Transcripts
1. Camera Modeling in Blender 3D intro: Alright, what's going on, guys? It's true if you're
here and this video for this scale
Skillshare course, we're gonna be
looking at modeling a 3D camera in Blender 3D. Twisted up the words there.
Anyways, not the point. So we're gonna be looking at decent topology on
modeling a camera. And it's gonna be
looking at materials like the lens or kinda constructing a decent base for the materials
around the camera. You're looking at modeling
smaller items that can really pull out the
little bolts or whatnot, even the camera
lens, we can look at different techniques
to really create that. Now, it's a pretty straightforward
camera modeling course when you just blocking
out the shape, getting the materials in
cranial like a strap towards the end that allows you
to hold the camera. It's a pretty older
camera that I've found off of Unsplash. But again, pretty
simple, straightforward. Again, look at, at subdivisions and edge loops and
all that kinda stuff. So yeah, that's really
what to expect in this course is pretty lengthy. But with that said, let's
go ahead and get started.
2. Starting off the camera: We're gonna get into
modeling this object here. It's going to be a
quick run-through. We're going to really just focus on building out the
blocks and building out the shapes in order for us
to get this type of object. And then we can easily transfer those techniques onto
building our main object, which is the scooter, right? So we're just going to block
out some of these shapes. Get in there, really fell out. How do you make these
different areas, right? You want to look at
how the shape is, what kind of shape is it, right? And there's built on
top of it, right? Sometimes you don't even need to increase the polygon count. Meaning that whenever you
increasing polygon count, that means we're
adding more vertices, we're adding more edge loops. We're adding a lot more items to the mesh tool where
you can get the detail. So we just had a simple box, but if you add more vertices, you're able to see progression and see like how much more you can add onto the object
to get more detail, right? So let's just get at it. So first off, I'm
gonna get rid of it. Really. What I like about this
object, it's symmetrical. So that being said, I want to split right between
the middle with Control E. To add an edge loop, I'm going to select
this entire left side. To do that. It's Alt, right-click, and then
click on the edge. Do the same thing on that side. You can just, you have
to click on the edge in order to get the entire edge, the entire loop
decide or whatnot. So I'm just gonna
select that side. I'm going to hit face. Or a better way to do it is hit one side and hit X and
then hit the vertices. The vertices, I'll
do the same thing. So with that being
said, now, here's, here's, here's how a modifier
will come into play. We're going to add
modifier mirror. So everything you do
to the side effects, the other side.
Alright, really cool. So you don't really have to worry about that little
guy right there. So you just move that
out the way just for now because we're editing
in the UV editor. So let's just start blocking out some
shapes are getting the shape in its form. So I'm gonna select
the entire thing and I'm going to move
it above the pivot. That pivot allows us
to rotate around. It's just like rotating
your Earth-like pivoting on your phone
and play basketball. You're rotating
around that pivot, that's the pivot point. So I'm going to
select our object, probably scale it up a bit more. I'm going to study it a bit. So I see that there's some
curves in here, right? Probably on both sides. I'm not really sure. I can't really see the
other side, right? So I'm going to add a
curves into our mesh. First off, I'm going
to select this guy. Before I do add these curves, I'm going to select
this guy and I'm going to extrude it and
just leave it there. And I'm going to
probably extrude again. And then I'm just
going to increase it, scale it up a bit. And then I'm going to scale
it on the y-axis as well, just so we can get that bit of depth that goes into there. So I'm going to
select the edges. I'm going to select our
first edge, that edge, maybe that edge to this edge. Let's see. All right, so I select all these edges. Now we're gonna add, we're gonna press W and we're
gonna go to beveled edges. Bevel allows us
to kind of weird. You got it. Here we go. You got to scale it out a bit. So pebble allows us to
add more edges and I'm pushing the other ones apart
or conference explained, but you can push it further out to create
another shape, right? So notice how it's that simple, just creating this extra shape because I just wondered
this curve, right? Notice how it looks like this. That's because when
we extrude it out, we just created like
this flat shape. So in order to get
some order to get that metal part on the outside, just going
to extrude it out. You don't have to move it.
