Transcripts
1. 001 The Intro: Welcome to Mastering
Interior Scene creation in Blender 4.2. My name is Marwan Hussein, and with over six years
of experience in Blender. I'm here to guide
you through one of the most exciting areas
of three D design, creating stunning,
realistic interior scenes. In this course,
we'll take a step by step approach to crafting a
professional interior scene. Starting with reference images
or architectural plans, We'll model key furniture
pieces in Decor. Also show you how to use
blender kit to quickly add objects and materials that will bring
your scene to life. We'll cover advanced
texturing techniques and create both nighttime and natural daylight
lighting setups. You'll also learn how to add atmospheric effects to your
scene and bring it to life. By the end, you'll have a
fully designed interior space, and we'll take our final renders into photoshop for
post processing. Course is designed for
intermediate blender users. You should already
know the basics, how to navigate blender and understand three D
modeling concepts. If you're ready to take your
skills to the next level and build a detailed photo
realistic interior scene, then you're in the right place. By the time we're finished, you'll have not only created
a scene you can be proud of, but also developed
essential skills that you can apply to any future
interior design project. If you're ready,
let's get started.
2. 002 Before you get started: Hello, everyone, and welcome
to this course. All right. Now you are here, and
before you get started, you can download now
the project file. I will leave with this course, a file is called project folder. Inside this project folder, after you download it, you will find multiple
folders here. Let's start with the first one. Here we have the blender file. This is the final
result of the course. You can check it out. And
here we have the blueprints. Open it, you will find all the
necessary blueprints here. And here we have the final
render of the course. You can kick them out here for the natural light and
for the night light. Here we have the
reference images. Inside this folder,
you will find all the necessary
reference images and the tieures as well. These images right here. Here we have this nice
toolt scurf When you open, you will have the flexibility to navigate the images easily. I always use this tools so
beautiful and free to use. If you want to download it, Go to this website
called pref.com and you can get Pe Rf
from here. All right. And if you can pay for
them, that's so good. In case you can go to the
custom mount and type zero here and go ahead
and download it. This tool is so beautiful
and it's so handy. All right. So with that being
said, let's get started.
3. 003 Setting up the reference plane image: Hello, everyone. My
name is Mar Hussein, and I would like to welcome
you to this new course. In this course, we're
going to learn how to create an interior scene. And I have these
mics right here. We're going to see them. Let's
start with the first mic. Let's open this M right here. So this is the scene
that I about to create. I created the whole scene
and another software, but I would like to create
this inside blender as well. The final result,
it's not necessary to be 100% similar
to this image, but we will create
something very close to it. You have the ability
to king the furne, the sofa if you like, the chairs, you can do a
lot of change if you like, and I'm assuming that you
are working with the client. Right? It's not quite necessary to model everything
inside this scene, for example, the planet. I have the ability to model
and texture the planet. But if you work with a client, it's not make sense to
make the project take a month or less than a month to com belete an interior scene. Because if you want to
create all of these plants, that will take a
huge time from you. But instead of that,
you can download these three D model and
put them inside the scene. Why I am saying that? I am saying this because I'm not going to model
everything you see right here. I'm going to model whatever
thing easy to be modeled. And I'm going to ignore
the complex objects, and I'm going to download them from a blender
kit, for example, if you like, or another website, or just to make the process
a little bit faster. And in the same
time, we're going to model the object that
we can model it, and we're going to learn how
to do that step by step. So let's browse the other
ages. You can see them. Here we have the two D image, the blueprints,
we're going to use. We're going to import
this and put it inside the blender and scale it
and start with the project. And I guess we have another
Gs here for the elevation. This image and this image, if you want to use
them, that's okay. All right. So how
can we do that? All right, so the fast
step is to import the image and edit the units. Here we have let's
see where is it, the scene properties, and
here we have the unit. Feel free if you want to work
with meter or centimeter. For me, I prefer centimeter. I will king the
length to centimeter. And if you do that, let's
open the side meal, and let's open the
screen cast as well. So you can see what pattern
that I'm going to hit here. And let's go to the item. So here you can see we
have M refers meters. And now if you king the
length to centimeter, it will be k to C
means centimeters. This is the first step, and
I'm working with Blender 4.2, just to be aware of that. I will close the side panel, just hit in from the keyboard, to close the side panel. And I don't want the
camera box light. I will click and drag to
create the selection, so I can grab them
and I will hit deletes to delete. All right. And after that, I
will bring the image, the top view mag, and I will put r here. So it's better to
gum to the top view. A to sweak the view to the top. Now we are in the perspective
to sweak the view to top, just hit seven from the Num Bat. Or if you like, you can go to a view and the viewports
and you can top from here, and here you can see the
shortcut Nm Bad seven. All right. Now, I will click and drag and put
the image right here. And now we have it
here. That's very cool. If you have a problem
with the image, if you can see it better, you can go right here and
turn off the grid, I guess. Now the grid is off,
as you can see. Now we can scale
this a little bit. And here we have
some information, for example, the wall width, it's 0.4 meter, or let's
say 40 centimeter. Right now I will create a guide, and I will scale the image
according to this guide. So for example, you can start with plane and
just put it right here. Okay, after adding
the plane here, I'm going to manipulate
the dimension. Just go to the item, and you can do it from
here, or if you like, you can open this
panel right here, and you can manipulate the
size from here as well. You can do it from
here or from here as well. What we want here. We want to change the
dimension to 40 centimeter. Click any drug to control
those both of them. And then hit 40 and
then hit enter, and now we have
the correct size. After that, you can grab
the image and g to move it. For example, you can put right
here, something like that. Let's put the corner right here. And I'm going to scale
the mage from this point. But if you grab the Image right now and if you hit S to scale, we will get a problem. The scale working
from the center out, we want to change that. We want the scale to work
from this point out. From here out. All right. To do that, we can use
the three D coursor. All what we need to do is just snap the three D
coursor right here at this corner and then scale according to the position
of the three d coursor. I will grab the plane and
tap to go to the edit mode, and I will Click any drug
to grab this vertex. And now we have
this vertex active. And I will hit shift
with S to open the Pi menu for the snap
of the three decosor, and I will choose this
option courser to select it. Now, the three decorsor is
jumped to be right here. All right, that's something
cool. After that, I will tap out
because that's it. Now I have the three
decorsor right here. Now, if I grab the
image and scale it, nothing will happen as
you can see right here. But if I que that transform
vo point to three decosor. That's mean the gizmo will work according to the position
of the three decorsor. I will actiive this one, and now I can grab the
image and scale it. Now, scaling working
according to the position of
the three decosor. Scale this and scale this again, right until the wall match
the size of the plane. As you can see right here. Now if you grab this piece
and hit key to move it, it's similar to the size
of the wall. All right. Now the scale is correct. If you want to change the position of the and
put it in the center, feel afraid to do that. That's okay, you
can grab the and hit with key to
rest the location. And now it's in the center. It's not quite necessary, but something up to you. Alright, that's very cool. The
stone of the grid for now. All right, so this
is a first step. I will end this video here
and see you in the next one.
4. 004 Setting up the reference elevation images: Hello again, and
we'll come back here. And this video, we're going
to import the other images, the elevation, this image right here and this one as well. So let's go to the top. Or before we go to the top, I just want to mention
something here. When you select the image and go to the properties
of the image, here we have some option. Here this ot right
here is called depth. If you swag the depth to back, we will have some overlapping happen between the
grade and the image. So to avoid that, just
swig this to default. One more thing here, we
have the side option. If you swing this to both, you can see the image
from here and from here. And this is not cool. I prefer to see just one side. That's why I will
swing this to front, so I can see from here. But if I came to the
back, I see nothing. All right. Now
let's get started. Let's go to the top, and I
will import another image. The elevation one.
Here we have it. This image, it should
be right here. I just want to show
you. It should be right here on the side. I will click and
hit G to grab it, and I will put right
here temporarily, and I will hit arter rotate it. As you can see,
the rotation still works according to
the three D courser, I will change this
pack to median, and I will rotate
this image again. Just hold control to snap the
rotation to the 90 degree. And by the way, if you like, if you go to the snapping menu, if you open it, you
can see right here, the rotation
increments, it's five. You can change this to
whatever number you like. And I think this New option
comes with blender 4.2. So select the image R and
rotate this 90 degree. After that, we need to scale this just a little
bit like that. And as you can see, we have some overlapping, I can't see the image. What I can do is I can push
the image a little bit up, but as you can see,
it's not exist in the perspective. All right. We can active the perspective
after we select the image. If you want to select
it, just hit five from the num bad to switch
to orthographic, and select the image in
active perspective as well, and then hit five again to
jump back to the perspective. And the same scenario is
ching the depth default. And now I will hit to this. Move this a little bit up. So I can see it. Now
let's go to the top. And all what I want to do
is just I want to match the wall from here to
the wall right here. And that's it, and after
that, I can scale it. So what I can do is
I can add an empty and use the empty as a guide. J hit heft A and add an empty. The empty is right here,
I will hit and move it, and I want to boot right here. All right as you
can see. All right. And I can put another empty
it CD to duplicate this one, and I will put this empty
right here as well. All right. I can
see it actually. If you want, by the way, I will delete this empty so I can show you something else. You can hold shift
and hold right click and put the
three D courser above the image right here, and you can add another
Mt above the image. It shift A and add another MT. And as you go to the top, I just want to put it perfectly at the corner like
that, and now we have it. Right now, I can link
this t to the image. Select the image, hold
Shift D grab the Mt and hit control B to se parent
parent to the object. And the cs object. So if you do that, that's
meaning this image will be linked to the empty. Now, if I move the empty, the image will follow,
if I rotate it, right? And if I scale the empty, the image will follow as well. So what I want to do is just match this et with this empty All right. To do that,
you can hit G to move this MT and to move
the image with it, hit G, and then hit B as
well to use the snap and select this t from the origin dots of the MT
to this one right here, and now this image perfectly
aligned with this. And from the top, we can scale this image until this one matched this one here, the wall. I mean, All right, so what we want to do is,
I just want to show you, I want this line to be
matched with this line, and we can do that by
using empty again. So it's very simple. Put the three d
crosor right here. By the way, you can do
something else like make one of the images
transparent and do that. For example, if I grab this one, and if I active the opacity
and make it transparent, now I can see this image. And now if I scale if I scale
this, All right, sorry, I think there's
something not make sense a right here. All right. We should scale
this according to the position of the
empty, as I said. Yeah, make this image
transparent and select the image and keep scaling this until this line
match this one. Perfect. Now I will rotate this empty nine degree r to the y and rotate
this nine degree. Now this image aligned with this one.
Everything is perfect. All right, now let's go back
to the top and I will select the elevation two and port
here, something like that. And I think we could
rotate this one or not. So this is the ceiling, and this is the ground, I will hit R and rotate it like that. 18 and 180 degree hold
control to achieve that, and I will hit key to move it, and you can move right
here temporally. And you can add another
empty above this image. Put the three
decorsor right here. Hold Shift, hold, right click to control
the three D cursor. Hit shift A, and
let's add another Mt. Now we have it perfectly
in the correct place. Select the image, hold
Hit to grab the T, and then hit Control
B and s object. And now this image is
linked to this empty. Now I can scale from here. After that, move this
image and put right here. We can put this T right here, and you can scale
according to this point. Drop the MT and hit S and
keep scaling this image until this line match
this line right here. Perfect, I guess. I
guess, that's very cool. That's all what we
want to do here. After that, you can rotate it. But when we sweak
to the perspective, it disappeared because of
the settings right here. So I will change
this to perspective to be visible in the
perspective as well, and I will change the
depth to default. And now I will hit R
to the x this time. But don't select the image, select the empty int R to the x and rotate this
nine degree, like that. After you do that, you can move this away and this one away because we need some
room for the design. By the way you can grab the
T and move it if you like. I guess this one. Yeah, that's very cool. And now you can turn off
the opacity if you like. All right, so now
everything is perfect. All what we need to do now
is just start modeling the wall and put
everything in place. After doing all of that, it's up to you if you
want to keep seeing these images in the perspective or if you want to hide them. You can do that. All right. So I guess I can keep them, but if I face any problem, I will make them visible tests
in the orthographic view. I will end this video here
and see you in the next one.
5. 005 Extruding walls and creating window openings: Hello again, and welcome
back here. All right. Now let's see what we
can do here. All right. I just want to kick
the other views. I talk about the top, everything looks
fine. All right. But if I go to the front, I can't see the image, and from the right, as
well, I can't see the mage. So we need to rotate them. So what I'm going to do is, I will select everything, and I will rotate all of these images from the center using the center
as a vote point. So I will hit shift C to both the three
decorsor in the middle. And I will change the transform to the three decorsor like that. And I will go to the front
and I will hit r to the z, and I will rotate the whole
the whole scene like that. Keep rotating this until you
see one of these images. So this image will be the front. Now if I hit one, I will see
this and if I hit three, I will see this side
image. All right. One more thing here I
would like to do is I will grab the image with the MT and I will
hit key to the Z. Or maybe the image alone, I will hit the z, and
I will move this down. And I want the zero
level of the image, this line to be aligned
with the x axis. Now it's above it,
as you can see. In this case, I will
select this MT, hold hefty grub, this one, and I will move them
down just a little bit. But if I do that, I
can't see the x axis. Because the image is solid. I will select the image and
go to the properties here, and I will act to
the opacity and reduce the gas a little bit
so we can see the x axis. And now one more time, I will
select this t and this Mt. I'm selecting the
empty instead of the images because I can move the image using the empty because images are
linked to these empties. A right now, I can g
to the z and move this down until the x axis
be above this line. Something like that. After that, I can cring this up or
turn of the pi City. That's very cool. All right now, I think we can start
creating the walls. And we can start from the top. I will hit seven from the bat, and the three d corsor still
in the middle right here. You can put the three d
corsor here if you like. I mean, you can select
the empty and hit shift and coors to selected to move
the three d coorsor there. And from the top,
we can add clean. And when you do that, just open this panel and change the size to 40 centimeter. And I'm going to move this and put in the anywhere you like, for example, right here, and then just move it and
connect it to the empty. All right, I can't see the empty because the image
a little bit dark. I will active the opacity here, so I can see the empty, and now it's right here. What I want to do is,
I just want to move this corner and
move it right here, so we can start from here. So grab the plane and
then hit G to move, and we're going to use the new feature that
comes with Blender four. Now, if you hit B, now you have the ability
to pick point and move it to a certain point,
for example, right here. That will give us
what we need here. Now you can tap to
come to the edit mode, and here you can swat between the moods you like sw from
vertex to a to phase. I will stick with the vertex, and I will grab
these two vertices, just slick drug to grab them. And I will hit E to extrude
this all way to the end, almost right here, for example. And I will extrude
this one more time, just hit E from the keyboard, and I will tie -40 and
then hit enter. All right. One more thing here,
I gue forget to do is to active the screen cast. That's very cool. Maybe we can manipulate the size a tiny bit. It's make smaller. All right. All right now, I will grab this and I will shift d to
take a copy right here. Let's put this, for example
right here, this area. Let's open the images. I just want to show
you something here. Well, according to this image, you can see that here we have a solid geometry
here in the middle. Well, you can consider this
whatever thing you like. For me, I will consider this as a wall with a window
here in this area, and you can add whatever
decoration you like here to add right
here from outside. In this case, I will I will create a
wall right here as well. So I'm going to grab
these and move them. For example, right here,
align this e with this one. I mean, I want to align
this with this one. Okay. So grab these
four vertices. I want to create a
break between them. I will hit F to ak that, and then I will grab those
foes or let's say this face. And I will hit shift with D, I will move this over here. And I will take another
for example right here, or I can grab those and hit D and grab a B right
here and connect them. Let's start with these vertices, grab those vertices at F, grab those right here
hit F and those here hit F. Now I will grab these. Let's say this face, it D and
let's have this phase here. Grab those together hit F, and let's see, maybe if we need to move those
just at inhibit. I will grab this one as
well and hit it with d, and I will move this over there. But I want to align this
edge with that one. To achieve that, I will
hit g to the y like that, and I will hit B to move or to grab this vertex and
snap it with this one. Now, s these vertices, hold to grab those as
well and then hit F, and now I will grab those
right here and then hit F as well. All right. After doing all of that, just save the project. I will save this as increment, and now hit A to select everything and then hit
E to extrude this up. And you can pick the
front view, for example, to match the height with
the reference image, hit G to move this up until
you reach this point. Right now we got
this. And because we extruded faces like that, we don't know if this
face extruded on the correct or on
the wrong direction. Well, in this case,
what we can do is we can active the
pace orientation. If you active this one and
if the color become red, that's mean you extruded these pass on the
wrong direction. But if you see a blue color at me and
everything is correct. And I just want to give
you an example here. For example, if we
grab this face. You can see now if I hit E and extrude on the wrong
side, it will be right. But if I extrude on the
correct side, it will be blue. So just keep that in mind. All right, now let's go back and intern of phase orientation. All right, so this
is the first step. After that, we could create a hole for the window and for the door as well. All right. I will add a cutter for that. I will add object here, and I will use the
bulion operation inside blender to cut
and open this area. So in this case, I will start with the cube, just add cube right here, and from the top, just move it and let's put it
in the correct place. You can sweak to the wire frame, and then tap to go
to the edit mode, and I will grab
these two vertices and let's align them
with the window here, and let's grab those over here, and I will move those
right here, I guess. Something like that.
Let's start with this. And after that, just
determine the height. All right. What
about the height? I will put the three
D coors right here. I just want to snap this
with the corner of the room, so I can start from here. And to achieve that, hold if, hold, right click, and then
hold control and snap it. But snap doesn't work because snap working or speak
to the increment. Read this to vertex, and then hold ift, and then right
click and then hold control as well and
snap this right here. As you can see, it's
snapped to the corner. After that, I will add an
empty just to use as a guide, and now we have the
empty right here. And I will hit shaft d to
duplicate the empty to the z, shaft d to the z, and let's move this
to a certain height. For example, I will move
this maybe right here, 500 and maybe 60. Right, something like that. This will be my guide, and I will scale this cube
to reach this height. I will tap and go
to the face move, just hit three
from the keyboard. I grab this face, e to the Z, and hold control and snap
it to the empty like that. So now we got the
height of the windows. Go to the top, go
to the wire frame, and let's grab this cube. I will duplicate it
on the other side. And let's align it with
the window like that. And even if this goes beyond
the line that's okay, it's not a huge problem. And I want another copy
right here for the site, so in this case, z to go to wire frame and let's tacs cube shift with d to
take a copy right here. And I will scale it like that. As you can see, scale works according to the three dcursor, Swak this back to medium points, and let's kill this g at tenis, and I will control the vertices, ge it one to sack
to the vertex mode. I will grab these and just move them at
ten bit like that, and the grab those over their g and let's move these a
little bits to the x axis. Now we got this and you can
take the B the same cube, and you can move it
right here as well. And let's kill it
just a little bit because and let's move this
for example right here, something like that, and maybe this one could be
here. All right. That's very cool. And I want
another cube for the door. As you can see here,
we have the door. So from the top of you, again, just go to the wire frame. Grab this one, have the end,
let's move this over here, and let's move these vertices and align them with
the door like that. All right. Let's
open this panel, so we can see what
we got right here. All right, something like this. All right, don't worry
about the side panel. And from the front
view, I guess, or from the right of view,
we can determine the height. Let's see grab these four
vertices of the door opening, and let's go to the side, and let's hit key to the Z and
let's move this down here. That's very cool.
