something to keep in mind if you're interested. With a little Googling, you will probably also find many more printer demand providers and you can compare between them, depending on your location and preference. Or, of course, you could open your exported STL in any slicer program like Cura or Prusa Slicer. When printing with filament, I would definitely recommend the lowest possible layer size because filament obviously is not capable of giving you the highest resolution that is possible with resin, for example. So if you want to go really deep or deeper into jewelry printing and maybe casting, I definitely recommend a resin printer. For test prints or quick experiments. Filament is very nice because it is very easy to handle. And so you can just load it in here and slice it once you have set all the parameters which are needed for your three D printer. You could export your G code and send it directly to your printer. Because this whole class was aimed at creating a completely three D printer ready object, you should be ready to send it to any of the aforementioned services or machines. Next lesson. Do we have any more lessons? No more lessons. Hell Lua. Okay. Sound of. 17. Suggestions at the Finish Line: Hello there. I hope you're happy with what you created. Awesome that you made it to the finish. Here are some things to make your class experience even more enjoyable. Share your project picture with us in the project gallery. I will give you feedback and you can get likes and give other slides as well. Did I mention Skillshare badges yet? So that's definitely nice to do after all the hard work. You can leave me a review. This is a perfect way to help both of us. You can share what you think about the class in a constructive way and help me make better classes in the future. It will also help spread the word of the class. So if you liked it or even dislike something, why not share it. Another thing you can do post your beautiful artwork on Instagram and tag me at Palo Design. Also, of course, check out my other classes, all my free content on YouTube. There's loads of cool projects waiting for you. Finally, but not at, book a one on one with me if you want to really dive into three D and jewelry design. All links are in the class description. For now, let me wish you a wonderful day. Thanks for taking the class and most importantly, keep doing RC stuff. See you around.