You can if you want to, but I'm not going to do that. I'm just gonna leave
it leave it there. So I'm going to extrude, bring it over and tad bit. We've got our shape
of the entire camera. And notice how the metal
area has a curve as well. So you want to do that as well. Select you could also go into wireframe mode
and select it. Slipped areas that you can
see without rotating around, orbiting around the object. I'm just gonna go
right back into solid. You can also do that
from up here to here. So I am going to add another
bubble, bubble these edges. Let me see if I could
probably even going further. So I'll go. When that I'm going to so notice how like I wanted
to go further yet, it went pass this guy. So these little edges on
the side right there. So there's other ways
of combating that. There's multiple ways of
commenting that sorry. I'm going to select the Face Selection Sort on
the other side. Yeah. Okay. So there's various ways of combating
this little issue right here. I don't want to really worry too much about the bottling,
care too much about it. So you can delete this or
it's probably two or three. I'm going to extrude
it a couple times. So let's erase the mesh. Someone go, go back
and don't delete that. A better way to solve
this would be Dhamma. Select all of this. Remember, in order to select
the entire looped area, you hold Alt and in the
edge, click on the edge. I'm just gonna select
that and we're going to just expand it, a tab it beyond that. Right? Now, if you really
wanted to go in there, just go into
wire-frame, select it. Select that in order
to not delete this. You can also just select
those guys, those vertices, and then you can scale it back in or
you can bring it down. Otherwise, messing with that. Because that's just
an area that we really don't have to
worry about too much. So I want to increase
this a bit more. Then I'm going to add a
bevel on along the edge. So I'm gonna select, select all solar edge select
mode them all to select Alt, right-click on the edge, and then W add a bevel. You're going to bevel
the entire thing. So we can get that edge. You said I'm saying select this, not the edge but the
curved surface right here. How it's all around
it and everything. But don't worry, because
this is considered low poly. This is something like
this would be high poly. You'll, you'll, you'll
know those terms, you'll hear those terms
in the modeling world. I'm going to do the same
thing for this side two doesn't have to be accurate. Read this iterating,
we're just design here. We're not showing this to
a real client or nothing. Let me increase this
auto tab and more, and that looks nice. Bring that back in. Okay,
cool. So now we have that. Let's see. Okay, So I want to add this little
area right here. Let's see. I'm going to add some edge loops by
compressing Control R. I'm going to add an edge loops to round it out
right here and we'll bring it all the way towards
the edge to the end. Really add another edge loop, maybe to stretch
21, I'll do one. I'm going to click it and drag
it somewhere right there. Okay, that looks about I'm going to just
add another loop, more of a half a
loop, but I'ma go to where the bottom of this
metal plate starts. I'm probably shift this over a bit by
right-clicking that. There we go. Okay. So we could just go as
much as selecting this. However, what I would want to do is add another edge loop. Bring it down. There we go. I'm going to add another loop. That looks about, right? It looks boring.
Cool. All right, so I'm going to add, maybe I should bring this over a bit. Let's bring that over tablet because I
don't like the side. It looks too small and it
talks about a lot better. So with that being said, I am going to make this
a lot more easier. So I'm going to extrude
this guy maybe inward. For now. Maybe inward, I'll explain it. Well. Okay, No. Because, you know, you
look at this object, you see on the
surface right here, the material and then it comes out above
the curved areas. So that would give us a little bit more
problems to work with. So I'm just going
to extrude outward. I'm gonna select this guy. I'm going to select actually
I'm going to select the edge at the bottom. Just like that edge, I'm
hit W bevel the edge, which will give us our curve. Then I'm going to
select the top of Our newly added pleat. And I'm going to extrude to where it comes
slightly above. Alright, nonetheless, at another bubble on
these edges right here, w bevel edges double. Alright, so there we go. Now we have our plate
going on there. Like I said, don't worry
about how it's all hard surface helix,
like really blocky. Don't worry about
them. Soon as you add a subdivision surface as a modifier, everything's
going to change. So that'd being said, I'm gonna go to the top. Let's see, select
all these guys. I'm going to say
extruded or duplicate. So you can either duplicate
it or even extrude. In this case, it
really doesn't matter. So I'm going to extrude
it a tad bit and then extruded further
out until it looks like that part comes
slightly above. Looks, looks, looks not too bad. That's not there.
Alright, so now we got to look at how are we
going to create this little area up here. Let's see. So I'm going to probably
add some edge loops. A prayer suspicious
there. Okay, cool. Then notice how that's all
in the exact same edge. So all we gotta do is worry
about extruding it forward. Right? Then of course, we can edit the let's
do that number. Let's go ahead and
select. There we go. So now we're only
selecting just this edge. Alright, cool. And then I'm just going
to drag it up about it. It's now we kinda have that and then we're going
to finish it off with adding a beveled
edge under here. Let's go into wire-frame. You want to see the user hits, hit W beveled edge. Let's go back to Solid View. Let's us do that one more time. But in solid view, you
can really just do that. That's about it. There we go. So now we have the top part. Let's integrate here. Let's finish the,
the other part. And we'll also get
into the materials. We'll we'll finish the
top and then we'll add some of these
bolts, the lenses. And then we'll get
into the materials. Now we're not going
to go all the way until materials like
the textures and all that part is going to add
something similar to this. You see how shiny the metal is. We're going to add some
little dimmer areas here, more colors that represent
this kind of material. We're not really going
into the texture, but the material itself. So like the shininess
of the metal, the dim, the reflection of the top part, things like that,
even the camera bit. So let's go with this, do that in the next video.