Cool. Al right now, all what we need to do
is just open this area. So let's see how that will work. All right now, let's tab out, and you can use the
bulion operation here. If you go right here, we
have the bul in operation, we can use this modifier
to open the windows, or you can go to the edit and then preferences
and the extension, you can search for B B O
L B and just install it. Right. It will be downloaded. It will be installed. All right. Now we got it
right here in the extension. And now if you go to the addon, you will find it right here. All right, so Bulltol, will make the process a
little bit faster for us. I like to use Bull Tool. It's free, it comes
with the blender. But blender 4.2, the scenario here is a
little bit different. And the previous version, this addon comes
with the blender. But with this version, you should go to get
extension and download. Sometime when you hit install, the browser will be opened on a certain bag, and after that, you need to click and drag the addon and drop it inside the
blender to install it. And I will give you an example. If you open the addon, you will find this link
extension do blender.org, and if you open this website, you will find all
the extensions here. For example, the bull tool, If you want to install it, just scroll down until you reach this potter right
here, get add on, just click it and click and dry and put it inside
the software like that. After that, you'll find a potter right here tells you do you want to
install it, right? Just hit and install,
and that's it. So this is the new technique. And if you go back to
the extension here, we have a lot of extensions. You can download, so just go here and see whatever
thing you want here. You can just click
and dry and use it. So if you hit instill
and the web bake opened, use this technique
that I just show you, or you can hit instill, and it will be downloaded
automatically. Alright, so now we
have the Bol tool, and it's ready here as well, and it's active. All right. Now, if you open the side banal, here we have the edit
of the boll tool, and if you open this menu, here we have the options. The question is, how can we
trim this wall using the bot? Well, first thing, you
should select the eter. We are using these
boxes as a etter. That's why I call them Ketter and then hold shift in
the grub the target, the wall like that. And here we have two options. If you choose the first one, right, I just want
to take a COB here. I just want to show you
something. All right. So let's select the cutter, hold he have to grab the wall, and I will use the auto bully and here we have different union
intersect slides, and the same thing
we got right here. But this list is not
similar to this one. There are some differences. Let's start with the first list. I want to choose difference. As you can see, now, we got
the the result that we want, but the cutter
itself, it's gone. All right. Let's do the
same scenery right here. I grab the cutter, hot to
grab the target, the wall, and now I will use the difference inside
the ph Bulin. All right. I get the same result, but now I have the ability
to control the result. I got all the boxes right here. Now, if I tap to the edit mode, now I have the
ability, for example, to grab these vertices
of one of these boxes, and if I chang the size, I can manipulate the
size of the window. So this is the difference. If you think you want to go
back and make some editing, use the second auction, Or you can use this one and
make the trim, and that's it. So this is the
difference between them. All right, for me, I will grab, select the cutter, hold
here, to grab the wall, and I will use the
auto bulion difference to open the window,
as you can see here. And now we got this result. That's very cool. After that, you can select the wall and tap to go to the edit mode
to make some kings. For example, here, you have
the ability, if you like, you can make the
windows like an arc. For example, I can
grab those and control would be to
create an arc like that. And if you rotate the
wheel of the mouse, you can add more edges just to make the arc
look smooth, not jagged. So right. If you move the mouse too much, you will get some overlapping, but that's not a problem. Just accept whatever
result you like, and you can control
that from here. All right. So now if
I push this too much, I will got some overlapping
as you can see right here. But if I active, this option is called
clump overlap. Now, if I move this, it will stop at a point
as you can see here, and that's what I want
to get a perfect arc. But after doing that, and if you accept this result, just make sure to delete one of these edges because
here we have two edges. All right. So just
to grab one of them, as you can see here, and
control x to delete it, and the same thing for
the side for the side, Ctrol x to delete this one. All right. We can
do the same thing for this window as well. I will grab this with
this hit control be until they meet to
the center like that. And let's see where's the Whereas the ge that we could delete.
I guess this one. Select one of them and
get to move it and yeah, this one right here
because here we have two Ctrol x and dissolve it. And I'm going to do the
same thing for this one. Put this with this, and it control would be
to make a bevel. And y, that's very cool. I guess this is the
center or this one. Y, Ctrol x to dissolve this age. That's very cool. All right. I think that's it. Don't
forget to save this project. You can save this as increment. And I will end this video here and see you
in the next one.
6. 006 Creating multi Level floors with steps: Hello, everyone, and welcome
back here. All right. Before we start
doing anything else, I just want to mention
something here. When you create
interior scene or exterior scene and after
you create the structure, it's important to add a three D figure to compare whatever thing you want to add to
compare it with it. For example, you can
add a human body here. And that's for me as I think
it's important. All right. I want to add a
human figure here, and I want to use a tool
that's called a blender kit. If you go to this website, Blender Kit, you can
find this add on. It's very beautiful add on, and it comes with a lot of free models and Bet one as well. And tons of materials. The material is
totally free to use. To download the add on, you can use this button right
here, download lender kit. After you download
this on your computer, you can go back to Blender
and go to edit and then the preferences
and you can go to the addon section
and open this ir right here and choose
and install from disc. Search for the addon
and install it. After that, you can
active the add like this. And then now if you hit
and from the keyboard, you will find the
blender kit right here. After that, go to this irr
right here and log in. But if you want to log in, you should have an account. So if you don't
just sign up or you can use the website
itself to sign up. From here, you can register. You can register with
your Google account or you can add your email and
create password and acid. After that, when you hit login, the browser bag of
the addon itself, it will be opened,
and it will ask you to authorize login, just hit authorize end acd. After that, If you are
in the object mode, you will find this menu
right here or this circ bar. For example, if I select this umetry and if I tap
to go to the edit mode, that will be disappeared. But if you are in the object
mode, it will be there. For example, I
want to search for a human and I want to
see the three D models. You can use this right here, just activate it like
this to see the model. As you can see here,
we have this lock, that's mean these models, you can't download them
unless you pay for them. But we want to use the free models that
comes with the tool. To do that, just go
to this filter right here and active free first. And now we can see all
the three models first. After that, just go to the
search and type human enter. And now we have a lot
of three D models here. Human. If you want to
go to the next page, just hit this three error to
take you to the next page. For me, I will download
this figure here. Click and drag, and
let's put it right here. I'm doing that because
I just want to see whatever thing
I want to model, I want to compare it
with the human being. For me, that's important. After that, you can turn this off and hit and to
close the panel. Al right now, I
think we are ready, and I guess we can
start with the ground. After creating the floor, we can take care of the windows. I think that's makes sense. To create the floor, you can covey the faces we
got right here. These phases here,
and we can use them. So to select these phases, you can go to the side
view to the front view, if you like, and z
to go to air frame. Let's go to the
phase selection mode and select all of these
phases like that. Now we have them selected. After that, you can hit heft D to the z and
move those down here, for example, temporarily,
and then hit P and then it. And now we just
separated this P to open the separate menu and choose S to separate the
selected phases. After that, you can tab out and select the nu geometric
at right here. After that, we need
to snap this here. A to do that, just grab this to move Z to move this
to the z axis. And then hit B to
pick a certain point and move it up until you reach this point and then
click again. That's it. All right, that's very cool.
Now you can tab again. Go to the selection mode. I'll click to
select these edges. If you see any
edges now selected, hold ft and add the
manual like that, and then hit F to create a face. Now we got the
floor. After that, just check the design again, go to the right view. Here we have this small stairs. Multiple steps. Let's
try to create them. Let's go to the
top so we can see something here. All right. That's very cool.
Select the ground tab to go to wire frame, and I just want to create
a cut using the tool here. I will hit a K to
active the knife tool, and I will click, want to click here
and go to the side, if you want to make
the cut to be strike, hit A, and then hit, click again and then
hit enter to confirm. After that, this new ge, we can grab it like that and hit and move it to this line. If it is difficult for you to see you can
select the image and increase a little
bit. All right. Now we got the CN here. After that, you can
select this phase, go to the phase selection mode, select this one,
and you can use it. You can duplicate it and use it. Hit heft with D to
take a CBI like that, and then it right click to leave it in the
same place and then hit P and then S to separate it. Tab out, select this sofas
tab again. Now we got this. Here we have some
vertices we don't need. For example, this
one and this one, es grub them hit
control x and disolve. All right. That's very cool. All right now hit a and you can go to phase and
Q solidify phase, and you can put it on the
other side like that, go to the right view just
to determine the height. Move this down just
at the end of it ntil this freak this right here
and that's it. Very cool. All right. Now after doing that, now we can see where
the ground will reach, and after that, we can close
this area of the window. Let's see how can we do that? We can select the structure and tape to go to the edit mode, and we can go to the right, for example, and we can
use the knife tool again. Hit K, and you can
click from outside, one click and go to this side, it A to make the cast
str and hit C this time, C to cut through
the whole geometry. After that, click
again and enter to confirm the cut. And
now we got this. After that, you have the
ability to control the NA. It seems like we got
a problem right here. This area closed
for some reason. Let's go to the
local more so we can understand what's
going on here exactly. All right. Sometimes
problem happens. All right, lets try
to do that again. Let's see what's going on here. I just want to see where's
the problem exactly. I will create another
cat like that. All right, it's working.
So if that happen, create another line
and another level, and I think that's will
help to avoid this problem. Anyway, after doing that, and after creating this age, you can go to the lechu mode
and determine the height. So this age could
wreak the ground, as you can see right here, the next level, this one. I will hit g to the z and move this new line and hold control to snap it with the corner
here with this vertex. Just keep in mind to
active the vertex snap. And now we got it. After that, now you can select this face with this
face to connect them, right click, here's a bridge and you can do the
same for the rest. Something like that, I guess. And the same thing
for this area. And I guess this area as
well. That's very cool. Now, I think we can
start with the steps. Let's see how can
we create them. Now we can go to
the top of view, easy to go to Airframe to
understand what's going on here. The design is very. All what you should do is just follow these lines and that's it. Let's see
how can we do that. Well, first let's
start with the guide, I will grab the floor and tab, and I will select this vertex because I want to bring the three
decisor right here, if and bring the
three decorsor here. Because I want to
create an empty. O by the way, you can
add on the ground. That's will work
as well, hold ift. Hold right click and move
them out on the ground. It will be sticked
to the ground. And then hit it A to add and add empty like that. It's
not on the ground. It's not a problem. Hit to the z and
move the empty ab, hold control and snab
it with this corner, and now it's on the ground. I guess if we use this tool, I think this tool will
achieve that. I guess that. Anyway, I scale this
empty and make it small, I just want it to be a guy set, and I will duplicate this with a distance with 15
centimeter as a distance. Shift d to the z and t
15 and then hit Enter. I want to repeat that
again and again. You can hit shift to
repeat the last action. Hit r and Hf again ntil this
empty ref again. All right. Now let's make a comparison, let's see from the right view if this goes above or
now it's aligned or not. Well, I guess it's not aligned, but it's easy to fix. All what we need to
do is just select the ground and the structure
as well and the tab, and then go to the right,
select these vertices, all of them, and guess move
this up just at any bit, key to the z, and stub
them with the empty. I know we have some
difference here, but it's not a problem. That's very cool.
Now we can go to the top and see how
can we do that. You can start with
the cube if you prefer and keep extruding
that. That's will work. Let's use the three dcorsers on the ground, have to a to add, and I will add a And I will change the size
to 15 centimeter, I guess. And I just want
to move this cube up and stab it with
this first Mt. G to the z, and then hit P to pick this point and
snap it with that one. And it's perfectly
now on the ground. Tab, and let's see. I guess we can
delete these faces. We don't need them
even this one. I guess we don't need it for
now X F and get rid of it. Y, this one as well.
I don't want it. Let's use this age. You can just push the a little bit, and
now we have something. Let's go to the top. Go to vertex selection mode to see
better to go to airframe, and now let's start with this. I will move this bag
until it be aligned with this and let's move this one and stab it
with the wall like that. Let's move this vertex as well, it and let's move it right here. And let's hit e to
extrude this over here. One more extruder right here, and you can stab
it with the wall. Let's just try to get
better result like that. That's very cool. Now, we got this result. Alright,
that's very cool. After that, we can select these edges like that
and go to the top. You can ignore this one for now. You can hit e to make
one extrion like that. This extruion should go
30 centimeter and minus, just hit minus and
then hit enter. That's very cool. Now,
I can move this vertex, a little bit away from this
edge, something like that. I guess we can grab this one and hit and
move it right here. And I guess we can snab this one with this vertex,
hit g to the x, bold control and
snub it like that, and you can fill this
area with a face. Select these three faces
or s three edges and then hit F. All right, don't worry about this tier. We will do that
later. All right. After that, listen
these three edges, and extrude them up and snap them with this et. E to the z. A control and snub
it right here. Now we got the second step. You can do the same thing
here. Grab this with this. Extrude them just a
little bit like that. Grab this vertex
with this vertex, move them a tiny bit like that, and make sure the step
dimension is correct. All right, I guess,
yeah, that's correct. And now you can grab these three edges and then
hit F to connect them. Now you can select those
again and hit E to the z and start it with
this four M, I guess. And now we can do
the same thing. I will hit E and extrude
this and snab it like that. I know we have some variation, but we can fix it.
Don't worry about this. I will grab this vertex with this vertex and move it
just a ten a bit like that, and grab this H and hit F to
create a phase right there. Yeah, now we got this results. But I just want to make sure that what I'm
doing is correct. You can add another guide here, put the three d courser
over here or maybe here. All right, right here. And you can add an empty again. And you can snub
it with the edge. Move this to the y, hold
control and snub it like that. You can scale it as
well, make it small. And from the top, you can
duplicate this multiple times. Hit d to the Y and just
type 30 centimeter, H enter and it f r again
and again, multiple time. I think that this one, we don't need it. You can
delete if you like. You can go beyond 30
centimeter. It's okay. And now I will select these stairs and tab
and manipulate them. Right. I will select these edges or vertices and hit g to the y hold control
and stab this one here. I can do the same for these. Stab this one here,
and this one as well, stab it to this empty. A rights. And you can
use these empty again, grab them and de select
the other geometry, and you can use them right here. H D to take a Pb right here, and I guess we can
snab them here, just hit G, and then B, grab this point
and snub it here. All right. Now let's
fix this area as well. Go to wire frame, grab this hold control stab it, and the same thing for this
one and this one as well. This is the result that we got. It's cool, but we
can go beyond it. It's not necessary to
stick with the design, we can create something
different, if you like. For example, I can grab these vertices and
move them like that. It's okay to do that. And I think we can leave
those right here. For the steps, it's not
necessary to stick with meter. We can make this a
little bit wider. In this case, if you
want to do that, You can use the three
Dicosor as a vot point. I Swak this three decosor. You can put the three dicoor
right there, snap it there. And for example, you can grab these vertices
with those right here, you can scale them like that. It's okay to be a
little bit wider. That will make the
design a little bit better and more beautiful. Something like
that will be nice, and you can compare this
with the human being just hit heavy and take a Coby and let's put
this small right here, for example, and let's
move this up here. Something like that, you can see the step as compare
with his foot. It's cool. Yeah, it's nice. And if you like, you can go even beyond
that, something like that. For this side, you can put
the three decs right here, hold, try to click, and then hold control to snap the three
decsor right here, grab these vertices like that and scale those spa like this. All right, that's very
cool. Now if you can grab this hit E and snub it
right here and then grab this with this hit F to create
a phase right here or you can move this vertex and snub it here or
let's say wd it here. Hit M to open the
march menu or sorry, select the ferrous vertex, hold to grab the last one, it M, and chose marge
at last like that. And done. All right. For me, I prefer this result.
All right. Looks cool. In case you want to
add the curve here. You can grab these eggs
like that and it can troll be and you can create a curve. Let's see if that looks nice. Well, yeah, very cool. It's up to you if
you want to do that. I think we can get
better results if we use the clam overlap and put this all way
to the end, I guess. Yeah, looks nice. All right, now I will grab this and
go to the local mode, so I can see what
we could do here. If you want to fill this area, it's something simple to do. Start grabbing these edges and extrude them down and
active the auto merge. Because now if you
ext, for example, if you hit E and hold
control to sn right here, it will be merged automatically if you have this option active. This one right here.
All right now, I will grab this edge as well with this
one hit e to the z, to extrude this to the z, hold control and
stub it right here, and now it's smarged,
as you can see. Go to the edge again, grab those three of them, it e to the z, and
stub this right here. And we can do the same
thing right here. And there's a different
scenario, if you prefer. Grab this vertex, e to the z, hold control, snub
it with this one. Grab this with this, hit F, and now let's select
the entire edge loops here, it F to fill it. But the difference is here we
have just one solid phase, and here we have this
area with edges. It's up to you to use this
technique or this one. One more thing here,
maybe we can do. Actually, we don't need all of these edges. We can
get rid of them. For example, I can pick all
of these edges and those here as well and control x to dissolve them.
It's okay to do that. And I guess we can
do the same thing here to dissolve these edges. Select them like that control
x. You can get rid of them. And those right here as well, control X, and those as well, and you can end
with this result. If you care about
this this area, you can fill it as well. You can select this edge, hold control and keep selecting
these edges until you reach the end and F
to create a big face. It's up to you if you want
to add this or remove it. Artists it's like to excite let's see what
else we can do here. All right, is that
looks nice. Very cool. For any reason, if you want these steps to be even smoother, you have the ability to do that. For example, we can see here the smoothness in this
area is not quite perfect. For example, right here, we
can fix that, by the way. You can select, for example, this age, hold control
and grab this one, select the entire age loop. Hold, you have to
add this one and then hold control
and grab this one, and you can understand
now what I'm doing. I'm just selecting these edges. And you can use a tool, it's called Loop tool, go to the edit and
then preferences and go to the extensions and
search for loop tool, and instill the loop
tool like that. If you hit and instill
and browser page open, click and drag the add on inside the blender
and install it, or blender will search for
it and install it for you. After installing the loop tool, now you can exact from here. Now when you select these
edges and then ra click, the loop tool will
be right here. After that, you can use
the relax oce here. After that, you can hit ft to repeat that again and again until you get something smooth. Right now it's become
smoother. As you can see. I will do the same
thing for this one, but I will delete this close
edge. I don't want it. Let's try to select the edges starting from
here and end here. Let's see if that will
make any difference. Right click relax. Hold Shift R to repeat
this again and again. All right, looks cool. I will
add this one and this one. Right click, Relax. He have to air again and again. All right, looks
nice and smooth. Let's do that again here.
I will delete this one. Let's grab these
edges like that, and right click and
you can choose relax. You can manipulate
the iteration. You can go to five
if you like to R to make the sole bit sn. Very cool. All right.
Now it's become smooth. Maybe we can go to the first one and make it even
smoother. Right click. Relax. Ue five as iteration to make the
smooth work stronger. H to art to repeat
that. That's very cool. We can now t out, and others
that looks very cool. All right. I think that's
it for this video. I will end it here and
see you in the next one.
7. 007 Designing the interior window frame: Hello again, and welcome
back here. All right. I think now we can
start with the windows, and after that, we can
go to the interior. So let's start with this window. I will select the structure and I will tap to go
to the edit mode, and I will hit click on this
loop so I can select it. Make sure to hit number two
to active H selction mode. And hold you have to
add this as well, and I will take a CB of this, just hit P, and then S to
separate the selection. Now just tap out of the
structure and select the sew line that we just created and tap to
the eighth mode, you can hit number one
to control dvertices. It a to select everything, and then hit F to fill this
with the face. All right. After that, I will hit I
to create small insets, something like that.