3. Continue to shape out the cam: Alright, so we're continuing the process of the camera soup. As we continue in this video, we're going to really
just continue and finish off the top at
some of these bolts, add the lenses, and then we're gonna get
into the materials. So let's begin. So that being said, I'm gonna go to the top. I'm going to add this little
beveled shape on top. There's little
curvy shape on top. It's kinda hard to see, but It's not too bad. Let's see. Let's just try it out. See what we can come up with. In order to get the shape is
various ways of doing that. We can add a new object
on top or we can extrude and just go from there. Or yeah, just really just
adding a new object on top. I prefer extruding
just so that we can stay with the same
object up top. And then you'd only
have to worry about materials and all that
just to make it easier. With that being said,
I like to well, initially I could
probably add a bevel. It's kinda bothering me. So I want to I want
to add a bevel around this around the edges here. Just so that by the time we
extrude or add a modifier, it will work on this one too. So select the edge, press W and Bevel the edge. So we have a little
inconsistency into the measure of
Dallas. That's all good. This is because of
the the, the bubble. So we can actually
move that down. Just make that
aligned with that. Let's take this surface. I take the whole thing. Sometimes you got
to think about what you wanna do, right? So in this case, I want to bubble
the bottom as well. So I'm going to select just the outermost
area right there. Let's go back to Solid
View and select that. And I'm going to select Walker. So I didn't actually
do the back. So I'm just going
to bevel this area. W level. What so what did that just do? Okay, That's fine. Alright, so you could
just do it like a tab, but that's not really
looking for too much. Let's select the top again. Select the edge, and then we're going to
bevel the entire top. It doesn't have to be that much. Then let's select
the top portion. And let's extrude. And then we can
just click there. Just click so that you don't mess around with extra,
just stays there. We're going to scale
it down a bit. And this is one of
the ways that I mean by instead of adding
a new object, we could actually
just, let's see, I can actually
select the vertices, go into wire-frame and
de-select the back. We're going to go. So de-select the back. And then now we're only
looking at that so we can just drag that back. So that all I want
to do is affect this initial area and then
select the rest of it. Okay? So I just wanted to
bring in on the y axis. And I don't want to scale it on the same by pressing S and just scale because it's going to get rid of the, the back area. I just want that to be
reflected on the other side, so I want to keep it like that. I'm only going to scale on
the y-axis, I'm saying. So all we're looking at is just this and then we're
just going to extrude. And I'll tell you guys in a minute about when
you're doing this option, this operation, when
you're marrying across, you also want to keep on Merge and clipping, really
clipping, Clipping. You want to keep that
on so that anything in the middle doesn't get made. That's just going to make
a hollow, hollow inside. So anthrax shoot in that guy
up a little bit too much, bring them back down. You need to relax. So we're going to bring
that up a tad bit. It looks like the top
part comes in bits. So I'm going to bring, you can also add like
a edge loop there, but I don't really
care about that. I mean, it wouldn't
really don't need to. So I'm just going to bring
that in just a tad bit. Then we can just finish that the entire top with
a, another bill. Cool. Because now we, we kinda
got what that looks like. It looks pretty cool. Alright. Okay, so now let's
focus on these bolts. Simplest way possible greeting. You really don't have
to model an entire An entire nail. You really don't.
So in this case, we're really not
going to matter. We're not going to go into
too much detail about the inside of it, right? We're just going to
really just, excuse me. So really this is just
going to focus on the sphere itself, right? So if you look at this
bolt nail, it's the same, like at least the part where
you put the screwdriver in, the indenture part, that's
basically a sphere, maybe a half sphere. So the fastest way
of doing that, Let's, let's, let's hide
this collection, right? Let's hide that.
Let's go Edit Mesh. Let's add a UV sphere. Literally just go
to the UV sphere. You can notice how if
you select one side, it's not going to
select the other. So we don't want that. Let's turn off or
turn on toggle x-ray. Now, I can select whatever and it's going
to select the other side. Because of your x-ray
to the other side, you're seeing everything else. So I selected that. I'm going to, I want it to only, I want only everything
above the axis, the green, the green y-axis. So in that case, I didn't select this portion for a
reason because I'm in, I'm actually in edge mode. So I'm just going to hit X
and it's like the vertices. So it's going to look at
everything. We're going to have to worry about the
inside because it's just going to
be hollow as it is. Now, if you really want to go ahead and make these
integer that is up to you. However, I just know that
this is a sphere shape, so that's all I need. I'm going to push it into. So I'm going to select the
vertices, will select the top. I'm going to Control S always
same guys, always save. It is important that you save. Always do that. I'm going to select the top. I'm just going to go to Object. Anyway, so select everything
and then goto face, and then go to shade smooth, just so we can see that
as a smooth sphere. So I'm going to select
the top vertices and vertex select mode. And the cool part, you can either press
O on the keyboard, o as an octopus O, and you will activate the
proportional editing tool. When you do that, you're able to edit whatever it was within
the radius of your selection. That being said, you can
increase or decrease the radius of the selection
by pressing or by scrolling, your mouse will open down. So I'm going to move it on the z-axis. I'm going
to bring it down a bit. We're going to probably get like a good portion of the sphere. That's about it.
That's all I need. Now we've got our bolt.