It's seven centimeter. You can at least
type seven here. Or maybe we can type five. I guess five will be cool. I will separate
this phase as well, hit P and then tab out. And now I will select this small strap that
we got right here, and then I will tap
to the eighth mode, and I will give
this a thickness. First, move this to the
middle maybe right here, and I will hit E
to extrude this. But before you hit E, just go to the overlays and
active phase orientation. So we can understand, so we can understand on which phase we
should extrude this. If you extrude this
on the wrong face, the result will be red. But if you extrude this
on the correct direction, The color rule will be the same. So that's mean I
should extrude this on this direction,
something like that. And if you want to put
this in the middle, hit a select everything and move the whole frame to
the x axis, it e to the x. Let's move this, and let's
put this in the middle. Something like that, I guess. Yeah, that's very
cool. All right. Tab out and now,
let's jump to this, and let's see what
else we can do here. Tab, and I will select this
vertex with this vertex, and I will it J to create
a connection between them. And I'm going to create
multiple frames here. Hit control are to add maybe
three or four, if you like. I guess three will be
okay. I will add three. And if you add another frame
right here, it's okay. I will add 18 right here, maybe, something like that. Or let's say before
you do all of that, I guess we can make an inset in case we
want to create a care, for example, if you want
to create a cave here, and divide this area like that. We should create an inset. So I will select these two phases and I will hit to create a small
inset like this, something like that, and you can hit f to be the
same inset again. And now I got this
result as you can see. I don't want this g
to be right here. I want these ages to
go down, like that. In this case, I can go to
the right view and use the nf tool hit K to create
a new cut goes down, it A to make the cast right. All right. Let's make
one cut right here, hit right click
to add a new cut, and then left click
from here to here, right click and the same
scenery here and here. And then hit space to
confirm all of that. And now let's go to the
phase selection mode, and I want this to be one phase. Selected hit F c this area hit F to convert it to one phase
and the same thing here. Hit F. All right. I just forget to active
the screen for that. Now let's select these F to
convert them to one phase. Now let's see the vertices. Here we have the vertices, control x to dissolve them. Grab those over here, control x and those as well. In case you want to add
one frame right here, go ahead and add one right
here. For example, right here. I will add one clip here in the middle because I want
to divide this area. So First, try to connect this vertex with
one of these vertices. If you want to connect
with the vertex above it, I guess we need a guide. I will hit B and put
the mouse right here. And now I can see that this vertex is
the one that we need. So select this with this hit
to connect them like that. I want a guide. I just want to divide this
in the correct way. And to do that, it's
better to have a guide. I will select this
edge and I will hit P and then S to
separate this g loop, so I can use it as a guide. Tab out and select
this new edge. And tab to go to the eight mode, and I will grab these control X because
I don't want them, and I will extend
this gas a little bit and make it taller. And I will select this vertex to bring the three
D cluster over here because I want the origin dot of this
to be right here. So I will hit ft and
choose courser selected. And now we have the three
D cluster over here, and that's it for
now. I will tab out. And with this selected, I will hit right click and
set or Oigan 23d courser, and now we have the
origin dot become here. That's very cool. All right. And now I want to
use this as a guide. If you have any issue with the straightness of this
ach, you can fix it. For example, I can move this up and down and align
it with this vertex, G to the z, and hold control
and snap it with this vertex to guess
right line like that. And what I want to
do with this is, I want to use this as a guide. And I want to put it
on the 90 degree. I will hit shift D to
have a CB of this, and then hit r and hold control and snap this on
the 90 degree like this. That's very cool. After that, it's up to you to divide this
on three or four or five. For me, I will divide this
three times on three. 90 degree divided by three, it's 30 degree, I guess. So in this case, I will go
to the snap menu and I will change the rotation
increment to 30 degree. And now I will select this
head shift D to take a B and then r to rotate this hold control to
rotate this third degree, and then head shaft r to
KB and rotate the new B. And now we got this result. And now let's select this the window and let's tab and take a look and let's see
what we got so far. As you can see, we have a
slight difference here. It's up to you to ignore that. Or if you want to get
a correct result, you can make a small tweak
like grabbing these vertices, for example, and align
them to the active one. For example, I can align these vertices
to the active one. Select them like
that, and hold shifts to pick this one and pick this again to make this
one the active one. And then go to the
transform vote point, and let's choose
active elements. Now if I e stabs to the z, I can align these two
vertices to the active one, the zero enter, and
now they are strike. After that, You can select these vertices
starting from here and end there to redistribute and fix the
distance between them. So select them like
that and then try to click and use the loop
tool and chose space. If you don't have the loop tool, you can go to the edit and then preferences and go to the extensions and
search for Loop tool, or you can download it from the extension websites
for a blender. After that, after you
instill this tool, you can find it when you hit right click and the edit mode. So after selecting
these vertices, right click and Q space. And that you could
fix the problem. Now as you can see the
vertex too close to the 30. All right. And I'm going to
do the same thing for these vertices as well, right click and space. That's very cool and maybe those over here as well,
we can do the same. All right. That's very cool. All right. Now, the
result is close. After that, I will select
these phases as you can see, and I will hit F to convert
these to one phase, and I'm going to do the
same thing for these F, and those over here, it F. That's cool. All right. Now,
after doing that, I want to create one
H here in the middle. So I can use it as a guide. I can actually use one of these, but I think we can
change the angle here to maybe 45 degree. Hit H D take a Cob it art this, and now we got it in the middle. Now let's select the window and let's have to go
to the eighth mode, and I guess we should have
one ago here in the middle. After that, I can
pick these faces like that and hit F
to convert them to one face and those over here
hit F, something like this. All right. And now let's go
to the vertex selection mode, because as you can see here, we have a lot of vertices, and I guess we can reduce
the number of the vertices. So this is the first
thing. And not just that, I guess we can
delete half of this at xF and get rid
of it because we can use mirror to complete it. Not just that. You can tab out and you can delete the
guy that we get created. I guess we don't
need them anymore. Tab, and now let's take a look. So fair thing that we
can do right here, maybe redistribute
these vertices and give them even distance between
each vertex, ec two vertices. So select these
vertices like that and tritic Q space
from the loop tool. So now it's up to you if you
want to reduce the number. In case you want to do that, you can start with this vertex, Holt Hift and add this, volt heift and leave
one and add this, and you can hit shift
and plus sorry, control shift and plus to
repeat that again and again, something like that, and you can control x to dissolve
all of these vertices, and now we just
reduce the number. All right. Maybe we can do the same
thing here right here. After selecting these vertices, her click and two space to
fix the space between them. And I guess we don't
need to reduce the number of the vertices right here. Everything
looks nice. All right. Now I want to
bring the organ dot right here in the middle on
this vertex maybe. So at Heft S and bring the three D coosor
over here and tab out, and then in the object
mode her click, set Origin to three Dcorsor, and now we have the
organ dot right here. Now we can give this a mirror. And I guess we don't need these edges. We can delete them. Select this, go to the modifier shift A
and let's add a mirror. I guess on the x should be
added. That's very cool. Now whatever change you
will do right here, it will be reflected
on the other side. All right now, I will hit a
to select all of these faces, and now I will hit I to
create a small inset, and I want to hit I again to
make an inset individually. So just hit I two times and it's up to you to
cure the thickness. Maybe something like
that. It will be okay. 3.4 or, add three looks nice
three. That's very cool. Well, I'm not quite sure
if we need this g in the middle or maybe
we can ignore it. Actually, it's up to you. But I guess we can do something else like applying them
with the fire, the mirror, just hover over here and
hit control A to apply it, and then you can
go back and just delete this in the middle.
Let's get rid of it. All right. And now I will hit
A, select all the phases. You can jump to the
phase selction mode and I will hit I
two times again. Let's add three here, centimeter as a thickness. All right. For me, I like
this result. It's better. And then after doing that, just hit P and then s to
separate these windows. And now I will select the frame, and I will use it and move it to the x axis and put it here in
the middle, as you can see. And I will give this a
solidify modifier, S A, and let's use solidify, and I will zero out the offsite, I will a z right here. When I give this a
little bit of thickness, the thickness will
go to the both side, something like that. I guess. After that, you can bring these glasses and can
put them right here. And you can give these
thickness as well if you like. So select them and
give these a solidify. And the thickness
will be I don't know. I will isolate this
just to see the result. On centimeter, maybe 0.5
centimeter will be better. And the offset zero
out the offset. All right, that's
very cool. All right. After that, select the frame, right click, shade auto smooth, and let's go to the modifier, and let's add a bevel modifier. Let's change the
amount 2.5 centimeter. Let's increase the segment
to three, maybe shading, hard normal, active
the hard to normal, just to get better
shading. Let's o in. I just want to see the result. S. I just want to make sure
the heading looks fine. Well, sometimes, if
you've got a problem, you can active this
ignored sharp, but it's not working
properly most of the time. If you use hard normal here
and the bevel modifier, it's better to choose
shade smooth instead of shade auto smooth because
when you choose shade smooth, it's give you better results,
as you can see here. So yeah, I will stick
with Jay Smooth, and we can replicate the same thing on
the frame, this one. Right click a Smooth, and you can CV the same bevel modifier that
we add right here. Select the frame that
doesn't have the modifier, hold shift and pick the
frame with the modifier, and go to the bevel and
chose COVID to select it. And now we have it here as well. That's very cool. So this is how to create the
window and the frame. And it's up to you if you
want to go beyond that, if you want to ask some
details, you can do it. But it's ready, this
looks fine and cool. And yeah, that's very cool. All right, I think that's
it for this video. I will end it here and
see you in the next one.
8. 008 Designing the interior window frame Part 2: Hello again, welcome back here. I just want to
mention something. Normally, when you go to the overlays and actiive
the face orientation, you will see two colors, the red one, and the blue. The blue means the correct face. Red means the wrong face. But here in my example, because I'm using
one of the themes that you can download
it from the Internets, The scenario here, it's
a little bit different. Now, if you go to the extension
into the theme section, here we have the deep dark s. And here I got the phase
orientation active, but I can't see the blue color. Well, that's because
this theme here, it's not showing
as the blue one. It's just showing
as the red one, and this makes sense actually. It's not quite necessary
to see the blue one. But if we see the red one, that will be it, and that's
all what we want here. But if you turn this
off clear theme, we can go back to the
original state of blender, showing you the blue and
the red one. All right. I will stick with this
theme because I like it. And let's continue. So so far, we created this frame. Now, I will take all of these pieces and copy them
on this frame as well. I will have d to
take a copy right here. All right,
something like this. And before I move this
anywhere, if you like, you can add a guide here
in this area to snab it with a with the wall perfectly, I mean, you can
add an empty here. For example, we can
grab this frame tab and select this vertex at heft to S and bring the three
decorsor over here. Heft S and move the mouse down to bring the three
decorsor over here. And now tab out heft A to add, and now you can
add an empty here. Now you can parent all of
these pieces with this empty, hold shift and select the empty after
selecting all the pieces of the window at control B
and set parent to object. And now, When you
move the empty, as you can see, the whole
frame will move with it. Now I can snap the empty
with the wall, normally, it g to the y, hold control and snap it here, and now the frame is perfectly
in the correct place. It's up to you if you want to
make this tall or shorter. I guess we can make a small
tweaks here like grabbing these two vertices and move them down just a
little bit like that. If you want to move these
to a specific distance, just turn off automerge, and move these
vertices down and snap them with these and move
them again up to the z, and give them a
specific distance, for example, 20
centimeter, and that's it. And now you can connect
those together, or you can move these
to 20 meter again, to have a 40 centimeter, and I think that's makes sense. Now you can grab this
with this and then hit right click and then
break phase and that's it. After that tab out,
grab these pieces, to go to the smooth. Go to the vertic smooth it one. Go to wire frame, so we can select all
the vertices over here and you can move
them a little bit. G to the z, and move this down at ten bit
like this and that's it. And now we got this perfectly
in the correct place. After that, now it's attempt to create this
window right here. I will select the structure
and tap to go to the mode, and I will select the
entire ge globe like that, AF to add this one, it P, and then S to
separate the selection. Tab out and I will
select this New age. Select all the edges or vertices F to create
a face over here. All right, that's very cool. Let's go to the vertices and let's see what
else we can do. I will select this
vertex with this one hit J to create a connection between them and I feel like you can add two edges right here
and multiple edges here. I feel like you can add
four or three, it's up two. I guess it's okay
to add four here. And here in this area, I guess we can add
one temporarily, and we can hit B just to see which vertex should be
connected with this one. I guess this one with this
one hit K to connect them. And you can have
just two pieces, yeah, I think that's it. After that, you can delete this ach in the middle.
We don't need it. If you care about
having a c right here, it's okay to do that, hit A, sect all the faces hit I
to make an inset hit I again to ignore
individual inset, and just move this a little bit close to these
edges in the middle, and you can accept this result. After that, if you need this, that's mean there's no reason to have these edges right here, control and dissolve them. And actually, I like this triangle right
here. It's very cool. Well, I guess we can keep it and I will dissolve
maybe this edge. M qua, do we need
to dissolve it? I guess we can do
that, and I will select these edges and maybe move them a little
bit down like that, just trying to put them in the center. All right,
that's very cool. Now I will select these phases maybe it F to create a single phase and the
same thing here as well. This e, we don't need
it, we can dissolve it. And if you have a lot
of vertices right here, you can reduce the number or
actually, I will ignore it. It's okay to have them. Now I will hit a to
select everything, and then I will hit I to create an in set to
create the frame, and you can have, I guess four, as I remember. After that, you can hit P and then S to
separate the selection, and you can now use this frame. Again, hit G to move this to the middle. Something like that. If you want to be precise, and if you want to put this
perfectly in the middle, I guess you can active
the edge center and move this and hold control to snap it to the middle of this
in the middle of this age. And now we got it in the middle. And now we can add
solidify modifier. However over here, at A and go to the generate
and add solidify and zero out the offsite
because I want to when I give it a thickness, I want thickness to go to the both side on the
left and on the right. That's why I want to zero
this out, as you can see now. So let's give this I don't know, maybe 15 centimeter,
something like that. Maybe we can go to
20, maybe, I guess. And now let's select
this again tab again, and now I will select
all the faces. And I will hit I again, it I two times. And let's tie three
here as a thickness. Okay, it seems like we
can't use three here as a thickness because the
vertices here are too close. Well, in this case, I think it's necessary
to reduce the number. All right, that's very cool. We can do that. So let's
start with this vertex. Called ift, one, pick one, and let's do that
again and again. And if you want
to speed this up, control ift and
plus multiple time, until you reach the other
side, something like that. And I don't want to target this vertex hold control
and de select it like that, and then hit control
x to dissolve these. And I think that's it.
I'm not quite sure. Let's hit A, select everything, and I will hit I
to create an and I will I will accept it
and here I will add three, and let's see what we will get. Okay, looks cool, but here
we have some overlapping. But I guess we can fix that. Or if you like you can give it a different thickness.
It's up to you actually. Okay, let's see how
can we fix this? I will accept this,
and for example, for this area, I can
dissolve these edges. And here, let's see what
we can do in this area. Let's see if we can
dissolve those as well. Actually, we just dissolve
these edges and that's it. Everything now looks fine. All right now, I will select
these face like that. And just hit P and then S to separate this
out and that's it. Now I will select this
frame and use it. It g to move this to the y axis. Hold control to snub it here to the middle. That's very cool. And we gave it. The thickness was 4.7. Why don't we give it five? I guess that's will be better.'s do the same
thing right here or you can modifier that we added
right here. Select this. Hold shift to grab this frame, and let's the sodify, and the Cobe the il as well. Now let's have a
look. R head smooth. Everything looks cool.
The same thing here, grab this hot to grab this one. B i, very cool. Now I will select these. It's due to move this to the Y axis hold control to snap it to
the middle of this edge, and I will give you
the same thickness. Grab this hold, you have to grab the window with the thickness. Be selected. All right, that's
very cool. Okay, now we can use this window and
CB it and boot row here. And I guess it's
better to add an empty just to make the
process easier for us. I will tab and go
to the vertices. So let's grab this tab. We have the vertex
right here. Let's bring the three d coorsor over
here on this vertex. Heft corsor to select it, and now we have the three
decorsor over here. Heft to add and Mt
that's very cool. Now I will select these
pieces, all of them. A have to add the empty
control P and set parent and ke transform or you can just set parent to
object and that's it. Now if I move the empty, the window will follow
it with the frame. Now let's select them. Together with MT, that I will hit shift D
to take a Cob like that. And now I can use the MT after the z to rotate
this, 90 degree like that. And all what I want to
do is just put this empty in the middle of
the C. I mean here. And because I have snap
active to switch to H center, I can hit G and move the empty control and
snap it right here. And everything looks
perfect. Is that correct? I think I think we have
small problem right here. I will grab the structure and let's see what's
going on here. The window frame is not
filling this area perfectly. I don't know why I having this, but if you face a
problem like this, we can go around it. We will spend a
little bit of time, but in the end of the
day, we can fix it. Select this age loop
and COB it right here, it hit P and S to
separate this out. Tab out and let's
select the tab hit A, and then hit F to fill
this with a phase. Let's rotate this to the
z nine degree like that. Let's give this a thickness.
Something like this. Now let's move this right here, and just snap this to the empty. All what we need to do is just snubbing this to the empty. To make the process
easier for me, I will select this
with the empty and go to the local space
so I can see them better. Now I will hit G, I will select this pi piece, and I will hit g to move it, and then I will hit B
so I can use the snap Get G first and move it, and then after that
hit B and pick the middle area from here
and snab it right here. All right, it could work, but for some reason, doesn't work. All right let's try to
go to the orthographic, hit five from that and
bad and let's see if that could make any difference. A G, and then hit B and pick this middle area
and snab it right here. Doesn't work. As rad. It should work. Less
active the vertex, Snab, as well, hold heft and
less active both of them. And now let's do that again. H G, and then B and grab this, hold control and snap it right here, sorry without control. It seems like it's
not necessary. He five to exit of the
orthographic view, and now we got this perfectly
in the correct place. So cool. Now we have a new
piece to cut this area, but we got some overlapping
happen right here. In this case, we can grab the cutter with the
empty and just move them a tiny bit to this
direction away from the wall. You can go to the top view
actually just to see that. Maybe we can move
it yes a little bit and try to put
it in the center, and that's almost that's it. All right, that's
very cool. Now, I think this piece covers
everything. Covers the whole. I mean, I thought I thought
I should cover this area. And actually, it's not
difficult to cover this area. Just go to the phase
selection mode, I'll to click to select
this entire phase loop, x F to get rid of it, and then go to the
selection mode. Grub this edges and
then hit F to fill it, and you can do the
same thing here to this side hit F. After that, select this face
with this face hit F change this to one phase and the same thing
here hit F it. That's not difficult actually. In these edges, it's up to you to keep them
or delete them. I guess we don't need them actually. I can't
delete them. Okay. All right now let's
slash to excite, and I'm going to use this piece as a cutter to cut this area. So I will use or I will select the
cutter as a first object. Holift, select the structure, and then let's go to the arrow and let's go to the edit
to use the bull tool, and I will chose autobcly, I don't think I will go back
here and make some editing. Now we got this result, and it is perfect, as I think Let's go to the
side and let's take a look. Yeah, cool. It's perfect. After that, you can
save the project. Cool. All right. I think that's it
for this video. I will end it here and
see you in the next one.
9. 009 Designing the door: Hello again, and
welcome back here. Now, I think it's a time
to create the door. I have an mi right here. We can use it. This
more right here. I can import it and follow
the design this design, and we can create something like this. Let's see how
can we do that? I will go to the right view
and I will import the image, click any drug, and let's
put it inside vender here. And after that, we
could check the size. I will create a guide here. For example, I can add a plane and align
this to the view, and let's size it right here. I can move it anywhere I like. For example, right here. And I can open this panel and go to the item and
change the dimension. So for the x, we should have 1 meter, maybe. Let's start with 1 meter, and for the y, 210 centimeter. Maybe here we can
add 90, I guess, I'm not quite sure, but
we can change that later. And now I will scale the
image to fit this guide. You can go to the
wireframe if you like, and let's move the image. I will align the image, as you can see here
with the guide, and I will put the three
D courser, for example, right here, and let's move the Mag a little
bit like this. And I will use the three D
courser as a B foot point, so I can scale from this point out as you can see like that. Let's scale this up until you reach the top edge of the
guide, something like this. I guess that's A right
now the image is perfect. All right. When you come to
the perspective, it's difficult to see it
because it's not visible. So in this case, I will hit five to active
or the orthographic, so we can see the image. I will select the
image and move it back just at ten
a bit like that. And you go back to
the right of view, And I guess we can use
this plane to start. So let's see how can we
create something like that. I guess we can start
with the frame. I think we can create the
frame first and after that, create all the pieces. So I will tap after
selecting the plane, and I will grab these two vertices and
move them on the side. Something like that. You can give this a
specific thickness. Something tiny like that. We just extrude this on
the wrong direction. It's okay to move it like that. Here I will have
or add an a loop, and I will ale bit like this. I think five centimeter
minus five will be okay. Type five. Sorry, minus five as very cool. All right. Let's go to the
right review and let's see. Let's check the results.