If you wanted to, you can also go in and
rename it whatever you want. That's honestly up to you. See how these names sphere. You can go ahead and name it
that whatever you wanted to, whenever you want to make it,
I'm going to name it bolt. So I'm going to drag
this out a bit. I'm going to bring
back that collection. And then something new. Which is if you
select somewhere, you can actually
move objects there. So that's how this cursor, you're able to move it around
wherever you want it to be. Right? So that means that
you can select, it looks like the bolt is
within the metal plate, but above this little area
here, the cadet lens. So maybe I can put
it right there. So I'm going to press Shift S. Or you could do
Object Selection. Where is it set? You can say, I
forgot where it is. Basically it's a
move, the object, you just have to press
Shift S, That's it. So Shift S, you can selection to the cursor
and that's what I want. Press R on the
x-axis and rotate. Scale it down a bit. It looks like there'll be a lot easier if we add materials. So then you can see it, but in this case, it really
doesn't matter. I could probably add
just like a basic quick of a material
takeoff, use nodes. And then I'm just going to skip like something like
that just so we can differentiate
between the bolt. Cool. Took all these nodes. Cool. So you know what, it is really hard to see. So nutcase, Let's
show you guys how to add a material within hat, add multiple materials
within the same object. So all you have to do
is go into the object. I'm going to select
its entire face. I don't really have to worry
about the edge because we were not we don't
really have to do that. However, if you wanted to just go and select that,
it's like that, like that. By Shift, Shift Alt and right-click on the edge
itself to select the edge. And then we're going to go in the materials and
then hit the plus, add a new material. Then when you're on material
to hit Assign, right? So now you have
two materials and one material is for the base, the other material
is for the metal. Okay. We go. So now it's a lot
easier to see what the heck. Alright, So he was
just going to, we're just going to really
just place this arena will add only two for now. Add to bring the other
one down further. How much is it? Let's see. Bring that back. Here we go. Cool, cool, cool. Alright, so make sure to save, save your work because
anything can happen. Computer could get struck by lightning bolt and just shut off and then you
didn't save your work. But trust me, it's
happened a lot of times. So in order for us to get this across without
having to duplicate it, I'm going to do is notice how this object
has that mirror modifier. So I'm gonna do the same thing
for this, the bolt, right? However, the easiest
way of doing that, and probably the longer way. But it's going to teach
you guys something without having a duplicate. I'm going to set the
origin of these guys to by pressing Shift C.
I'm going to Shift C, the origin back to
its origin or the, the, the cursor
back to its origin. And I'm going to
select these bolts. And I'm gonna go to Object, set origin to 3D cursor. That's the cursor.
Now the origin, which in other
words is the pivot. Now, I want a mirror modifier on these bolts in order for me not to go in
because I'm lazy right now. I don't want to go in and, and look for the
mirror modifier. And I can change some
settings, right? Imagine if your mirror modifier had a bunch of these
settings at it. I want the exact same settings. So that being said, all you have to do
is click the bolt. Actually click, Okay, this
is not forgotten already. So click the bolt, Shift-click the
item, hit Control L. And then now you're
going to make links. This is basically linking or that same modifier. Okay, cool. So yeah, it is, yes,
like the bolt shift, select the camera,
the main object, and then just Control L to
link over that same modifier. I'm doing exact same
thing for this guy. Or you can just honestly, you could just
duplicate these two. There we go. They have the same modifier,
so you're just duplicated, duplicating it over. That's it. Alright. So we're going to end here. In the next video,
we're going to look at adding the lenses, and then we're gonna
get into adding some more materials
on everything.
4. Starting the bulbs : Our lens to the camera. So I'm going to do is add a
mesh cylinder, bring it out. I'm going to scale
it down a bit. I'm going to rotate it on
the x-axis, but 90 degrees. And once you select
the red square here, just bring it back
up or bring it up. Scale it down a bit as I go from the front view
by pressing one. Then I'm going to
bring it up a bit. Actually, scale it down a bit, and there we go. Cool. And then I'm going to select it into face select mode
and then bring it back. Alright. So I've kinda have like
this lens effect here. I don't know if it
pushes in or out, so I'm going to add a little. So I'm gonna go Shift
S cursor to select it. I'm going to add a
sphere, UV sphere. What I did last time, I'm going to select our
sphere, cut it in half. Cut that sphere in half. I want to show the x-ray view. Cut it in half. Go back to object mode, was turned off the rotated
on its side like that. Then let it fit. This guy. I'm just gonna go to
select that face. Shade Smooth so we could
see a little bit better. I like, I like it Now let's move on to watch you guys,
but I like it smooth. Alright, and then we're going to activate
proportional editing. Select the vertices
that I want to edit. And then everything
around its radius will be, We'll move with it. So I am going to
select this and you also have different options will proportional editing you don't
have, you don't have this, this smooth mountain
when you have, like, all of these guys, can use sharp inverse-square constant roots here,
whatever you want. I like to use the regular. It's really sell them
when I use the others, but I don't me just use this. So I'm pushing everything back. Thanks. Bye. All right.
There we go. Cool. Now we have our lens. Let's show our collection again
how it looks pretty good. Let's add our bottom lens too. I'll select the sphere, duplicate it, drag it down. They look about the same size, so I'm not going to
worry about that. Now here comes the fun part. We're going to actually add some a bunch of extrusions
in and out, in and out. So I'm going to drag this out. Oops, turn off proportional
editing repressing. Oh, drag it out a bit. Extrude and click, Scale it. If I'm seeing it correctly. Let's extrude again. Click and then scale it back in. Same thing. Spring that, well, spring back. Let's bring out a
bit. Here we go. Push that in. And then there's another
indenture is going to keep extruding till we can build
out the shape of this camera. And so you can get fancy
by dragging the sphere. Actually cursor to select it. Shift S Again,
selection tool cursor, and then just scale it down. Like I said, completely option. You can be fancy as you want. If you want to add that
lens in there. Cool. So we have our stuff, we have our lens. Let's add a bevel on both of these sides
just to make it a little more smooth when
we added the subdivision. So bevel, double bevel edges. You got to really watch out for the bill because it's gonna go crazy on you. There we go. Now we have our lens. Lenses. Alright, so to finish this off, I'm just going to really
add some materials. And what we're gonna do is to make this look a
little bit better and to really showcase how the material is going
to reflect our rendering. And this time we were not
going to render, but however, we're going to simulate
how it will look. I'm gonna go to our
material viewport. I'm going to start selecting stuff and then adding
material on it. So we already have our base. And notice how when you have those separate materials
within the same object, you can select each and
every one of those, right? So if I select the metal, I just want to select the metal because I want to edit that. Alright, select, that's it. Then I can press Shift H to just hide everything else
but the selected. And now I'm working on is the selected material or
just the selected item. Now press Alt, Alt H to
bring everything back. Now if I just wanted
to select the base, that's it. Plain and simple. Let's go ahead and
add the metal. You know what? I didn't see. I saved but I didn't
refer to back. So I'm like I deleted
them the mirror modifier. So I'm going to bring
that mirror modifier box. I'm going to delete the
half, half of that. Now, the mere technique is done differently
in other programs and blender you just use, it's done as a modifier. But mirroring technique
is very good to model another symmetrical side. It makes a lot easier. And then you can
just turn on and we know what it means by clipping. Notice how you're able
to pull it apart. If you turn a clipping
for some objects, it works better for our object. Not really. I mean, maybe because
now it's together. But if you turn off clipping,
just going to come apart, you could turn on
clipping so we can get pushed out for
if you wanted to. Make sure to save your work. So let's see. I'm going to select
and I mirrored is just to make it
easier for everyone. So I'm going to select, Let's see, the edge loops here. So even if face-like
mode just Alt, right-click the edge,
like that side. And that's, we can
also do this too. It looks good, cool. So all you have to do
is add material new. You just say like okay, Oh no. He just felt like material. Material cool. So since we're in
the, since we're in the rendering, we're
not in the running. And actually, you
can turn on metal, use, use nodes, using those. And I don't know why
I named that material actually mean that metal side, maybe metal. Metal. Metal. And I think it
took that as saying like, Hey, this is the same material. So I'm going to assign this guy. I'm going to change the color to maybe a little bit darker. Select the base, the base color. You can also copy the
same color as an image. So I'm going to select
this eyedropper, just bring it on top of that. So notice how it's because
of the photo itself, it's going to give
you that color, so that's completely fine. I'm just going to tone it down a bit. Just drop that color. And then notice how it
was black so I can use the exact same color. Oh, you know what, the outside is bitewing anything about it. But the, um, the
lens is black so I can just apply that
on the lens as well. So all you have to do
is select the lens. And then select
Base, Base, cool. Select this given any
material, name it, reflection. Select the outside. We can get really fancy
and just like going in, it's extruded into you
like towards like inside. You can do all that. Once inside, you can apply the base color
and assign the base color. Simple. Alright, in order for, oh, I've got the, the, the bolts. Want to use nodes for the bolts. I'm going to give it
some more color or more, a more lighter color. Alright, so now, now that we're messing with the material, we can actually take the
specular and tone that down. You're going to
turn up the metal. But for the speculum because
that material on top here, it's actually a
little bit specular. So I'm going to turn
up the roughness. Notice how you take out the run this, it gives you a reflection. Turn up the roughness gives
you a harder material. Up top is a lot more reflective. So that means we need to
select everything up top. What's how I selected
the metal plate upfront? Just press Shift. And L actually there it
says they're attached. That would not work. I'm going to select
I'm going to go to the material and select the
metal and select de-select. Now only thing we're selecting
is everything up top. When you press Shift L, That's selecting every object that's its own object
within edit mode. So far, so real
quick, if I select, if I press L, It's
going to select everything, because
everything is selected. However, if this was attached, our press L on the top part,
it will only select that. Hope you have any questions, just reach back out. Ask me the question now. I'll reach back out
as soon as I can. So I want to give this the
same color as the base. Like base. There we go. So yeah, press new material. Now it has everything
with the base, but this time it's shiny. So I hit that little new
material button right there. So shiny. Already, not in material or not. So a sine wave, I think. That's good, That's good.