All right, cool. After that, I will select all of these faces and copy
them on the other side, it D, and let's take
Coby over here, and I will mirror it hit
control or you can go to the M and mirror and mirror
this to the y axis like that. It will be mirrored depending on the three D coors because we swi this to three D coors, the Bivot, we can switch
this back to median. All right, let's
put this over here. And now we got this result. Now we can create some
kind of connection between them depending on these phases. By the way, If you use
mirror in the edit mode, the result will be flipped. So in this case, I
will select them all. I just want to fix
the phase orientation or fix the normal. G select them all
hit A and then sit and to recalculate the normal. All right. I will hit control
to add one e loop Almost right here and
another g right here, but I will snap
this with this one, hold control and stab it
like that. That's very cool. And after doing this, I will select these
faces and use them at D, take a Cobi and right click to leave
it in the same place, and P and then is to
separate this out. Now I will select this piece
and tab to focus on it. And let's grab these two edges. I just want to extrude
them a little bit. But after the extruion, I just want to hold them here. So it's better to
active automc first. It, all control snap
these over here, and now I will still those, all of them, and hit E to extrude them like
that. That's very cool. You can grab this F to
create a phase here, grab this one hit F two time
to create two phases here. Now let's take this one, and select all of these faces, and I guess we can go to mesh and Q symmetrize Let's
see if that's will work. Change the direction
to plus x to minus x, y, that's perfect. But this one needs to be
moved just at any a bit. I will grab the side
and snap it perfectly. Hit G to the y hit P to grab this vertex and sna
it with this one like that. Now I will grab this lo shifts. A sift and add this one, and then you can connect them. I guess we can bridge them. Right like that, and
then flip the normal. A have to N to
recalculate the normal. Now we've got this result
as you can see here. All right. Very cool. All right. After that, we can focus
on the door itself. I will grab one piece here, and I guess we can select
this and use it this phase. D, to take a copy like that, right click to leave it
in the same place and then hit P and then S
to separate this out. And now I will grab
the C N piece, S A, select this phase, it to this, and
stab it right here. All right. It's important to accurately
leave some space, a tiny space from here. And for this side as well. As a tiny bit and from
the top, like that. A, very cool. Now let's see what
else we could do here. Let's go to the right and
let's see the design of the door. All right. I can use a n tool to
create this design. I will hit K and start
from here from the top. One click, hit a to to
have a straight cut, and let's add one
cut right here, and you can hit a two time to turn of this and make one cut. But I guess forget something here before we go any further. I forget to active cut
through when I use the knife. So let's start over hit K
and hit C to cut through, and let's make the
first cut here, hit A. To activate stright cut. One to click here, hit A
two time to turn this off. On to click here and
now hit A again, right to the end here and
then hit space to confirm, and now we have nice
cut goes like that. Now los do it again. Let's hit K, and then C to cut through and the secrete a cut
goes like that. Hit A to have a straight cut. One left to click here and
then enter. Very cool. A right now, I will
select this phase with this one.
Something like that. I think we can go to the local. The scrobs over here hit P and then S to
separate this out, and the same thing for those P and then S to separate this out. A P and then. Let's grab this and let's hit slack two time
to focus on this piece. Tab to go to the mode, it two to active
the selection mode. Grab this hit F to
fill this area with phase until you fill
this one as well. I'm going to do the same
thing for the rest. Grab this one, hit to
go to the local mode, Tab, grab this, hit
F multiple time. And the same thing
for this piece, we gb this F I think just two
time and yeah, that's it. That's cool. Now it's up to you if you
want to give this abival. It's okay to do that. So let's start with this piece first. Let's go to the multifier, and let's give this abival, and let's add 0.5
centimeter, something tiny. And I guess we have some
variation in the scale. So I will aro this control. I apply the scale to
avoid this problem. And I guess we can
go beyond that. 0.3 maybe, I guess it will
work with two segments here. Right click head
smooth and let's active the heart the normal
just to get petro heading. A three, I guess
it will be okay. Now I can co the
same information here and give it to the rest. Select this with this lt
have to grab this one, and COVI to selected
and a t to COVID the Mutifier for these
two selected objects. That's very cool. Fix
the scale, grab this, control A apply scale and
this one as well. Cool. And for the frame, I guess we can go to the edit mode here, and I guess we can
level this edge loop. And this one. Before you do that, just apply the scale to avoid any problem. Tab, grab those set
control B and pile them. Let's add a lot of vertices. For example, you
can add 13 segment or you can add 20, if you like. Now we can go to the profile type and
active custom profile, and we can pick one
of these presets. This one, maybe this one. So see which one is
suitable for you. D. We can change this to another direction. Let's see if this makes sense. It's beautiful, but
I think this pattern is not good pattern to pick. I'll try to pick another one. It can be now let's change
this to let's see this one. All right, let's see if
this one makes sense. Maybe we can manipulate the
with a little bit. All right. Let's grab this one tab, grab these control be let's
have the same thing here. Let's see what we've got so far. I'm not quite sure
if I can do this, but I just want to add
this age and this age, and let's see what's
going to happen. See if that makes sense. Well, actually, I
think it will work, and it will give us something
cool we can accept. Had auto smooth and head
auto smooth here as well. I don't know if we can use
bevel here to bevel this. I can use bevel, but it is necessary to add
small value here. I will co the same bevel
that I added here. Grab this have to
grab this piece, and then co to select it, and let's take a look and
let's see what will happen. As you can see, it's very Yeah, the amount is very small. You can't go beyond that. But this is cool, actually. I can go with this. Grab this vult, you have
to grab this piece, C the vult to select. All right, cool. I can
accept this result. Okay. All right. After that,
all what we need to do is just creating
the door handle. And I will put the three
d courser right here on this frame and move move it to this point and add f
to add a circle and align this to the
view and let's change the radius to 1 centimeter,
make it very small like that. And the vertices
maybe 212 vertices, something like that,
and I think we can scale this
just a little bit. Y. Let's hit g to
move this over here. Let's t to go to eight move
F to create a phase here. We can extrude this gas
at ten a bit like that, and extrude this
again like this. Now I guess we can select
these phases and use them. Extrude them like
that. All right, let's move this over here. And now I guess we can add one vertex or one be right here, grab this face and then hit S sorry to scale this as
a little bit like that, and maybe move it like this. Okay. And I will hit E to
extrude this again like this. All looks cool, tub out and let's move this
inside almost right here. Now let's go back to the
right to eight to add plane, Align this to the view, change the size to five
centimeter, something like that. You can go to six if you like. Let's hit key to
move this over here. Tap to go to the eight mode, control r or select this
pas right subdivide, and you can subdivide
this multiple time, like adding five here, let's go to the local mode. I select this grope of phases Or I will select them all and then I will hit I to create small insets, it I again to avoid
individual inset. Let's have a small
inset like that. Then with these faces selected, let's try to click and use a loop tool and use circle
to convert this to circle, and to scale this down. Let's scale it
almost right here. Something like that. H it F
to get rid of these faces, it A like this, hit to extrude this gas a little
bit, like that. It grab the handle
and move this out. And now we can give
this abibl if you like or subdivision
surface, if you prefer. I can go back to the local mode and I will select these edges. Actually, you can
go to the select and here we have select is it, select random and select loop. Sharp edge, select
sharp edges here, just to select the sharp edges. Now you can level
them. I control would be vel them and give
them a three cuts. I guess. All right. Bv as you can see, is not working properly because we are dealing
with the custom, so I will change
this to this option. Now I guess we are getting the correct result that we want. Maybe I can make it a
little bit sharper. 0.0, maybe three,
I guess, tab out. And with this one selected, practically hit
the smooth and hit control one to add subdivision
surface with level one. Control one. All right, that's very cool. Now, let's see this tab, and let's s up the loop. Maybe we can volt
to three like this. And I guess this one
control to be volt as well. And here we can add an e loop
just to support this area. But as you can see, when
you add an here very close, it will be merced because
automag is active. Turn this off control, let's add one right here. And let's see what
else we can do. One, maybe right here as well. And maybe one here and maybe
two here in the middle. For this area, I guess we can
hit I to create an inset. It's up to you if
you want to add any de correction
right here like extruding this inside and then hit and do something like that. All right. Maybe I can add one right here and one right here just
to make this area a little bit sharp and right hit the smooth control one to add subdivision
surface with level one. And now we got this
door handle. All right. Some tweaking we
can do right here like grabbing these faces
and extrude them out. Grab this face a cant
row last multiple time. And then a t has to inflate
these to fill this area. Yeah, the result is
acceptable and looks nice. Cool. After that, I
think we can go to the right and select this piece at D to take a
copy right here, maybe. And make some tweaking here. Let's select these phases, can trouble us to
grow the selection, so we can select
the edges as well, and I'm going to
scale this down. But if you hit to scale it like that, as you can see here, we will have some problem, the phases will be
pushed in to avoid that. Scale this like that,
but cancel the x axis. Shift x to cancel the x axis. Tomic like this will be cool. Now we can grab the interfaces and then hit H D to
take a cob like that, and then P S to
separate this out. Tab out grab the swing and tab the mode go to the selection mode to grab
this entire edge loop, and I can take this out just
a little bit and then hit F, and I will hit I to
create small like that. Grab the edges again, control to bugle them. Bible them like
that. Again, grab them, hit control again. A to flip the normal, select all the faces, shift the N to
recalculate the normal. And now we got this
result. Looks cool. A right now, I will
select the door and move it. Let's move it here. Or I will move it out
first because maybe we can add an empty right here. On this corner maybe or
maybe anyone you like. Let's bring the three d cursor over here after you
select this vertex, coors selected, and then
H A and let's add an Mt. And now I will select
all these pieces. It seems like I forget to
do or to select this one. That's very bad.
That's very bad. Let's try to put it
in the correct place. Art less turn of bevel temporarily to snap
this perfectly. After turning bevel off, I will select this piece, and then I will hit G to move and then B to
pick a certain point, for example, this one and
snap it with this one. After that, you
can turn bevel on. All right. A right now, I can select all of these pieces, deselect the map, deselect the empty, hold tif and make the empty
as a last selection. And then hit control B
and set p into object. Now I can move it from here. Right now hit g and
let nab it right here. I just want to see
if this is correct. Accult makes sense,
and it's very cool. It's almost perfect. Maybe
all that we need to do is just scaling this
to fill this area, and we can manipulate
the structure a little bit by grabbing
these vertices right here. Grabbing those over here and move them up just a little bit. G to the z, and you can
stab them here. All right. The result so far
looks very cool, but we just need to
go beyond that by grabbing these pieces and
to go to the it mood. And from the top, I can go to the wire frame and the grab these vertices and just move them almost right here, maybe. I just want to make
this frame very thick to have this result. All right. That's very cool. So this is how to create this door and the
result looks nice. For this red area, acculy just grab it type A and then shift and to
recalculate the normal. Just to fix this area. Nice result. All right. I think that's it
for this video. I will end it here and
see you in the next one.
10. 010 creating wall paneling decoration: Hello again, welcome back here. All right now, after creating
the windows and the door. Now, I think we can start
with the interior and let's start with everything
stick with the wall, for example, the decor right
here that you can see, if I bring the images, you can see it
clearly right here. I think we can start
with these strops. Yeah, let's create these and let's see what
else we can create. I will put the image right here. I'm using Pure RF tool. And let's see how
can we do that. I will put the three d courser
over here and maybe we can start with plane maybe. It's very small as
you can see here. I will tap to go to the mode
and I will hit k to the z, so I can see it better. And let's create a single unit. I will hit control
to add one c right here and control r to
add one right here, and I will grab this vertex
at x V to delete this vertex, and now we ended with this. That's very cool. After that, I can duplicate
this multiple time. I will select these
as H d to take CB and then B to pick a
certain point, for example, this, and I will be right here, and I can duplicate
this multiple times a H R to duplicate
this multiple time. Until you reach the end, something like that,
maybe one more time. Now grab all of these vertices
and then hit M to open the marriage menu and
choose marriage by distance to merge all of
these vertices together. So we can have a single piece. After that, I will hit g to move this and then hit to
pick a certain point, this one, and I will
snap it right here, and let's see what we
will get right here. Now I will select
these pases and I will duplicate this
just to reach the end. Hit D, take a COB, and then hit B to pick this new COB from here
and snab it right here. And as you can see, it's not
reaching the end. All right. In this case, what
I'm going to do is, I will select them
all and then hit and merge by distance just to
mark these two vertices. And I will move this
and snab it here. Hit G, and then B and the grab this vertex
and snub it here. On the other side, I want to
have something like that. I mean, the end, it
could be like this D, and then hit P and pick this vertex and
snap it right here. And now let's grab
these vertices and the wireframe mode and
then hit M and merge by distance just to
merge these two vertices. Now if you like you can
scale it and match it, or you can move it just at bit like that, and
that's will be it. Now we got this in the center. After doing that with these vertices selected,
e to extrude this up. Make sure to extrude these
on the correct direction, and then to move these
all way up to the end. You can snap them there if
you prefer. It's up to you. And now we got this. After that, you can give this a bevel. So I guess we can add a new level or we can cope with the same level
that we add right here. I will add a new one just
to learn how to use bevel. So have it over here, go to the modifier stock here and heft A and go to the
generate and use bevel. Now we have above all.
Let's add p three maybe for the amount and create the sigment to three maybe radically
head is smooth and less active are the normal
just to get better shading. This is how to
create this piece. That's very cool. C. And we can manipulate
this farther if we want, in case we want to do that, we will do it. All right. So the second thing that we can create right here,
this piece of food. Let's see how can we create it. I guess we can grab one of
these faces and start with it. For example, I can
grab these faces right here or maybe a group of faces, for example, those
faces, I guess. This s like this we
don't need to include. We can go to the wire frame
and select those like that. W be better. And I will hit HD to move them over here and you can move
them there as well. Something like that. All
right. That's very cool. Now, I will select these
and then hit D and then hit B and pick this
point and snap it right here. And you can active atomic to
merge these automatically. But for now, I will grab
the hit a merc by distance, and these two vertices
will be merged. All right. That's very cool. After that, I will grab
this with this end, I will hit and extrude
this all way to the end. You can stab it right
here if you prefer it. All right not right there
actually right here. That's. Let's go to the top. Right here. I just want to detach these
faces from the group, select them like that because they are linked to
these faces as well. Select them like that and then hit P and then S
to separate them. Tab out, grab this, and let's move it
a bit like that. You can snab it if you like. G and then, pick this
point and snab it here. All right, tab again, and I guess we can
duplicate those as well. Keep automrge active to
avoid merging this letter, and then D and then B and COVID from here
and move right here, H that, and these vertices should be merged automatically. And now I will select all of them and hit e to
the z and extrude those down until you reach the door almost right
here, something like that. And I know I extruded these
on the wrong direction. I know that, I will fix this. Hit A and to recalculate the normal
to avoid this problem. And now I will select
these phases like that. And I will extrude
these just at e it like this, something like that. And I will extrude those
again one more time. All right. And I will
select these faces. Well, I guess I just
made a mistake here. These pass that I could pick, and I will hit E and snap
snap them right here, just to have the same
level like that. And now I can grab them
again and move them down. But I think I just made
a mistake right here. I think we don't need
these straps anymore. Yeah. So I just want to ignore the ex And now I will select the whole strap like that
and extrude these together, hit E and extrude them again. And yeah, just like that. Select this phase, hold control, have to grab this one
to select this area, and hit E to move these
way to the end to the ground right
here. Very cool. Now let's tab out.
Everything looks cool. If you prefer, if you don't
like this result of bevel, you can go to the geometry
and change the mitre to arc. That's will give you
a different result. It's better to increase
the sigma a bit. It's up to you actually. Now, after doing that. Now, I think it's the time to focus on the door and the
area around the door. Here we have a wood strap. We should create. So let's
see how can we do that. And I'm going to pick
these phases that I used here in the wire frame just select
punch or face like that. And let's use them. H D to take a copy like that, r to the z, rotate this nine degree, and then G to the z hold control and snab them on the ground. Make sure to active the face h nab as well to snap
these on the ground. Now g to move those
over here, for example. Let's move those here,
just close to the frame, and let's see what we
can do here. All right. I will delete these faces, X, and let's get rid of them, and let's delete
those over here. And this one as well, I guess. Let's detach these, grab them hit P and then S
to separate them. And I guess we can move just a little bit right here and move it close to the
frame like that. All right, something like this. And I guess we can grub this and hit E end throw
this maybe right here. After doing that, I
can hit E end through this up. All right. A way to the end, key to the z, and stop t here. Looks cool. All right, grab all of these
faces and from the top, hit Shift D and let's take
a B on the other side here, and you can mirror it
because on this side, we have one s square, and
on this side, we have two. Actually, you can
delete it if you like if you don't like mirror. For example, you can go to the face mode in the wire
frame, grab this control, x dissolve it, and that's it, tab out, G and move
this over here. That's all be it. All
right. That's cool. Now now we need to focus on
this area in the middle. I will grab one strap,
for example, this one. Let's grab these in the top. I will hit d to take
a CB right here, and then hit P and then S to separate this out,
so I can use it. Tab again, let's delete the
squa F to delete the pace, and let's move them
close to this one. And I will hit H D just to
take CB and then I will hit B, just to pick a certain point
and stab it right here. Maybe I can do that again because the result
is not correct. G and then B, grab
this and move it here. I will duplicate this again, D, and then I will hit B to be
this vertex and stab it here. Now maybe we can pick
those over here. D and then B, grab this and move
it over here. Okay. The result is close. All right. Maybe we can grab those here, H D and then hit P, grab this vertex and snap it
over here. That's very cool. Now we have some overlapping
hit in this area. I guess we can scale this a
little bit to avoid this. This is an option
or maybe we can make the gas a little bit wider, that's will work as
well and it's not going to be a hue difference. Select these and then hit and move those gas
at a bit like that. The overlapping will be
on the side. Grab this. In the Edit mode,
don't forget that. Let's move these a
little bit like this. Tab out, grab these
and extrude them down. Above the door. Hit A, select all the faces, shift and to recalculate
the normal, and then tab. We have, as you can see a
small gap here in this area. Well, to avoid that, you can
grab the empty of the door, And scale this a little
bit to the Y axis. It is to the y, and scale it
a little bit and that's it. All we fixed the
gap on the side, but I got another problem on the side. Let's
try to fix it. I can tab here and add
one gbe in this area, control to add one gube
and move it like that. You can align this edge
with this phase like this. Now you can grab this phase
and extrude it a bit. I will hit E and extrude
this until this reach the frame of the door,
something like that. I think that will
work. Let's see what else we can do here. A at the corner, I
don't like it actually. I guess we can do better
by filling this area. Let's see how can we do this. I will select these
three phases like that, and I will hit X F
to get rid of them, and I will select this
at F and F again. Let's go to the local mode. I just want to see
what we've got so far at F again to fill
this and that's it. The same thing for the side. I guess we can grab this pace. Let's go to the local mode. Grab those as well, t x F to get rid of them. Let's keep this area open, and I will grab this age
this one right here, and I will extrude it like that. Hold control to snub it with this vertex.
Something like this. I just forget to pick
this underneath it, so I will hit control
Z to ignore that. Now I will pick
this one as well. And I will hit E to extrude
those to the x axis, hold control to snub
it with this surface. That's very cool. Now I
will select this with this Ag and hit F to fill this, Grob is hit F. And I guess we can hit I'd click on this area and
then hit F to fill this, and we can go down here
at I'd click and then hit F. And now we ended
with this result. I prefer this. I like this. It's up to you to chose
whatever thing you like. All right, I think that's
it for this video. I will end it here and
see in the next one. T.
11. 011 creating wall paneling decoration Part 2: Hello again, and
welcome back here. Let's bring the
reference images here. I just want to see what
else we can create. What about starting
with this panel? All right. Let's see
how can we create it. Well, according to this image, you can see all the details are here with the reference image, and it is easy to create. Let's start with maybe adding a plane right here at Hft A to add after putting the
three decosor over here. Hold Hift Holt right click
and move the three decosor, and now it's stick on the
ground like that. All right. Hold shift, and right click, and now it's on the ground. Let's add a plane. Let's scale, make
it small like that. Let's try to understand
what's going on here. Well, actually,
creating this is easy, and it's similar to what we did right here, the
same technique. I will scale this to the x
axis like that and apply maybe a scale and tap
to go to the mode, and I just want to add
one maybe right here. Maybe we can grab this
and just move this a tiny bit and the grab this edge and extrude
it just a little bit. I want to create this. I don't know what to call
them cavities, maybe. Something like that. I
guess it will be okay. And I will extrude
this temporarily. I just want to determine the I just want to make sure
that the size is correct. Now you can go to the right
view and make a comparison. You can take this and compare
it to these blue lines. This one and this one. So now I will go to the vertex selection mode and
I will grab those and move this over here and grab the side and move this
like that, I guess. So now the size is perfect. I guess now we can grab those and move the maybe right here. Right. And now let's
take a look. Let's see what we did so far. All right, Maybe now I can
erupt those and extrude them. Let's go back to the
right view and let's extrude this almost right here. And let's ex this up
here to this line. After that, I will grab this and extrude it a little bit and snab it or align this with this
surface with this one. Hit it to extrude hole control and snub it right here. Again. Sorry. Very cool. After doing that, now I want to duplicate this multiple
time to create the panel. And I guess we can go back or I think we
don't need to go back. What we need to do
is just moving this here maybe and stick
it with the wall, key and move this to
the x axis like that, and you can move it close
to this penal like that. Now we can duplicate
multiple times. All right. I will go to the local mode, just hit slash from the
lamba because I want to delete some faces because after duplicating this,
I want to merge it. And if I want to do that, I should delete some faces from the side to be
connected on the side. For example, now you can tap
and de grab these phases like this and hit x
f and g d of them, and the same thing here, grab those over here, hit
X F and get red of them. And now hit a select
the whole panel, and then hit G or sift D
to duplicate like that, and then hit B to grab this from this corner to this
corner like that. Be auto meerge is active, This one right here. These panels will be
welded automatically. Now we can do that
again and again. Hit Haft D and then B and the grab this from here and
snap it right here, and you can hit Haft again
and again and again. All right. Until you
reach this point. We have a small variation. I just want to scale just
a little bit towards the y axis to this direction because according
to the reference image, I got an overlapping
right here and this design should end here. In this case, I will s. Scale to the active vertex
or to the active elements. I will make this vertex, for example, the active one. You can select it, deselected and selected again to
make it the active, and you can king that transform to active element.
You can kick that. Now when you scale, scale will work according to that corner,
and that's what I want. After doing that, now you can
zoom here and then hit S to the y and scale it until you align this with this H. But maybe we can go
beyond that a little bit. And now we got this result. Okay. Cool. Now, I just want
to see if what I did so far is makes
sense or not. Well, the result is cool, but I think the cavities here, they should be a
little bit thinner. That's a little bit annoying
to fix them now accurately, but we can do that quickly. Go to the wire frame and select
these vertices like that. Don't select them
both like this, just these vertices because
we're going to move them to one direction to the axis. Now after grabbing all of these, just hit g to the y and make
the area here very narrow. Something like this. C.
Let's like to excite. Now we've got this result. All right. Cool. And if we go back
to the local mode, I can go to the front
view and I can pick these vertices as
well and move them down a little bit, like that. Yeah, it's perfect. The distance is correct. Very cool. All right. Now I can cup this area. I can select these edges and
hit F to fill this area. Hit F again until you close
this site and you can go to this site as well and hit
F multiple time to sit. Now I can grab these faces. You can actually go to
the front if you prefer. Let's see if we can
do that from here, you can go to the local mode, and you can select
these faces from here. This is vast way
to select those, and you can extrude
these a bit like that. Now I will tab, and I want to duplicate it. But let's give this a bevel
before we go any farther. With this panel selected, go to the modifier, and then shift A to
add and let's add a Bival let's change the
amount to 0.3 maybe. Let's add three
segment, if you like, radical head smooth and go to the shading section just to fix the heading and
get better result, active hard and normal. Actually, I guess we can Reduce the number,
Let's tie 0.1 maybe. I think it's better. Now it d to the z, just take a OB and
put it above it, to the z to move this and
stick it above it like that. Very cool. Now let's
see what we got so far. All right. Cool. What I'm going to do is,
I will grab the vertices, the top vertices of this panel and move them up
just a little bit. Tab, Z to go to wire frame, grab these vertices like that. Z again to excite, go to the right view
and move up a bit. Bring the reference image. I just want to see what we
got right here. All right. H to the Z. And move
these up here, I guess. And we can change that
letter if we want. And let's grab the side tab and let's see grab these vertices as well and move
them to the ground, give to the z until
they hit the ground. All right. Very
cool. Actually, you can have another co if you like. You can take another
cop and you can grab these vertices and
move them down like that. Or if you like, you can
extend the one and then it. That will work as well.
It's up to you actually. We finished this one. Now let's go back to the images just to see what else we
can create here. We have this panel right here. It's a little bit different. Here we have two wings,
this one and this one, and I think it's
like a curve here, the design atle bit different. Let's see how can we
create it. All right. I will but this image right
here, something like that. And let's start over here. And maybe we can take
a OB of this Yeah, I guess we can take KB. This surface, maybe this phase, have D and let's
take b right here. And then P and then S to separate this out, and
let's work on this. And don't forget. The
bible still applied on this piece of of plan. And that's something
cool. All right now, I will start creating something similar to
what we got right here. I will grab this vertex and move it over here, for example. And you can move this for
example right here temporarily. And let's see how
can we do that. I will leave a small room for the golden egg that I got right
here, or let's say frame. Okay? And I will select this with
this and then hit key to move this to the x axis and
hold control estabt here. And I will extrude this up and I will go
to the right view. I just want to see
what I did so far. So this is the banel that
we are talking about. I will grab these vertices. At least move these a
little bit up temporarily, and I will grab these
vertices and move them to this here. G and move those over
here. Something like this. I will hit control r to have one loop in the middle and hit control shift r to duplicate
this to two like this. Now in the perspective,
this is what we got. Cool. All right now with these
two edges selected, I will level them at Ct rob, just to have two
edges like this. I think we can put this back to the Actually, maybe we can do
that from the top, I guess, something like that. All right. And now let's select these faces like this and ignore these and go to the top again and hit to extrude
those a little bit. Cool. Hit A to select
all the faces and then shift with to
recalculate the normal. Oh, my God, I always forget to actively
screen cast. I know. Anyway, t All right now, I guess we can grab
these vertices, and we can take
this up to the end. Or before we take this up, we can com belet it, and then we will push it up. So for example, here
we have the golden penal or frame that we
should create as well, Shift D after you
select these phases, hit Shift D to take a cop like that and right click to
leave it in the same place, and then hit P and then
S to separate this out. Tab out and now will select this tab hit a select them all and then hit E
to extrude this. I'm not quite sure if
we need a room here, I will leave a small
room right here. This is the golden
panel or frame. Now I will select this frame and hit HD to move it
on the other side. Something like that. I'm not quite sure, but I think the side should
be a little bit thicker. Yeah, I think that
would be better. Let's make it thicker,
just at ten bit. Now select these
three pieces and tap, go to the wire frame, make sure to select
these es, all of them, and then hit to the Z and move
this up almost right here. And now we got this result. It's very cool. Actually,
the bible here, it's a little bit smoother. I mean, we can increase
the amount to 0.3. And for the frames as well, 0.3. Yeah, I think that
will be better. Right now is the
time to create this. And before we do that, actually, we can duplicate this, you can go to the
right and then hit Ht D to take a CV and put
it on this side right here. So now we have one here
and one right here. And here in the middle, we
will create this shape, this panel, this wav panel. See how can we do that? I will put the three
dcrosor, for example, right here on the
ground and I will add, for example, a circle, it's very big, I will tune
the regs to 1 centimeter. It's right here as you can see. The vertice is 32. I think that's cool
to have 32 vertices. And I will tap to go to the
eight mode and go to the top. I just want to delete half of this after we select
these vertices, t x and V to delete
these vertices. All right. I guess we could rotate
this 180 degree like that, and scale this a
little bit like this. All right. Here
we got a problem. When I scale this, some of these
vertices are welded, turn off auto meeric, and then let's scale
this back again. And if you like you
can redistribute or fix the distance
between these vertices, select the first one, hold
control grab the last one. R go to the Lotool
and use space. Cool. Now let's move this here. I think we can scale it
a little bit like that. And it to the z just to
extrude it like that. Don't worry about the color. It's okay. All right. And now we can have
multiple copies. It's up to you if you
want to make this slow p or hypo with a lot of
vertices and the Hes. I think we can reduce the
number of the vertices a little bit by selecting some vertices, select for example, this
one and leave one and select the next one and
hit control Hft plus. A let's do that again. Let's add this one,
control Hft plus. It should work. I don't
know why it doesn't work. Let's do that
manually. It control tra dissolve it and
the grab those. Right click space. If you like, you can use relax a little
bit, just to relax it. Let's go to the top. I just
want to take a look here. Maybe we can scale gas
at ten a bit like that. Yeah, the result looks
nice. I like it. Now hit e to the z to
extrude this battle bit. And I will hit H D to the B and then B just to pick this
vertex and put here. And by the way, you
can use the array, if you don't like this method. For example, you can tab out, and you can go to the
modifier, however over here, it H to A and go to
the array and add ray, and let's array this,
for example, to the y. Zero out the x, and let's
add one here in the y. You can duplicate
this multiple time. And if you want to merge, merge them together because This piece is not merged
to this one from here. If you want to merge them, just active the
merge option here. Let's go to the marriage
and active this one. The distance 1
centimeter, it's okay. Ms quite here, maybe one
of these edges collapsed. Let's reduce the
number 20.2, maybe. Now the result is better. And now you can grow up these vertices and move
them up like that. To whatever distance you like, Go to the top. I just
want to take a look. I will hit G and move this
a little bit right here. That's very cool. And not just that, I will tap it A and then shift N to recalculate the
normal or to flip it. Now I can duplicate this
using the count here. Go to the top. Actually, it's a little bit difficult to see
them from the top. But maybe from here. Okay. I got a small problem right here. If you face something similar to what I got right
here, you can scale them. You can scale these to the y, I guess, and that
will help to fix it. And I guess we can move
this to the x k to the x, and let's put this
inside a little bit. Right auto smooth, I guess, and now we got something cool. All right? That's very cool. Or do we need to worry
about this side? Do we need to add
some frame here? I think we don't need
to do that. All right. After doing all of that, I think now we can focus
on the last part here. This part is just
a strub or food, we can add here. Actually, we can copy what
we did here and use it. So for example, we
can use this piece D, and let's take it. Let's
put it right here. Right Let's go to the top because I just want to make sure that this piece is perfectly aligned with
the one next to it. Let's see what else
we can do right here. All right. We just need to
extend this a little bit. Actually, we can go to the wire frame and de grab
these vertices like that. It's X, and then F to
delete all of these phases, and I just ended with this
one, as you can see here. And I will like to
go to the local mode because I want to delete
this phase as well. It's F to get rid of it, because I'm thinking of
using ray again here. So yeah, I will use array, grab this piece, right click. Let's bring the organ here, set organ to geometry. And then let's go
to the modifier, he to A, and let's
add the array, and let's array this to
the y one right here and zero out the x axis and
the relative offset. And now we can array this. But before we do that, I just want to extend it here. I will grab these vertices in the wireframe and I will
move this down to the Z. Like that. Hold. And now let's add multiple co Ves here. Can we add one more? I guess we can add one
more here. All right. After doing that, now
you have the ability to apply the array modifier
and add a cub here. I just want to do
something here. I want to use the Mic option
to merge these together, and I will reduce the
distance here to 0.2 maybe. Just want to make sure
that everything is okay, and I will put Bivle
underneath array. So array will be the
first modifier to array these and Bivle
will vl everything. I mean, Biv will vl the
result of the array. And now you can hit control
A on the array to apply it. And now you can tap
and for example, grab this edge after you switch to the
edge selection mode, and then hit F to cup
this and cup this area. And it's okay if
you go to the top. And scale this just a little bit towards the active elements. For example, I can
make this the active one and scale this a little bit. It's not a big deal. You can do that. Very cool. Don't worry about the variation that happens here
between these panels because all of them will be covered and camera
will not catch them. Now let's make a
comparison and let's see if what we did
so far is cool. Well, the result is n, but I'm quite sure If the size or scale of
these shapes are correct. I guess we can scale
this just a little bit from a certain point, for example, from this one. Let's theatre S to the y. Want to scale this a little bit. I know we will have an overlapping
here, but that's okay. And maybe I can scale this
to the x as to the x, just to make it just
to make the curvature, a little bit sit wrong. And after doing that, now we can go back to the
array and reduce the number. All right. Let's scale this to the way again.
Yeah, as a t end of it. And they is moot. Now they
become a little bit bigger. Very cool. All right, I think that's it
for this video. I will end it here and
see you in the next one.
12. 012 Arranging picture frames on the wall: Hello again, and welcome back. In this video, I
want to focus on the pictures we have here. I think we can create one
frame and we can duplicate it and use it for all the
pictures exist in the scene. So let's start doing that, and I will start
with this one here. If you go to the right view or accurate visible right here, the frame and the size, everything is here. Let's
start with this one. I will put the three
dicosor over here, and let's go to the
right and I will add plane and I will align
this to the view like that. And I know you can see it, but when you orbit
around like that, you will see the
plane right here. You can move it out just
a little bit like this. And if you go to the wire
frame, you can see it now. Let's move this ale bit down and let's try to put
it in the center like that. Let's open the screen cast. Let's top to go
to the edit mode. I will hit one to switch
to vertex selection mode. Click and try to select these, and I will move them
and align them with this edge and the blueprints, and I will grab those over here and move them just a little bit like this and select
those two vertices, and I will move them up here and grab those
and move them down. All right, that's very cool.
So this is the first step. After that, now we can
start with the frame, and it will be
something very easy. Guest, hit the A,
select everything, and then hit I to
create a small inset. Just accept the inset, even if it was thick like that, because we can
control it from here. After you accept that, you
can open the menia right here and give a specific
number to the thickness. For example, we can
start with 1 centimeter. And let's check this
out. 1 centimeter looks amazing. I like that. As you can see, the
middle phase is selected, and the phase around it are not selected, and
that's something cool. So with this select
phase, I can detach it, so it P and then a P and then to separate this
phase in the middle. And now I can focus
on the frame. Now the middle phase is switched to the object mode automatically because
we detach it, and the frame itself is
still in the edit mode. Now, I will hit A to
select everything, and now I can extrude this out. All right, now I will I guess we can separate this out
because what I want to do here, I want to add the
slice right here. So let's grab this face with this one and hit P and then
S to separate this out. And now you can tab out and give each one of them a thickness. And you can do that by using
the solidify modifier, go to this CO right here, and then hit heft A
to open the advenu, the Modifier advenu, and
s solidify is right here. And I don't know, maybe we can give it two
centimeter as a thickness. Right now, I will cob the modifier from this
object to this one. Select this one because we want to give it the
modifier and then hold shift and de grab this
one with the Modifier. Then go to this arrow and
choose COVID selected. Now this object have the same
information we gave it here to this After that, I guess we can push this a little bit inside
towards the x axis, it g to the x and push
this at a bit inside. Something like that,
as you can see. And now we can give it a
bevel modifier as well. I will select this and let's close the solidify
if A and let's add a bevel and the amount
to 0.2 maybe or 0.2. 0.1. Looks cool. I will increase this 23, and I will co the same
modifier to this one. Grab this, you have to grab this object that has the
modifier and COVID selected. Right click smooth, and
this one head is smooth, and then go to the
l hard normal, and this one as well you
can active hard normal. All right. One more thing here. I guess we can merge them. You can grab those together had control J and make
them one piece. Accu it's okay to do that. All right, now after
creating this, now we can COVID this
and use it here, and we can use it as
I think here as well. So let's do that. Well, with these two pieces selected hit shift d to the
acb like that, and let's rotate
this nine degree to the Z axis like this, and let's move it right here. From the top view,
you can put it in the correct place
like that, I guess. According to this image, I guess we can move it a little bit up or maybe we can jump to the edit
mode and tweak it. So yeah, let's jump
to the edit mode. W these two be selected. You go to the it mode.
And just one thing it's very important to do. Turn off auto merc right here because if you keep
it open or active, these pieces will be merged
together automatically. So just keep in mind
to turn this off like that to avoid any merging. And now go to the
vertex selection mode. You can z to go to wireframe, just to grab those over here, and just make it thinner. All right. You can
ie poll it actually. It's not quite necessary
to be per size here. Let's move this a bit right here and let's convert
with the block. Let's see if this what we are doing is
makes sense or not. Maybe we can go again to the wire frame and grab these two vertices
and make it thinner. And maybe we can grab everything and move
this up here maybe. And in the wire frame, I can grab these two
vertices and move this up a tin a bit like
that, I guess. Maybe thinner. Let's make
it a little bit thinner. All right. Yeah, I
think that's it. All right. After that, you
can hit a select everything and Takaob hit shift D, Takaob, and let's put this b right
here next to this one, and you can hit P and S
to separate this out. Tub out and let's
select this new one. The frame and the
vector itself and tab, go to the wire frame, grab these vertices and
let's move those down here. Grub those here and move them
a little bit up like that. Maybe we can make it
a little bit wider. No, I think we don't
need that. All right. Yeah, that's very
cool. Looks nice. Now I will co you one of these pictures and use it on this wall
according to this image, as you can see, actual
I can put it here. I guess we can use this one. Let's check the origin dot. Origin dot, it's
a little bit off. I guess we can put
it in the center, select the image
itself, right click, set origin to geometry, and the grab the
frame the same thing. Desk. Now I will grab them
together and hit shift with D and take a Cob on the
other side right here. From the top, we can
rotate this 91 80 degree. Like that, and we can go to We can go to the front of view and we can put this in
the correct place. So with this one selected, move this down just a
little bit and align it with the reference
image like that. And now we can to go to
it mode and the grab these vertices and align them with the reference
image like this. And now we need to
duplicate multiple time, or maybe we can make
it a bit wider, a b not too much. Maybe this one we
can move it up here. Like that. I guess. After that you can use a ray modifier to
have multiple copies. Let's go to solid and stop and check the situation
here. All right. The solid alight, I
don't want to anymore. I will hit control A to alight. I guess we can grab
those together and hit control and make them
one piece like that. And keep vl. It's not necessary to apply now. All right now after that,
I can close Bivl and go back to the modifier
menu and add array, and I can add four copies
here from the count, and I can put or leave
a small space between each image by pushing the factor a little bit up Hold shift and move
this at a bit, and you can determine
that when you go to the front and let's see
what's going to happen. I will push this
until the last image, reach the reference image, the frame of the last one. Now let's make a comparison, let's see if that makes
sense. All right. It needs to be
tweaked a little bit. I guess. Maybe it should
be a little bit wider. In this case, you can grab the
first one and tab to go to the T mode and make it a
little bit wider and let's see how that will affect
the final result. Now, when you grab
these vertices and move them like that to the x axis, we are not getting
what we want exactly. In this scenario, we can leave relevant offset and
use constant offset. Let's tab out and try
to put this in place. Manipulate the distance. And do what I did recently
and then grab one of these. Let's grab this
vertex and let's see. Now, here the scenario is a little bit different,
as you can see. Now I can move the
image a little bit and make the
distance smaller. And after doing that, now we can tab out and
manipulate this again. And let's make a
conversion with the image. As you can see, the
result is make sense. The result looks cool, but I don't know why I feel the frame here a
little bit thinner. Maybe it is just illusion. I'm not quite sure.