Okay, So, okay, cool. So now all I want to do
is give it reflection. So I'm going to turn to tone
down the, the roughness. Now we have more flexion
versus the bottom half, doesn't have much reflection. You can tone down
a specularity and then increase the roughness. Cool. Okay. As for the side, the metal side, we can play
around with that a bit. Give it some specularity. Specularity mean
like reflection, reflect the material whose
reflect the material. We can say Here's metallic. You'd also increase
the metallic. I like cool, but
not by that much. Maybe a little bit of the specularity
increase the roughness, play around with the
reference function. Maybe brought right
around there. That looks good. So I'm just going to let you know
what Just last but not least, we're going to add
the reflection. So I'm going to
give this a color. You can add like a dark color. And then you can
increase the metallic little bit, add
some specularity. You can, you can
also play around with these other options too. They do really good stuff. You'd have to play
around with that. I'm going to tone
down the river front. Roughness can even say it. So then you can increase the
specularity because we're given that feel of
a, of a reflection. Alright, here we go. Do the exact same thing
for this material. So look for reflection of that. We have, we have our camera. The base color. Let's see, you can play
around with this guy. Let's see, we're
worried about it. Cool. In the next video, I'm actually going to take this and we're going to add
a subdivision surface. And we're also going
to ask some edge loops so that we can actually bring in the smoothness of the camera. We're going to really define how we can smooth out some of these corners right
through here. Note how the material
just curves over. Notice how the metal curves. And then we're going
to actually do a strap to actually be really cool too. So we're going to
learn how to use the curves and splines to be able to create
this type of shape. And then we'll just wrap around, like I said, we I mean, from earlier we can't really see the back of
the camera, right? So we're just going to have
to do something similar, but we're going to
do it in our own. We're going to envision a strap
that wraps around, right? And so really, these techniques
are just really going to help you apply it to different other models
that you want to create. And then eventually you can
create different products. Or animations are just models in general or for fun, right? So let's turn it
to the next video.
5. Editing the sides: In this video, we're gonna be
talking about how to align the surface of some of these areas to make it look like our camera picture, right? So if you're getting into
the modeling fields, sometimes you'll hear the
term organic surface, hard surface. It just means that the
type of surface modeling and you're gonna be doing or the type of character that
you're working on, whatever it is can be for
vehicles, hard surface, right? What this camera, it's more
of a mixture because you have some curved
areas and you have some hard surface areas. That being said, we're going
to jump right into it and start with the
metal side. Right. Now as we're doing
this, we're gonna be adding a subdivision surface. Let's talk about that record. Subdivision surface
allows the message to be smooth, right? It basically brings
all the faces in all the different phases
and it's smooth it out, it makes it smaller
and smooths it out. And essentially it gives
it a smoother look. And you can create more complex smooth objects by doing this. It also allows the quality
of the object to improve, but at the cost of
RAM and video memory. So that's why it's important to, if you do have, you want to make sure that these viewport is like on one or two and the render
is at its highest possible or wherever
you want it to be at. So whatever that represents, whatever the viewport represents is going to represent
the render. The render is at to. The viewport is
currently at two. If you put it at one, I mean, it's gonna be perfectly
fine to work with. However, in the render, it's gonna be rendered at
its highest possibility because it's going to render the background and you
really don't have to worry about doing it real time. It's going to render. So if you have any
questions, just let me know. But with that being said, we can actually hide the
subdivision surface. I'm actually going to
go into edit mode and then start adding
some edge loops so that we could actually
build out the curved areas. Here. I'll show you in a second
how that will look. So let's control control
loops or Control R. And start building
out these edge loops and those how I'm dragging up an edge loop not even as close
because the closer it is, the more of that curve
is going to get away. So edge loop at the top
control our heart right there. And those, notice
how we're still working with our mirror. If you don't have that,
makes sure to cut your model 1.5 and
then add a mirror. Okay, so I'm going to
add another edge loop. I'll show you what this, what
this would look like in a second at another edge loop. And remember like when you get, whenever you add
these edge loops, it's going to start in the
middle of your, your shapes. You just click once and
just drag it on down. That's literally a
continued create these edge loops around our figure
or around our camera. There we go. So now if I add, if I look at our
subdivision surface and bring it back on,
show it in the viewport. You notice how we have
these, these curves. Now we still have the mesh. It's still blocky like this, showing our faces.
Let's get rid of that. Let's go into the object. Let's go into edit mode,
select everything, go over to the top and let's
go to face, Shade Smooth. You notice how everything
is smooth out. So let's look at, let's look
at our metal surface here. I'm going to go in and really
define these edges here. So I'm going to control are going to define it
at the top here. Push up, close, pushed
out what close to, right. So it kinda define
the top of it. I'm going to find the inside. Let's see. Probably go under two. It's a perfect loop. So that's why we get these
results with the edge loops. And notice how we
have are really good looking curve here. Not too bad. Now if you want to
really define that, make it look a lot better, increase the viewport or increase the subdivision
surface in the viewport. And when you render
it's gonna be two. So let's look at it. Let's see
what it looks like in two. Let's cool, right? So I'm going to bring
that back down to one. And let's, let's bring this
out as comments. Weird. So I'm going to extrude it. Actually going to take this
out of cellular service. I'm extrude that. Then I'm going to select. Here we're going to select
the entire edge loop. The entire edge
loop by pressing. Let's do it again. So I'm
going to click this face. I'm going to press Shift Alt. And once you right-click on
the edge at the top up there, and it's going to
select the entire loop. I'm gonna go over
to the material. I'm going to assign the base material the
same color as this, just because we look at
our camera, it's black. And that's really all I need. Not the black space shiny
but base. Sign them. Then when you go back
into the modifier, that's how the entire
shape is blackman. Not too worried
about that inside. I'm really not really too. Don't really care
too much about that. So normally write about it. You could go in here
and select the face. I'm going to modify them
on Monday that real quick. So let's select the inside. It's kinda hard to see. So let's get rid of that. Yes, let's select that inside. Slip both of these guys. And I want it to,
I want to size, I'm going to scale this
down in the middle. So let's keep it at
our median point. There's a scale that down a bit. Oops, scale it down to tablet. Here we go. Cool. Let's bring him
back on modifier. Nice. Now you notice how this
looks kind of weird, right? It's kinda not really
proportionate. The top looks a bit more
beefy at the side looks a little little weak.