All right now, let's see what's the next step. A Maybe we can create
this banel I guess we can use one of these panels. I guess we can use this one. Is he dy to take a COB, and I will rotate
this to the Z axis after I put the organ
dot here in the middle, just hit right click
and organ to Gumetry, at the R to the Z, and
rotate this 18 degree, and you can go to the top and put this in place like that. And we can put it
here in the corner. Let's take a look and
let's see what we got. Here, we can make some
tweaking. All right. Tab hit a grab everything. Go to the mesh and
mirror this to the x axis like
that, and move this. From the top, you can put it in the correct place like
that, close to the wall. And I will grab
these vertices in the wire frame mood and move those down here
like that to the ground. And it A, select
everything because as you can see the
humery is that's mean, the normal flipped
after you hit A, hit shift and to recalculate the normal and go to the right
and let's make a comparson, and see if that's
correct or not. All right now I will
grab these vertices and move like that and match it
with the reference image. All right, cool. I guess we can grub these vertices in the wire frame mood and
move them down like that. I think this result
will be better. Cool. One more thing here
I would like to do. I just want to be one of these frames to create
this one, this picture. I can select the frame
and apply the solidify, have it over here, and
then control a two app. And I will select this with the image itself and hit
Control J to make it one piece. All right, if a problem happen, if you select this as the first geometry and then
select the image itself. And as you can see, we don't
have any modifier here. When you hit Control J, the modifier will be
disappeared according to this geometry in the
middle because it doesn't has any modifier. In this case, to
avoid this problem, select the image itself
because it doesn't has any modifier and then hold Heft to grab the frame
and then hit control. In this case, you will avoid
losing the bevel modifier. All right now, I will hit HD
to take a copy right here, and maybe we can move it down. Tab and let's select
these vertices and let's move those right here, and maybe I guess we can
put them right here, and smooth them a
little bit here, something like that, maybe. T Maybe we can grab those and move
them down at ten a bit. All right, this one, as well this picture. We can take a CB again, the and let's put the corner of this new
Cb almost right here, according to the reference
image as you can see, something like that, I guess. And now we can tab and the grab the side and move these
vertices over here, and these vertices as we grab them and move those
down, maybe right here. And that will be it. Very cool. All right. For this
picture from the top, let's move it away from the
panels like that. All right. I think we finished here. Okay, that's it for this video. I will end it here and see
you in the next month.
13. 013 Creating the TV console: Hello again, and
welcome back here. In this video, I want to
start with the TV Cosle. But before starting
modeling this piece, I just want to organize
a scene a little bit. I want to create a collection
for the wall panels and put them inside one collection in case we want to hide
them for any reason, and the windows as well. I want to put them in
a specific collection. So let's see how can we do this. I will select
multiple pieces here. Let's start with this and
this piece, and this one. Let's grab them like
that. Let's grub. Actually, we can grub them like this and deselect the wall. I guess we can add this one and deselect
the wall and the empty. I think that's it
or maybe we can add this one as well
with the biures. All right select
them like that and select the wall and
the ground as well. And to make sure that you didn't select anything
else accidentally, you can hit ge and
move them and see what else moves with the wall panels. As you can see nothing, just wall panels and pictures,
and that's what I want. After doing that, after
selecting these pieces, hit to open the collection menu and hit a new collection
and call this, for example, while
tt it enter twice. And now we have them inside
one collection right here. And now you have the ability
to hide them and hide them. After that, we can grab
the windows as well. Just tara them like that and
select those over here and deselect the wall and the
ground and this piece as well. And now you can move them. I just want to see if
there are anything else moves with them. All right. Now I can hit again and
create a new collection, and I can call this window. That's very cool. And now
I can hide them as well. All right. That's very cool. I will keep the windows
hidden right now. One more thing here, I
just want to do before I create the TV console. According to one
of these images, let's try to find it.
Yeah, this image. I noticed that this panel, it's a little bit pushed out. I mean, here we have
some thickness, and we didn't do that actually, but it's something
simple to tweak. Well, what we should do is just grabbing
these pieces like that. And adding this
and from the top, you can go to the
wireframe if you like. Tab to go to the eight mode, and I will grab these vertices like that
and go to this side, hold and add those
as well like this. It seems like I forget
to pick this one, so I will out hold to
add this one tab again, and I will this. Let's go to the side. All right. Now after doing that, you can hit key and put
this out just a little bit. Key to the x as I guess,
something like that. Try to book this and give it some thickness similar
to what we got right here. After that, these
pieces as well, I should move them
out just at a bit. All that will work.
That's very cool. All right. Now, I think we are ready to create the TV console. So actually, we don't have enough information
to create this piece, but I guess we can count on
one of these characters. I mean, if we use this one, f put it on the ground, I will hit it to the Z and hold control to snap
it on the surface, and now it is on the surface. Yeah. And I will put
it right here close Near to the blaze
of the TV console, so I can compare it with
with this character. All right. If I go to the right, I can see the TV actually. I can create a plane right
here and put it temporarily. So I can see the size of the TV, and that's something
makes sense actually. So in the perspective, just put the three d cos over here and go to the
right at H to add, and you can add plane
and align it to the view like that and just move it
down a little bit like that, a S Z and scale it like this, and let's align these
vertices like that. And those over there, let's move them
just attend a bit. And for these vertices, actually can move them, for example, right
here temporarily. All right. Now I can see
the dimension of the TV. I can give it some extrude. And now I guess we can
start with the TV Csle. All right, let's see
how can we do that? I will tap out and I will put the three D
courser over here, and I will shift A and a cube, for example, scale this cube
just at the end of bit, and I will hit g and move
this up just a little bit, and you can convert it
with the character. I will hit to move
shift z to cancel the z axis and make it
move just to the x and y. And I will move it right here close to the
piece of furniture, so I can comat it with it. Yeah, the height looks okay. If you want to go beyond that, s at ten a bit,
something like that, it will be cool. Control A, apply the scale, and let's stop and let's try
to manipulate this piece. I will hit g to move this
for example right here. You can comver with
them with the image in the distance here,
as you can see, I'm quite sure if I want
to give a ten number, but maybe right here,
something like that. And for the side as well, and move this for
example right here. Write something
like that. And now let's see what else we can do. All right, I will
select this pace and I will go to the local and I will
select this pace as well, and I will give it an inset you can give
it an ins right here or you can do something else like
grabbing these phases like this and hit I to make set and then hit
to invert the inset, so we can have edges like that. After that, you can determine the distance after doing this. For example, for this one, I guess three centimeter will be cool All right,
that's very cool. You may ask me why
you didn't add 18 right here and it control
heft to duplicate it. That will work, but I want
to use the inst method so I can be specific when
I give it a number. I will grab those like that and focus on
this side as well. And I will hit again to have outset, not
in sets this time. Let's call outset. And I will type
three here as well. And as you can see
another distance is even. I will select this phase
and this one and then tritical choose a bridge phase
to break those together, as you can see right here. I want to show you
the other scenario. I just want to show you
why I'm doing this. For example, if we take
this face right here, I will cup this, and I
will delete these edges. And let's extrude this. I just want to hear something. For example, Now if I hit ins, I will auto inverted like that. And if I accept this
result, now after that, I should bridge it as you
can see. I know that's fast. This method is fast, but when you when you hit
control to add one egg, this egg will be tilted ale bit according to this
corner, as you can see. There is a CNO to fix that,
actually, for example, if I want to move it right here, I can hit S to the y
and his zero enter, but that will work. But if you create this
using this method, you will avoid this problem, and you can put the
egg without scaling the egg towards any
axis to flatten it. So for me, I prefer this. If you think this method is faster and better,
go ahead with it. So let's grab this one, hit F to delete these phases. All right, let's see
what we got right here. All right. So here we
have an open area, and right here, we have this area covered,
this one and this one. So let's start with
this piece first. I guess we can use the knife tool to cut
this area and don't worry about the Don't worry
about any dimension here. It K to use the I tool and you can cut from
anywhere you like, for example, I can
start from here and go to this direction. And if you want the cut to be straight, and
that's important, hit A, and then hit C to cut through and confirm with
left click and then enter. Now we have this cut
goes through the um. And this distance
actually it's cool. After that, we can
bevel can roll B and give it a thickness similar to what we
got right here. I guess 1.5 will be
cool. That's very cool. Nice. And now I
will hit control, so I have one edge here,
something like that. And now I can grab this face with this face and bridge it
right like a bridge face. As you can see now, we got a connection between
this side and the side. All right now, I will slick
these three phase like that, and I will add this
with this one, and I will hit shift with D
to take a Kobi like that. And I will h rat to leave
the Kb in the same place, and I will detach
it, just hit P, and then S. Tab out and now
let's select this new piece, and I will tab to the
edit mode of this piece. All right, I will grab
this ge with this, sorry this one with that one, and I will hit F to
connect them like that. And I will hit
I'll click to grab this Ag loop, and then actually, I can delete this age, Ctrol x to dissolve it, grab this one, control
x to dissolve it. Grab this Hg, I'll
click to select the entire Ag loop hit
F to create a face. I'll click on this one
hit F. As you can see, the normal is a flip, And as you can
see, in the color, the red color showing
us that it A to select all the faces and recalculate
the normal it shift with n, and now it's done.
So that's very cool. Now, after creating this piece, now you have the ability to determine the sides
of this piece. For example, you can grab
these two pieces and tap to go to the moot and you can go to the wire frame and you
can move these vertices to see if the size fits
what we need or not. All right go to this
side. All right. Here in this area, I need to create another cut, so I will go to the top
and use the t again hit K, and let's create a
cut goes like that. Hit A two, make the cast right, hit C to cut through left
it click and then enter. And now we have another elope. I will grab these
vertices or these edges, and I will hit control
B two like that, and let's add 1.5, as I remember, right. That's very cool.
And now actually, I guess we can connect
those together. All right. Grob those together and try to click
and then a brig face. C. All right. After that, I grab
this egg loop, it out click to select the
entire egg loop and hold to add this one and hit P and then to separate this egg loop, tab out, and let's
focus on this age. Drop it and then to select it, and then select all the vertices and then hit F to create
a big face right here. And after that, you can
give it a thickness. And if you like, we can go to the top
active wire frame so we can see the thickness, hit E and extrude this
Something like that. That's very cool. Now let's see what else we
could do right here. I think this should be thinner. I'm also quite happy
with the dimensions, so I will grab it like that in the t and let's go
to the wire frame Z, and I will grab all of these vertices and just
move them down a bit. Or maybe something
like that, I guess. And now maybe we can grab these vertices and move
them a little bit. I think the size is cool. Okay. All right now, I guess we can jump to the other side and create the troers as you
can see right here. Let see, how can we do that? I will select this face
right here and take a KV. You can take this KV
out if you like right here for now and hit PNS, and you can work
on this tab out, select this one tab again, it can roll up to at one age
loop here in the middle. Like this, and you hit control would be to
level this at ten bit, and then hit x to delete
this phase in the middle. Now, you can grab this and
move the close like that, and you can hit extrude
a little bit like this. Now because we extruded these pass on the
wrong direction, we should fix them
by hitting a to select all the phases and then hit to and to
recalculate the normal. After that, you can go to the vertic selection mode
and z to come to wireframe. Let's see grab these
vertices like that. Let's move these
down just at bit to the z to create this small
gap as you can see it. Maybe we can go beyond
that, something like this. Now let's take a look
and let's see what we got so far. All right. And here, We have I don't
know what to call it divider, something here in the middle,
so let's try to create it. I will select this and tab
to go to the eighth mood. I will hit control out
to add one ac here, and then hit control would
be to vet to two like that. Then I will grab this
face and co it if D to taker COB and right click to leave it in the
same place and then hit P, and then to de it. Tab out to fc on
the small piece. Tab to go to the I mode
it A to select the pace, and then hit to
extrude this out. You can hold control on the surface to
snap it right here, but make sure to
active face snap. That's very cool. Now I like to excite and I want to make
a comparison with the human. I just want to see if
that's okay or not. Looks cool. The size looks
cool and everything is okay. Now, Let's create the licks, as you can see them right here. Let's see how can
we create them. I will select the structure
and select to go to the local mode and I will tap
to jump to the edit mode, and I will hit control
out to add 18 right here, and v control be volt like that. Don't be so precise, something like
this. It will work. And after that, I will
grab these two acres and maybe dtle them again or quite sure
of that importance. Let's grab these
faces like this. All right. I should
leave a distance here. I wanted to extrude
these phases, but I need more distance here. So in this case, I will hit controller R
to add 18 libra here, and I will move it until this eight reach
this one stop here, and I will move it again back. I will hit key to move this
at a specific distance, maybe five centimeter and
minus for the side minus five, and that will be okay. And if I want to get something similar on that
side, I should do the same. But let's make sure that this distance is
really what we want. Maybe we should go beyond five. I will hit key twice and slide
it and stop it right here, and I will hit key
and move this pack to almost seven minus. All right. I should do the same here. Hit control at 18 and
push it on the side and then hit ke and go to
seven centimeter here. All right now, I will
grab these faces, starting from here, hold
control, select this one, to select these faces between, and I will hit e to extrude the gas a little
bit, something like that. All right now, I got
something similar to the reference images
you can see here. All right now, let's see how
can we create these legs. You can create these legs, maybe starting from
this surface actually. If the and dk a co right
here, or something like that. And now we can manipulate
these vertices. All right. I will grab these two vertices and just move them down
just a little bit. And maybe we can erupt those
as well and move them. Let's move these up here and
maybe something like that. All right, maybe this vertex, we can move it like this, trying to have something like a tab. And then I want to select this face and detect it as
well. Grab it like that. P and then detect it, tap out and let's focus on this tab again and now
with this face selected E, and let's give it a
thickness like that. And I will grab these two vertices and
move them like that. And this phase, as well, I just want to move it a tiny bit to avoid
this overlapping. Key and let's take this towards
the x axis a little bit. To avoid this red color that indicate the
normal is flipped. I will hit A and then shift
N to recalculate the normal. All right. Now we have one leg. You can go back to the
right and CV this leg. Tab hit A, select
all the face I mean, and then hit D and another
CV right here on the side, and mirror, go to the mesh and mirror this to
the Y axis like this. And let's try to put it in a place something similar
to what we got right here. We can see the distance
here to this corner. It's just a tiny
distance here we got. So let's try to get something similar's
hit key and just leave a small distance from this piece of the
furniture to this corner. All right now, I will select those pots and COVID
them on the other side. COVID small right here, and I will mirror it
to the x axis, C Dame, mirror x, and now let's move this gas a
little bit like that. All right. After doing that, A, select them all, you have
to recalculate the novel. Now this its leg to exit, and let's see if these
legs reach the ground. All right, that's
too much actually. I will tab and go to wire frame, select these vertices like that, and then hit G to the z, hold control and
snap them on the On the ground. You
can hit control. If you want to hook
these two an empty. If you hit control, empty
will create right here, and this empty can
control these vertices. Now if you tab out and select
this empty and move it, this empty will
affect the vertices. Now we have the ability to grab the piece of furniture like that in case we want to
move this up a little bit. All right. We can
move it like that. Let's get this z and
let's move this. And as you can see Lex the bottom side of the
Lxwell stick down, and you can move this s a
little bit and make it taller. Something like that. I think this height looks cool. Maybe a little bit
more like that. It's up to you actually. All right now is the
time to give this a bible and not guess that we could move it a
bit from the wall, I guess. Or I thought we have
some overlapping, but no, we don't. All right. I will
start with this piece. I will select it like that, and let's go to the modifier. I come right here and hit
H A and let's add bl. Let's change this 2.1, make it very tiny, and
you can manipulate, you can increase the
segment to three, right the smooth and active part the normal to get nice shading. And now this bl, I will cob it on
the other parts. So let's give the drawers
a bl, grab them like that, hold Ht grab the piece this piece that we
gave it evil and B to select This piece as well grabbed hold here to
grab this one, B to selected. This one as well hold here to
grab this COB to selected. This piece hold
here to grab this. COB selected. Now we got a tiny
bovel added on this. Maybe for this piece, we can go a little
bit beyond that. I guess we can add two segments
right here for a reason. At let's add one. And I will chang
the amount to 0.2, I guess, maybe 0.3. And now I will add
another level. And I will explain to you
what I'm about to do. You can see these two edges
as you can see right here. I want to rebebl them again. And that's will give me a different look,
and I will show you. So If you want to toggle
the wire frame on and off, you can go to the object, and then viewboard display
and toggle wireframe. But for me, I put the
wireframe and the quick fate. Hit right click on it, and you can choose
at to quick fate, for example, this one,
at and when you hit Q, you will find right
here, display wire. Anyway, I will
change this two head flat because I just want to show you what
I'm about to do here, as you can see, Now I
will duplicate this one, duplicate this bevel, and I
will king them up to 0.1. I think that's too much. I
will add zero right here. You can see here we have
two bevels, as you can see. Maybe we can go beyond that 23. And I will act at the
normal for this one, and I guess for this
one. All right. And you can see now
the difference. Now it is better.
Something like that. For this piece, I guess we can guess increase
02.2, I guess. And that will be
more than enough. All right, that's very cool. All right, I think that's
it for this video. I will end it here and
see you in the next one.
14. 014 Creating the TV: Hello again and
welcome back here. In this video, we
will create the TV. Let's see how can we create it. A TV will be something
symbol to create actually. It's not complicated. Let's try to understand
its first, the frame. It's a bit thick. And down here, it seems like we have a thick area and
legs and that's it. And I guess we can
start with this piece. We created in the
recent lecture. I will grab it and then
tap to go to the edit mode and I will hit z
to go to airframe. By the way, about the Z, you can hit or you can hit z to come to a transparent mode. That's will work as well.
It's right here, this icon. If you see it. You
can use this or this. One more thing here,
if you'd like to do, you can go to the viewboard
shading and you can push the x ray up to one
and keep it active always. Now, I can keep this active and I can select the vertices, the hidden vertices without going to his Z and
switch to wire frame. So keep in your mind the CNR. I will grab these vertices
and key to the Z, and I will move this close to the TV console,
something like that. Maybe I can move this
forward gas a little bit. Let's try to manipulate
this piece a little bit. All right. I will tap to go to the
edit mode and I will grab this face this one right here, and I guess we
should extrude it, a tiny bit like that and
scale it down like that. Let's see if that's correct. And here I will add one
a loop in this area. And I guess we can
bival control B, and I can grab this
phase and g to the x and move this back a
little bit more like that. All right. I guess we should
grab these phase as well. I'll click to se like
the entire phase loop and move this up to the z. He did this again,
maybe. Stand a bit. Okay? All right now I can select these phases
like that and give them a small amount of inst hit I to create an inset like that. Ist doesn't work correctly. I guess that's happened
because of the scale. That doesn't alight. So let's go to this panel and let's check
the item, and as you can see, scale is not one that
should be applied, control A apply scale. All right, now let's hide
this panel and let's tab again with these faces
selected hit I to create a small inst
and make it very small like that. All right. After that, you can hit E to extrude this
gas a little bit. And let's check the
extrusion on this side with E. Let's put this and
gas at ten a bit. There is something
you can do or ignore. As you can see here the g
or this area become sharp, it's 90 degree angle. You can hit I again, can hit I, something
very small like that. After doing that, you can go to the select and a grab
this lobe and hit control to dissolve it to have a small tab here. I
think that's better. It's up to you to
put it or ignore it. Right now, I think it's the time to I want to make
the corners sharp. I need to add egg loops close to the corners
just to make them sharp. Let's see how can we do that? Let's try to use Bevel. Let's see how Bevel works here. I will tap out and
go to the modifier, and let's add a bevel modifier, and let's change
this to 0.1 maybe. Something very tiny,
as you can see. You can add two here,
and above that, you can add subdivian surface, let's search for subdivican
surface, and let's add two. Let's see what we got so far. The result is not good, as you can see,
we've got a lot of problems. If that doesn't work. There's another scenario. We can add es manually. Let's hit controller to add
one e close to the site, as you can see,
something like that. And we can add one on
this side as well. That is very cool. If you
want to be more precise, you can do something here. I will show you what I mean, I will add one here
in the middle, and I will grab these
vertices, as you can see, and I will hit x
V to delete them, and I can focus on one
side and mirror the side. So tab out circ mirror, and now we have
this side mirrored. I will put this up the modifier to put it
as a first modifier, and now I can focus on one side. That control to add one here. And one goes like that. That's very cool.
Let's move here. Control to add one loop
here just to support this corner and this one
loop right here as well, and 118 loop here, and one for this corner. All right one for this corner
as well and one right here. We can add one right here. Something like that,
two, actually. Or at least see if
we forget anything. I will add another edge loop as a support for the first one. Now here we have two. Or maybe one here as well. Just to get a clean
corner in this area. Maybe this one I can move
it down just a little bit like that. Maybe
this one as well. Right now, with this selected, I will active the
subdivision surface, and now we should have a nice and smooth result
as you can see here. Radically head smooth. You can detect the screen now or maybe later,
it's up to you. Select these faces,
and then hit P, and then S to separate this out, and you can delete
subdivision surface from it. We don't need it.
And for the frame, you can go to the local mode and to avoid this
problem, All right. All right. It seems like we didn't detach the
screen correctly. So I will hit controls at
multiple time and all right. Now I will select the screen like this and hit control plus two time to include
these faces. All right. But here, it seems
like we go too far, so I think we could select
this manually like that, hold N at these,
and those as well. That's all. And then hit P and then has to
separate this tub out. And now everything is cool. It seems like we got a problem right here for some reason. I don't know why. But this area is not good in the middle. These two ages, I guess
we don't need them, grab them control X
and dissolve them. Let's try to understand
what's going on here exactly. So here we have mirror and mirror could work
correctly on the surface. I first try to get rid of them. We don't need them actually. I will activate clipping and tap and we try to
grab these vertices, hit key to move them until
they snap here to the middle. And now we fix the problem. Maybe we can do the same here. I will active clip and to the c. All right. Now, all
what we need to do is just creating this stance. And I guess we can use one of these faces to create
something quickly. All right, I will grab this
face and hit to CV it, for example, right here. And when we do that, something
similar will happen on the side as well and make it
a little bit wide like that. And I will grab these vertices and hit key to move this down just a
little bit like that. From the right, I guess we can extrude this a
little bit like that. And then extrude this like that. Its control L just to select these linked vertices
and then hit P and then to separate
this out. All right. I don't need
subdivision surface. I don't need subdivision
surface for this piece. I will delete from here. Already seems like we forget
to add one ec right here to support this side as well.
Al right now better. Now, I will grab this and
hit a select them all, and I will hit e two extrude this and
give it a thickness. And then I will
grab this face and then hit extrude this
forward a little bit, maybe, and then grab these
vertices and put them back. A tiny bit like this, and then tab out and now we
can give this above. So let's go to the generate, go to the tifier list. Mirror still here, and we need mirror to mirror this
slick on the other side. And now above that,
I will add val with 0.1 maybe centimeter, let's increase the
sigma to three, radically had smooth
and hard and normal. And now we should have
something cool here. Result looks cool. Now, let's excite and let's see
what we've got so far. Let's see if this
result makes sense, and it's not make
sense, as you can see. So in this case,
what we can do is, I will grab these vertices
and move them up here. And it seems like we create
something very, very big. But I think we can fix it, let's grab these vertices and
move them a bit like that. Maybe we can grab these vertices as well
and move them down, just at ten bit like this. Maybe these vertices,
I can move them back a little bit to create
something small like that. Not just that. I
guess we can grab these vertices and key
to move these up here. Grabbing those, maybe we
can move them like that. All right. That's very cool. Nice. Now, after that, if you compare what you did
here to this character, everything looks nice,
everything makes sense. Yeah, I think that's
it for this video. We have some variation between
the image and this result, but this is not a big
problem because the stance, as you can see,
according to this image, it's a little bit
tiled too much out. I mean, if I want to draw it, I think it should goes from
here and then goes like that. In case you care
about these details. Actually, all what
you should do is just move this inside a
little bit more like that, and manipulate these vertices, a tiny bit, maybe
somebody like that, and maybe you can move these or maybe we
can hear these vertices. Let's use the here. Maybe hear them, I guess. But I want to hear them
according to this active vertex. So let's change this to
the active elements, and we can hear them from
there. Something like that. In case you care, and then you
can go back to select box, tub out, and now we
got something close. Let's see. It's working. It's cool. All right, I think that's it
for this video. I will end it here and see
you in the next month.
15. 015 Creating the BookShelf: Hello, everyone, and welcome
back to this new video. In this video, I want
to create this piece of furniture, the box shelf. If you has to go to wireframe, You can see a little bit of
this piece of furniture. The other informations
are not visible, but this small area, it will be useful because we can determine the height according
to what we see here. I will put the three D coursor here in this area because I
want to create right here, and I will go to the
right and I will add plane and I will align
this to the view like that, and I will z to
go to wire frame. I will scale this. I
want it to be small. All right, let's move this, for example, right
here, temporarily. Maybe we can move it here as
well, something like that. Because according to this image, you can see the tip
of this wood blade. That's almost aligned
with this one. I'm not quite sure, but I think maybe we can we
can debend on this image. And yeah, I think
they are aligned. That's mean the plane you can put right here and
you can start from here. Control A and apply the scale for the plane and then
tap to go to Mod, and now we can start
playing with this. I will start with the vertices. I will move them a little bit, for example right here. I
write something like that. And I will take one
of these vertices, for example, this
one, and I will heavy to put for
example right here. And I will hit e to extrude this all the way down
on the blane like that. And let's see what
else we can do. All right, I think
that's wrong because this edge should be aligned
with this corner as I guess. So I guess we should
move it down just a little bit and maybe
grab these two vertices and move them down
like that. All right. And then I will grab this vertice d and take
a copy right here, and I will extrude it like that. That's very cool. And I will
grab these two vertices at, and I will put a copy
almost right here. And I will push this diagonally, key tie, and move this pack and then hold
and move this like that. And this should be aligned, but don't worry about that now. A right now, this vertex, I will slide it back,
hit G, two time. I always forget to
activate screen cast. It G two time and
slide this pack. For example, right
here, temporarily, and now we have the
structure ready, and now we can go beyond
that to create this. Maybe this vertex, we can
move it or maybe we can move it later. All right. Let's go to the perspective. All right now we are
in the perspective. I will switch to the
phase selection mode, and I will select this phase, and I will hit I to
create an inset. And accept the amount, and here you can control
it for this type 1.5. And this phase in the middle, we don't need it, it
XF and get rid of it. All right now I will select. I will select these edges. We can start with
these edges like that, and I will extrude
them back like this. Now these phases will
go to the pace out click and exe and extrude this, and you can snap it with
this corner like that. And to snab it, you
could act a vertic snap. Don't forget that. All right, everything looks fine so far. I will grab this phase and
I will give it a thickness. Let's go to the phase and
let's e solidify phase. And right here, we have 1
centimeter type 1.5 centimeter. And this phase as well grab it and go to the solidify phase, and let's give it 1.5
minus This one as well. Phase solidify right. Let's delete the minus
from here because we want the extrusion to be on
the other side like that. All right. That's very cool.
And now hit A and then have to to recalculate the normal
for all of these pieces. And we have some overlapping
right here as you can see. It's very easy to fix. Grab this pas hit git wise
and slide it back like that, and that something like that. For this face right here, si grab it and you can
do the same thing. Actually, you can
do something here. You can change the transform
orientation to local, and you can active the tool
or let's say normal, sorry. Now the gizmo orientation will be aligned to
the surface diction, and now we can move
it like that simply. You can see here,
the surface is not perfectly aligned with this one. If you want a perfect result, you can active face a project. You can move these key and
snab it on this surface. Let's see if that
will work. Let's go to the vertices and let's move the hold control and snab it. And now I guess it's
aligned as you can see. But all right. I think here we got
another problem. We got very small amount of
twisting heap right here. So actually, it's not quite
necessary to do that. So in this case, you can grab
the Mule like that and hit gwi and hold and book this and align
it with this surface. Like that, and you can do
the same for this one, heat wise and hit or hold out and move it like this.
That will be enough. For these vertices, let's move this g at a bit until this
corner hit this piece of food, and then grab this
one as well, we, move this p. Hold t and
move this like that. Now let's see what
we got so far. Alright, everything looks cool. The result looks beautiful. Maybe now these vertices, we can grab them and move
them back just a little bit. I'm not quite sure if
we need to do that. You can actually grab
a guide from here. If you are worry about this, you can grab this, for example, and move it and
make a comparison. You can temporarily
leave it right here. And now you can see here
we have small differences. You can move this
pick and align it. At wise and slide
this pack like that, and you can do the
same for this area, at wise and slide this pack. Alt fixing these ace is
not quite important. It's not the end of the
world. You can ignore them. But in case you want to be
pie this how to be precise. I will grab this guide, this H and then hit X e two, get rid of it because
I don't want it. Now this piece become ready
to give it bevel. All right. So tab out and let's
go to the modifier and have a two add modifier from the generate,
I will add bevel, and let's give it very
small amount, maybe 0.1, I guess, with two segment or three active hard and normal
and give it head smooth. And I think that's it. Cool. All what we need to
do now is just adding a bunch of books here,
and that's will be it, and we're going to
use blender kit to download free models from
it and put through here. And for these vertices, we can move this down and
align it with the ground. And, that's very
cool. We got it. All right. I think that's
it for this video. I will end it here and
see you in the next one.
16. 016 Creating the wall book shelf: Hello again, and
welcome back here. We have another bookshelf, this one above the TV. Let's see how can we create it. Let's go to the right view. I just want to see if
we can see it or not. Cool. It's visible. All right. Let's see how can we create
something like this? I think we can start
with a circle, and we can go from that. Let's see how can we do it? I will go to the front, and as you can see, it's still visible and
that's something cool. I will put the three D courser, for example, on the wall,
for example, right here. And now I will go to the front
and z to go to wire frame, and I will add the circle and I will align the
circle to the view, go to the align and
trek this to view. All right, the circle as
you can see is very big. I will change the radius
to ten centimeter. Okay. And maybe we can manipulate the
vertices a little bit, or maybe we can keep them, or maybe we can Yeah, I guess we can increase the number 262. Let's add six right here. And then I will to move it
and boot here, for example, and I will scale it just to make it match the
reference image like that. I will tap and the
Gizmo orientation, as you can see, still on normal, we can change this
back to global. And now I will grab
these vertices. I just want to delete half
of this circle, grab these, and then hit x V to delete
the vertex x and then V. Now I will grub
those over here, and I will hit D to take a COVA over here in this
area, as you can see, and I will delete half of this circle as you can
see here, this quarter, x V, and now we can grub half of this as well and then hit I guess this
side, we can grab it. I will hit D and move this down. All right, if you want to
get a perfect distance, you can use mirror, if you like. For example, I can
delete these in your vertices and
delete half of this, for example, V, and I
can grab these together, hit F to create a connection between them and
comblet the model. For example, grubbing these
it E ix rough this over here, and then hit E dix
th this down here. And you can align
this vertex with this one using vertex stab, hit G to the Z, and then hold control and stab it right here,
and now they are aligned. And now, if you go
to the perspective, this is what we got so far. All right now, I will give the sa mirror to con
believe the other side. I will tab and then go
to the modifier list, and from the generate,
I will add mirror. Mirror working to the x axis. You remember when I add the circle and I rotate
it when I use the align, the rotation changed here. It's rotated 90
degree to the x axis. I want to apply that so I can use mirror in
the correct way. Just select this geometry control A and apply
rotation and that's it. And now we can turn off x and align this to the
z axis like that. All right. It seems
like here we have a small distance open area. We can go to the
local mood guest to determine the problem. All right, now I will
select this tab, and I will grab
these two vertices, and I will activate clipping. And I'm active in clipping because I
want to extrude this. I will show you what's
going to happen if I don't active clipping. Now, what I want to do is I want to extrude
this like that, and I want the extruion
stop to the middle. But without clipping active, you can push it beyond the
distance that you want, as you can see, okay? But now, if you active
e clipping and grab these vertices and then
hit E to extrude it, it will stop to the middle. And that's what I want here. Now we got this ready. Now I can apply mirror or you can keep it
for now, if you like. Let's see grab this vertices, this one with this one hit F to create a phase,
as you can see. Now I will hit out
click to select the other vertices and then hit F to create a big
phase right here. And now let's take a
look. Cool. All right. Now I will apply mirror. I guess we don't need it. And here we have three vertices in the middle. I can grab those. Maybe I can delete them or if you like we can keep
them. It's not a problem. If you want this
to be one surface, just grab this hit F to
change this to one surface. And from the right view, after you exe from
the local mode, you can put this in
the correct place. For example, you can
start from here, moving this here, and then you can hit E and
extrudes like that. Let's sgra up this side and
move it just a little bit like that. All right. If the normal flip hit A and then and to
recalculate the normal. After that, we can tap out and take this out just a
little bit like that. And now maybe we need
multiple copies, with this one selected, I will hit D to have
one on this side, as you can see here and
one here in the middle. That's very cool.
And After that, we need to create these pieces. So I guess we can
start from this one. I will tab and the grab
this phase to use it. I will hit CD to put
temporarily right here, CD and move it to the Y, and then hit P and then
S to separate this, or let's say to detach this. Al right now, we are in the
edit mode of this object. I want to get out tab and select this one and tab in and now
start working on this one. G and align these
vertices right here. Grab those, hit G, and align those over here. And I guess we should
extrude them after that, hit E and extrude this. To this vertex, you can snub it, hold control and snub it, make her to active vertex snap, and it's flipped as you can see, and it's easier to
fix it A and then have to and re
calculate the normal. And then hit D to
take another CI here. All right with this
CB moving like that, hit B to active
snap from point to point and the grab this
vertex and align it here. All right. Now hit a
to select them all. Let's H D to take a COB
and then hit B again, and you can take this vertex
and snab it right here. That's very cool. After that, now you can give it a bevel. So let's start with these. Let's move this over here, and let's go to the modifier, H A and let's add bevel. Let's add 0.1 centimeter with two segment
maybe are the normal, grab this piece, right
click hate smooth. And now I will grab
those together. Hold H to grab this piece
as a last thing to select, and then hit trolg to
merge it with this one. And now these pieces will receive the same bevel we
added to the first one. But they will not receive the shading smooth that
we gave to this one, but it's something
simple to fix, right click head
smooth and as it. And I will do the same
thing for these pieces. I grab them, hold
H to grab this, Cb vl to select it. Actually it's not
the same thing. I just want to coeval the
selected one radically s Moth. And now we got very
nice result here. It seems like we have
some overlapping haber right here
for some reason. I will grab these
fatss like that. And key align them like this. And now I guess. Yeah, I think it's fixed. Cool, very nice. All right. I think that's it
for this video. I will end it right here and
see you the next one. T.
17. 017 Creating the WallClock: Hello again, and
welcome back here. In this video, I want to
create the wall clock. Let's put this image right here and let's go to the right view, Z to go to wireframe, so we can see the reference
image, and it is right here. So to create this, three D
courser still right here. You can put it
anywhere you like, for example, right
here temporarily. And let's go to the right
Z to go to wireframe, and let's add a circle. H A, and let's add a circle right here and align
the circle to the view, and here we have it. All right, I will accept the
number of the vertices, 62, and I will g to move
it and let's put it, for example, right here, and I will scale it to
be big like that. Try to put it in the center
or something like this. And if you like, you can apply the scale because we can
give it a bit of scale. All right, now let's
create this next circle. With this one selected, I will tap to go
to the edit mode, and I will hit ft with D
to take a CV like that and hetic to leave this CV in the same place and then
hit S to scale this down. Guess a little bit like that. You can go back to the reference image and make a comparison, if you like, it's up to you. And I will take
another CV it H D like this and scale this
down like that. And you can now grab half
of this circle and then hit if d to take a COB up here and you can
grab the other half. I'm not quite sure. Maybe
these vertices, I guess, you can hit just to make
sure that you are selecting the correct vertices, seems like Yeah. The problem is, if you create
a selection like that, and if you put the selection
perfectly in the middle, I don't have vertices at
the middle, as you can see, and that will affect the curvature of the shape
that we are trying to create. So in this case, what
I'm going to do is, I will delete those at V, and I will grab this
and rotate nine deg, rotate like that, in degree, and you will fix the problem. Now, Y, now we can
select these vertices. We can select half of the
circle, as you can see. So I will grab this half H
D take a cop right here. And grab the other
half like that, and hit HD and push
this over there. And these vertices in
the middle you can scale them down like this
because we don't need them. I will select this
vertex with this one, and then I will hit F to create H or let's say
connection between them. And then I will
select this vertex. I can go to the perspective so you can understand
what's going on here. I will select this one, hold HF grub this one and then hit F. Let's try to make this perfectly in
the correct position. Maybe we could move this down, just a tiny bit like that, or maybe up and then
move this down, I guess, that will be
better, something like that. Now we got all the
necessary circles. But this one in the middle, I will detach it because
I don't want it now. So select these vertices and then hit P and then S
to separate this out. All right now let's stab out, and now with these
vertices selected, I will apply the scale first, and then I will give
it a thickness. What we can do is we can convert this to a curve so we
can give this a thickness. After we convert
this to a curve, go to the curve properties
and go to the umetry open it. And under the bevel, and you can give it a
thickness in this way. All right, everything
looks cool, but here you can see the edges
on the side are too much. You can reduce the number of the resolution from
here, if you like, in case you want to give this subdivian surface to
make this even smoother. If you want to add
subdivian surface later, it's not quite
necessary to leave these AC sclse on the side. We can reduce that, and that
will be better. All right. After doing that, now we can we can apply this to
add subdivigan surface. So it control A, and you can apply visual
geometry to mesh, if you are so satisfied. And now it's become M as
you can see right here, the icon is changed
back to Mish. Now you can go to the
modifier section H over here, ith a to add, and now you can
add suban surface. And, it's cool, right
click it smooth, and I guess that's it. You can increase the
level from here, but I think that's
not quite necessary. As you can see in
the render is two, I guess that's too much. On will be perfect. Now we can go back to
this piece and tap, and with these
vertices selected, I can hit F just to fill it with a face and then extrude this
just a little bit like that, and maybe extrude
this one more time like this and scale this inside. As you can see, the color is. That's mean the normal is flip. I will hit A and then have
to recalculate the normal. And I will select this face
and then hit I to in this. All right. And maybe now we
can level this if you like. I will extrude this
inside like that. Now we can start with
the hour and the minute. So Lesia, how can
we create them? We can go to the
right view and I can put the three Dcorso over here in the middle of this geometry, select it, and
then shift with S, hold it and move the mouse down to select
corsor to select it. And now we got it right here. Shift to add, let's add plane, and let's align the plane to the view like that from
the align section. It is very because you
can see 200 centimeter. Let's change this to 1
centimeter, make it very small, and I just want to
pick it out like that. A. Let's top to go to eight
mode and I will select these vices and hit e to extrude
those almost right here, and you can scale
it ge a little bit, make it thinner, from this side, you can extrude a
little bit like that. That's very cool. Now you
can give it a thickness. Let's hit E and extrude
this out like that. All right. After
that, we can grab these edges and vel them. We can use bevel modifier. I prefer using bevel modifier. So let's apply the
scale first in case I think we didn't scale,
we changed the number. So now we can add bevel. Point 1 centimeter, and increase the
number of the segment, shade the smooth, hard
and normal. All right. And now I can add
another one or it s d to have another one and leave it in the same
b just tra click. Now you can move this
below it like this, and we can make it sh, t go to the vertex
selection mode one, and then grab these vertices and just move it down a little bit and make it shorter tab out, and that's it now
you can rotate this. R to the x. R to the x, and just rotate
this a little bit. If you want to add a Bam, you want to add a
beam right here, you can add add it right now. Let's add, for example, a U sphere, I guess, and let's change the
rags to 1 centimeter. All right now, let's
take this out here. And I just want
to rotate this to the y axis to the y and let's
type nine degree like that. Type to go to eight mode
and I will delete half of this x V to lead
these vertices. And I will scale
this, make it small. You can't kick that
from the right view. Let's move this
just a little bit. Right? And you can accept
this result accurately. You can flatten it yes
at a bit and that's it. All right. Very cool. So this is how to
create the wall clock. If you want to create
an ET to control this. You can go to the local mode, and what I can do is I
can grow up, for example, one of these edges,
for example, this one, I'll click to select
the entire g loop, and let's put the three
D coorsor right here. Hit H S and Qs coorso selected, and now three D coorsor will line perfectly
to this circle. And now I will add et We can manipulate
the size of this peak. And now I will
select everything. Hold shifts, select the empty, and hit control B and
set parent to object, and now we can move
this from the empty. In case you want to put any specific collection,
go ahead and do that. Select everything and then
hit M and a new collection. We can call this wall clock enter two time, and that's it.