It's just easy. Let's just select the areas
that we want to push out. Select all these guys. Oops, there we go. Now, you could do
the backside too, but this is really
the same thing. Another way of doing
it, you can also, if you have like a completely symmetrical
model, front to back, side to side, you can
literally just cut this in half right through here
and just mirror it across. And you'll be able
to do this side too. But for our camera monogamy that I'm just gonna
push us out of it. Notice how we have
a bit more beefier. Nice. Make sure to save it. Always File Save or just
hit Command S or Control S. It's going to help
everything he are. I'm liking the top. We can go in and really kinda
define it. Why don't we? It's a really focused on the specific object
that you're looking at. If we only see what
we want to see. So I'm going to
select everything. I'm going to make
sure we can x-ray or view almost select by pressing, by selecting only
specific parts. And you can press
B on the keyboard, B as in boy, and then
highlight things. Another way of transforming
that is you go up here to this little outline
box and select. You got to hold it.
And you could do like a Lasso Select that
also helps suppress be. Actually, no, that's not it. You press control and left-click to select
what you want to select. This case. We could
actually leave it at that. So if you press Control left-click,
you can select things. Be also does that as well. I'm going to select
everything that I don't want to
see in this mesh. All I want to see is the top. I'm going to turn off x-ray. X-ray and press Shift H. Oops. I am going to press Alt H star. Alright, just press
H, that's it. So Shift H only selects
what you want to see. Pressing H hides the
objects selected. Alright, so but if
you go back into object mode, you see everything. Edit mode. You only see what is within, only shown in edit mode. So I'm going to press control. Are probably define
the talk real quick. So I'm going to bring
that back. You can do the same to this side too. So the reason why
we can't really define it to how he like is because some of these
vertices and edges are somewhat not combined. So that's why you don't
see like a complete edge loop through here, right? There's kind of more like
a quicker way of modeling. Some more fine for like film. But for games you want to have
a more complete topology. So you've got to be careful
with that. And there's various ways to fix that. One way of doing that is
going to show you real quick. Let's go to vertex select mode. I'm going to press
Select that vertices. I'm pressing K on the keyboard. I'm going to draw, we're
going to draw crap. I'm going to draw out a vertices
from top to bottom here. You notice how it's going
to create a few of them. You just hit Enter. So we just create
a some vertices and do the same
thing with this one. Hit enter, right? So that kind of fixed that side. But there's still, can be a
lot more improvements to it. But we kinda got our shape
out, which I'm liking. All right guys, so that
should conclude this video. In the next video we're
gonna talk about the strap, and we're going to wrap
that around to the back. We're going to add
some bolts real quick to push in the straps
that keep them in place. And we're going to simulate
a real looking shrimp that'll wrap around the back. So tune into the next
video, guys, Awesome.
6. Shaping the strap: This video, we are going to
be looking at the strap. Very simple and easy to do. And you can get really
advanced with it. So I like to do,
and you can also do this same technique
in other programs. It's all about understanding
how the curves work. Like I said before,
you really have to understand the interface, the interface of
the program itself, and you can apply everything. That's it. So we're going to add shift a or just
go up here to add, going to be looking
at the curves. I'm going to normally I
like to work with the path. Blender has a bunch
of different types of curves that you can work with. I like
to work with path. That's my personal
preference just because it starts off as a straight line. Bezier curve works well too. But for me, we're gonna
start off with path. Let's drag it out. Let's go over to the
curves settings. So what we're looking at
here is different settings that will allow the curve to work in different areas, right? So basically, anything
that you do to the curve itself will show in the
Render if you want it to, but by default it will show. So I'm gonna go
open up geometry. I'm going to extrude. Let's say you can even
rotate it by 90 degrees. I'm going to give it a bit. But right there, a
little bit beefier. You can mess with the depth. The depth gives it this
hollow or not when a hollow, but like it gives
it that 3D field instead of a flat
surface object. But let's see why just want
to work with actually, yeah, let's let's
bring it out a bit. Tap it. Because notice how the
strap is a curved. You see this curve on the strap. So let's simulate that. It's kinda hard to see. So
I'm going to add a material. Going to add, let's keep
it the same material as, as the it's called the base. A little bit easier. Tablet. Curves can also be
animated as well. So when you want to edit mode, notice how you have these dots. You can move and edit the curve. They could also be
animated. So let's see if I want to give this a little
bit more shiny saw might want to change this. The base shiny area
looks a lot more better. So let's go back to
the curves settings. I feel like it looks good. Okay. Let's move on. So in order for us to get the
strap feel where it wraps, it stays here and it
wraps around the back. Not really going to
worry about how it's curved in the front
right there around. I'm not too worried about
that because we can we can, we can edit that and make
that shape on our own. I'm worried about
is creating this this realistic feel of it being locked into place and then wrapping
around the back. That's what I'm
working on. So let's make sure our
object is centered. Select somewhere on our
mesh that we want to place it right around there, somewhere in the center. Let's I'm gonna go back
and unhide all this. I'm going to, I'm going to go into edit
mode on our camera. Press Alt H. Let's show everything. I'm going to select. Select the face, these
two faces so that we can our cursor to be
in-between those two phases. So selection to cursor,
cursor to select it. So it's still selected. Tab it better. That's not what I
wanted or whatever. It's centered and it's
almost where it went. But lets you select our curves. Shift S, selection tool, cursor. Start moving it
around so that we can actually build out our shape. Here we go. Probably scale it
down a tab it back. So now we're wearing, working with a curve. You can move it. You can also extrude the curve to what that means is
it's kind of hard to see. Let me see if we go
a little bit better. Let's change the
viewport to that. And then we could also
make it even easier. Let's randomize,
randomize the colors as well in our viewport. Let's bring this back because all forums on his
innocence the curve. So I want to extrude, I'm going to use Shift
S selection to cursor. Just fits right there, right? If it goes a little bit
stilted way, but it's fine. That being said, I'm
going to extrude it one more, one more time, one more GIN, one Morgan. And then I'm gonna select these to move that out a bit cool. Now I'm going to select this entire all of these points,
going to move it out a bit. You can also rotate it. Actually, no, you only want
to rotate it in edit mode is if you almost
forgot about that, you have to actually drag
these pieces to the back. So it's gonna select this guy, I want to
have extra digits yet, Let's select the last piece, Shift S, selection to cursor. Notice how it's going
to wrap back there. So you kinda have to
play around with, I'm going to move
this guy to the back. Start moving pieces
wherever you want it. So you can simulate the strap. And then I'm going to show you a different way to actually rotate this area so that I
can look just like that. So here's, here's
one of those ways. But I don't really
have that curve. Because I wanted to
look just like this. Cool. That doesn't look too bad. You can also do
proportional editing. So select that occur at
a point on the curve, press O, as in octopus. Notice how you have
the proportional editing circle and
just start editing. Edit each curve with a nice, alright, so I'm gonna turn
off proportional editing. I like how this looks so far, like how that looks. So what I'm gonna do
is in order for us to actually edit the
actual mesh itself, you want to press control C. No, they actually changed it. So I'm wrong. So in order to actually convert, so what we wanna do
is basically convert this curved mesh into an actual match because
right now it's, it's considered a curve
and go into edit mode. We want to be a mesh. So give me 1 second. I need to confirm because the old blender,
the one before 2.8, it was actually control C to convert your
curve into a mesh. So 1 second. Okay guys, so the solution to converting
our curve into a mesh, we're going to go to
object in object mode. We're gonna go to Object
and we're going to actually go down to convert to then mesh from curve
or metal surface texts. And notice how we have
our curved surface. It looks good, right? Alright, so all we're
gonna do now is, like I said, I really
wanted this curved areas. So I'm going to select maybe, let's say probably this area. Select that area. It's
going to wireframe view. Let's highlight
Control. Left-click. Let's have it a good bit. Um, my solid, you going to press O and go
to proportional editing. So we're gonna to proportional edit this and
we're going to rotate it to where we can see that curve that we want to kind of got to
play around with it. Sometimes it's a little wonky. But you kinda get a
gist of our curve. Let's get into a little wonky, but you get, you get the idea. Alright, then we're going to
finish this off with a bolt. We didn't really just
copy this guy over. What I'm gonna do this, since this itself is a mirrored object, I'm
going to duplicate it, shift D, bring it over, and I'm going to, you can
just press X on the modifier. I'm going to select
the bottom piece. Then I'm going to go to Object, set origin to geometry. So it's centered in the middle. Will select the top of the curve and shift S
selection to cursor. Anyway, just want
to rotate it on the z-axis by 90 degrees. That's about it. We have a bolt that
holds this piece in. Cool. Alright guys. So that officially, let's
go to material review. That'll officially concludes
our camera tutorial. I hope this really
helped you guys. And the initial idea of doing
this is that you will learn some of the techniques to
build a model quickly, right? We built a camera and we built the materials and we built, we use certain techniques
such as creating edge loops, creating these to build
out certain areas, even creating different
curved areas, right? So I hope that really
helped and you can apply this to other models
that you create in the future. Thank you guys.