18. 018 Creating the Ceilling: Hello again, and
welcome back here. Let's start with the ceiling. Let's see how can we created. First, let's try to see which one of these
images could work. Creating the ceiling is
something very easy. All what we need to do
is just adding plan and try to follow the walls and keep a small
distance for the Hiddle light. That's all. All right. So let's stick with this image, for example, this
one right here. And maybe we can make it
even smaller like that. And let's put this here. And maybe we could
go to the top and we can put the three d crosser here on the wall and add plane. And we can move it for example right here in the
middle, if you like. And then just tab
and scale this to the x axis and try to center it and just leave a small distance as you
can see right here. I will grab these
vertices and hit and move these to the
end right here. I know there is a
small variation, but we will fix everything. And let's grab these vtices, and let's move those over
here almost right here. Just keep a distance
here like that. Maybe we can move it
just a little bit more. And then I will hit
control to add one here, and I will grab those and then hit E to extrude
those here as well. And control our to
add 18 right here, and I'm going to extrude these two vertices
almost right here. After doing that, now it's a
time to fix the variation, make sure that the distance
even, for example, I can grab these and move them close to the wall like that, and grab those over here and hit key and move
these close to the wall. Now, you can see
the distance here. It's almost equal to the
distance right here. Even if you have
a small variation like 1 centimeter, it's okay. And in case you want to be
precise, for any reason, if you want to be 100% precise, you can grab the vertices
and snap them with the wall, and I will show you
what I mean here. For example, let's
active the vertex snap. And for example, I will
grab these vertices, and then hit and snub
them right here, and I will grab those
and snap those here, as you can see,
let's do that for the rest and those as well. And these vertices. Stub those, and this side as well. All right, that's
very cool. Now you can hit A to select everything, and then you can hit I
to create a small inset, and you can achieve a
perfect result like that. So this is another scenario, if you want to be precise. The distance, maybe 15
centimeter, 15 looks cool. After that, hit control I
to invert the selection. Before you invert
the selection list active the screen cast first. Switch to face three, and then hit control to
invert the selection and then hit and then F to
delete the faces. Now everything is makes sense. All right. That's very cool. Now let's go to the side of you. I just want to see the ceiling. According to this image, this plane we created, it should reach this area. So I will hit eight, select all the faces and then hit G and move these down here,
something like that. And with these faces selected, as you can see, I
will extrude them. Hit E to extrude these a
little bit right here, and you can make a small
inset as we one more time. Let's go to the perspective. And I will hit I
again one more time. Something like that,
something tiny. And then go back
to the right view and extrude this
new face like this. All right. Now let's take a look let's see
what we got so far. All right, there
is a looks cool. Cool. Let's go
back to the right. Let's see what else
we could do here. I will hit E again
to reach this edge, as you can see is right here. And after that, I will
grab all of these faces, as you can see, I'd click
to select them all. After selecting these faces, now I will hit AE to
open the ext menu, and I will use ext
faces along normal. And I will book these
faces a little bit, and you can control
that from the top. Until these faces
reach the walls. If you have a little bit
of overlapping here, it's okay because we want
to block everything. A a check this area. As very cool.
Everything looks nice. Cool. Now I will select these faces from
the top like that. If you like this up to you, you can extrude them all
way to the end like that. It's okay to do this. Now we got this results. Looks cool. Sorry. Cool. All right now, this ceiling, it's
need to be levelled. It seems like here
we got a problem. At least see what's
going on here. The problem is, I think, comes from the extrusion, I will tell you
what we should do. You can see the problem
that we got right here. I think we forget to
act even thickness. Let's go back multiple times. It controls the multiple time. To undo what we did here. I just want to make sure
that everything is okay. All right now, I will
extrude this again a AE and e extrude
phase along the normal, and let's do that again. And here we have offset even. A let's go to the top and let's see what this
option could do. Now, when you active this, you will get a correct result. This option will
rectify the extion. As you can see now,
the extrusion is perfect as convert with
the previous result. You can see now the corner. And now we can
manipulate this again until we get something
better, and now we got it. Right now let's hit slack
to go to the local mode. And yeah, I think
now it's perfect. After that, you
can go back here, go to the wire frame,
grab these faces, and you can hit to
extrude them up, and let's exact from
the local mood, and now we can snab this
face to the surface, to the z, all control and
stab it to the corner. And that's it. All right
now, we need to bevel it, so let's grab the ceiling, and let's go to the modifier
and let's add a bevel. Bevel is too much. Let's
add 1 centimeter as I think will be cool and let's increase the
number of the segments, or let's add 0.5 maybe
and grab the ceiling, right click head
smooth and in the heading active hard the
normal to get better heading. In case you don't like
this kind of corners, you can go to the geometry and change the miro out to arc. This is another scenario.
In case you care. Let's grab the ceiling, and let's hit M. Let's
open the collection menu, and let's hit a new collection. Let's give this a name. Let's call the ceiling. Right now we can hide and unhide this In case you want to
manipulate the results. I mean, if you go to
the ceiling and if you tap in case you want to
book this even further. For example, I want to book
this inside a little bit. You can hit of S and put
this inside like that. And after doing
that, just active offset even to get a correct result and now
you can manipulate it. So you have the option. And you can add this as well to the selection
and manipulate them. So just keep that in mind. All right, I think that's
it for this video. I will end it here and
see you on the next one.
19. 019 Creating pendant lighting Part 1: Hello again. Welcome back here. Now let's start
with this lighting. I think we can start
with this right here, because creating these
will be very easy. Let's start with
the easiest one. Let's make this
small, for example, and see which we can pick. I think this will
be cool. All right. I will put the three
d courser here, align it with the ceiling
because I want to add an empty this add empty right here. This empty will help me to understand the blaze that
I stick the lighting on, just to determine the
height of the ceiling. Now I can hide the ceiling and debend on this
empty. All right. So let's start maybe
with the circle. You can start with the cylinder. Let's go here and
let's choose a circle, and let's kill it down,
make it small like that. You can go to the top I guess, and we can see if we All right. The lights are not
visible, but that's okay. Let's move the
circle right here. And now we can start
from this point. I will tap to go to the
edit mode and I will grab these vertices and I will hit E to extrude these to the Z. Es hit E and then Z, and give this a
little bit of height, and don't worry now
about the height. Let's go to the right and let's see if we can
see these lights. All right, we can see them,
but it's not a problem. We can guess. We can io these. So let's hit a to
select them all and gas at a bit and
move it down and align it with the height of these slides,
something like that. Don't worry about
the height now. After that, you can
give this a thickness. Hit and set along the normal and give this a little
bit of extruion inside or outside if you like. Or
something like that. Now I will go to the selection
mode and I will hit Alt click or here maybe to
select all of these edges, and then I will hit P and then to separate this edge loop, and then tab out, select this
loop tab to focus on it. And then after that, you can hit F to create
a phase like that, and you can hit to give this
a little bit of thickness, and then hit I to
give this an inset. S. And you can move this up gas a little bit and you
can scale it like that. Something like that. It's very simple to
create actually. Cool. Now I will go to the pace selection mode
with this face selected, I will hit control blast
to grow the selcu, because I want these faces. You can hit KD and move
these down like that, and move them inside
something like this, and you can scale it inside
as well, gas at bit. All right, Let's go
to the local mode. I just want to show
you what I mean here. And you can hit e to the
z and extrude this to the z axis, like that. You can erupt this space in case you want to
manipulate the height, that's up to you, and
now we got this con. This will be for the light in case you want to create a
reflection for the light. It's not quite necessary, by the way, but it's up to you. Even this one, you can
make flat if you like or if you want to create
something like a con, it's okay. I After that, let's
give this above. Let's create above. By the way, we can make it flat to the
z and snap it here. It's. Let's add bevel,
and let's add 0.5 maybe with two or three segments active hard to normal
and right head smooth. I can the same bevel to
this one, select this one, the cylinder hold have to grab the cup and C bevel selected. Select head smooth. Right now is the time
to create this wire. Let's select this tub, and let's put the three
decosor over here, select this face,
and then hit fs and score selected to bring the
three decosor over here. Tub out, and let's
add, for example, you can add a circle
as well actually, and you can chang the vertices, for example, to six, I guess, or maybe we can go
beyond that ten, I guess, and scale it down, make it something
very, very small. And then tab and
then hit F to create the phase and e to
the z to extrude this up to the ceiling. To the ceiling, I
mean to the Mt. This is the empty
we got right here. Guess to the z, hold control and stump it
to the empty and s it. This is the height that
we are looking for. All right. And here, we
should do something. I just want to show
you what I mean. You can see this, I don't
know how to call it, but it's like a cub. So we need to create it. So in this case, we can maybe use the
cylinder itself, I guess, and make
somewhat tweaking. So let's grab the outer faces. Hit three to sweak to fase
sel mode with Alt click to select the entire
face loop and then hit d to take
a CBA up here. And the scale this
two Z sm like that. And the skit as well. But scaling working according to the active element,
in this case, we can seek this back to median, skit like that, and
let's move this up. And after that, I will
grab these edges hit F, grab those right here hit F, and you can vl this
control B and vl it. Like that, I guess. Now I will hit to this
and move this down here and align it with this wire like that.
Yeah, that's it. Make it very simple. This wire, grab it tritical
make it smoot like that. All what we need
to do now is just adding the sur and that's it. Maybe we can add this later. All right now after
doing all of that, I guess we can add
an empty right here in this area
on this circle. C and to select it after
you select this phase, and now I will add
an empty to control this light. Something like that. You can scale make it sm, and now I will select
all of these pieces. P, you have to grab this, the empty control be
and set per to object, and now we can move this. When you move the empty,
everything will move with it. All right. After that, now I can select the
light like that, deselect the image, and
I can duplicate it. So grab the empty as well. Don't forget that and go to the top and let's try to put
this in the correct place. By the way, according
to this image, we got some variation here. You can see the the
difference we got. But it is something
symbol to fix, move the light a little
bit and put it in the correct position according to the front of view,
as you can see. I didn't know that this light
could be visible from here. But, now I can select this cub and tab hit eight
to select everything, and you can scale it. But we need to scale
it in the correct way. I want to scale it according
to the active phase. And this scenario, I can grab this and go to the phase selection mode and make this phase the active one. Guess hold have to select
it and select this again, and the transform
ivot point to the active and go to the front
again and scale this. Now it's become big, and
that's what we want here. According to the cylinder, Select the cylinder like that
and move it down like this. Grab these up per vertices, move them down as
well right here. It, select everything and scale this to the
xn y and ignore it. Hit S to scale. By the way, you can ching
this back to medium point, it S to scale, like that. Then ignore the z. H
H z to ignore the z, and now you can scale
to the x and y. And now it fits to the reference image,
and that's what we want. Regarding the cub, just
move it down like that. You can tap to go to the
eight mode and the grab these faces like that,
and he g to the z. You can scale it
manipulate it's up to you. At least scale it a little bit more g and move it
up here, I guess. For this con, you
can do that again, scale it and move it inside a little bit, and
that will be it. You can scale this a little bit more. A something like that. For the wire, just
make a teller, tap the mode, grab the
side and move this down. It's okay to go inside. It's not a problem. Right
now we got the correct size. And now I will select everything and select
the ground and the image, and now I will duplicate this. You can go to the
right, I guess, and you can have a three KB D, and let's have one here. Ht to repeat that again, and now we got what we
want here. All right. I think that's it
for this video. I will end it here and
see you on the next one.
20. 020 Creating pendant lighting Part 2: Hello, everyone, and
welcome back here. And this video, I want to
create this type of lighting. Let's see how can we create it. Let's see if we can see it
in the reference image. It's visible right here, and that's something cool. Now we can understand
a little bit about it. So let's go to the right view
and let's start from there. First, let's put the three
d Cursor in a good place. For example, you can put three right here for now, temporarily. I guess, it's okay. And maybe we can start
with the vespere. It's okay to do that, and I will scale it down
and move it right here. Tab to go to it mode, grab half of this F to
delete half of this sphere. Al right now hit a to select all of these faces and
let's scale this down. Scale it until this match
the reference image, and we can move it up
here like that. I guess. Maybe we can move it, a
little bit like that. Let's go to the perspective. Let's try to put this in the middle and you
can see that from the top. Something like that. It'll be okay. All
right. That's very cool. Now we can give this
a thickness tab it A and then AE and Qs
extrude along the normal and extrude this inside or outside
if you prefer it's. After that, now I can
grab these edges and bevel them it to give
them a little bit of bl. Three edges, maybe if you like. And now we can add
subdivigant surface. You can go to the modifier and add subdivigant
surface or you can hit control one to a subdivigan surface with
level one in the viewboarg. And there there will be
two. It's up to you. For me, I guess
one will be cool. Radically smoke, and now
we got this results. After that, here we
have a small cylinder. Let's tap to go to mode. Maybe we can use this edge loop because it's perfectly in the center and that's what we want here. I will grab this and then hit
P and then is to separate this tab out and let's
select this new age. Tab to go to the mode and
let's try blade with it. It to the to extrude
this up here, it A and then to
recalculate the normal. And t to extrude this inside. I want to give it a little bit of thickness,
something like that. And grab these edges, can roll out click to
select the ge ring, and then go to the select and go to the edge loop and select the g loop select all of
these edges like that, and then it can roll
to give them a bibble. Or if you like, you can do
that later, it's up to you. Hit A have to enter re calculate the normal.
Now we got this. You can manipulate that, you can make this ter, go to the wire frame, it one to switch to the
vertic selection mode. Rub these vertices, make the t, grab those right here, and move them down just a
little bit like that. After that, I will
select all of these and then hit D to take a
B right here, maybe. And then hit P and then S to separate this from the group, tab out and let's
focus on this one. Tab to go to the eight mode. I grab these vertices. Maybe here we have
small gap, k to the z, and move those down here, and those right here
could be taller. Let's go to the front, I guess. Sorry to the right, I guess, and let's
make a conversion. All what we did here is cool, but it's a little bit bigger. So I will tab out and
select those both of them, and I will scale them down. You can scale those
in the edit mode. I think that will be better,
something like that. And let's move these
vertices down here, and let's see grub those, and let's move those
up here like that. And according to this image, I guess we can I think
we can grab these faces, go to the face in mood, and I guess we can cob them up. Let's go to the front
again to the right story. He have d to take a CV up here, and you can scale it
to the z like that, and you can scale it
a little bit, make it Can I grab these vertices and move them up to the ceiling. We can go to the perspective just to see what we got so far. Hit F to create a cup here. I'll click it F to
create a cup over here. You can ble this and this
can roll me if you like, vl. All right now we can go back
here to focus on this area. I will grab this it to
take a CBA up here. Let's try to kill the gap, G to the z, and let's
move this down. Tap to go to the eight mood. Grab these faces right
here and move them down to create this small ring. And now all what
we need to do is just creating this wire. So in this case, if you want to start with
the new circle, that's okay. F to A and let's add a
circle with ten vertices, scale this down, make it
very small like that. Tap to go to the eight mood. Its e to the z, and let's
extrude this down like that and grab this and
from the right view, I guess, to the z and
let's move this up here until it teak
at the holder. H it A to select
all of these faces, have to re calculate the normal, radically smooth, and that's
all what we need to do. There's no reason to add a cb here because it's not
going to be visible, radically K smooth, K smooth, and this one as well, ad smooth. After that, all what
we need to do is just add the light source
here and that's it. O. Now you can select all of these details,
deselect the ground. Deselect this empty
and you can put this in a specific collection. Let's s and create a new
collection, and let's call this. Door may be lighting just to recognize it because
it's close to the. And the hit enter
twice, and that's it. In case you want to add
an empty to control that, that's okay, but I think
I'm not going to move it. Right here, we got another so. Let's see how can we create it. This one is a little bit similar to those we create right here. And I guess we can use
those, take a one OB. Let's select the cylinder, select this one as
well hit heavy end, let's take a COB over here. I'm not quite sure if we
can see this All right. So now we got the lights
in the correct position, and there is another thing we
would like to fix the site. So after that, we can gum to the edit mode and then we
can manipulate the size. Let's go back to
the right of view. Okay? Maybe we can move it
a little bit to the sorry. We can move it to the x axis, a tiny bit like that, and move it close to
the wall as well. All right. And now we
can make small changes. For example, we can
start with this folder and grab the vertices, so we can move them up just
a little bit like that, and maybe we can use a scale
to scale them as well. It's up to you if you
want to have a curve here or if you want to be flat, for example, you can grab all of these vertices and then
hit F to make flats, and then you can move this up. Not just that, you can hit A, select all of these faces
and scale them down. But scaling, as I guess, yeah. Because this small piece
linked to this one below it, in this case, we
want to separate it. So go to the wire frame, grab all of these
vertices, and then hit P, and then to detach
this small piece, and now we can control it alone. Now tab out, grab this
tab to go to the mood, it A, and now we can scale down. The size makes sense. All what we need to do is just
move this up a little bit. And I'm not quite sure, maybe we can make it even
smaller, like that, maybe. All right, so this
is about the holder. Now we can go to the cylinder and grab all of these pieces
and scale them together. Tab A and scale these
down like that. Maybe we can make
the wire a little bit taller or maybe we
should move the light up. Or something like that, I guess. Now I will grab the wire to make it shorter and the wire frame, grab these vertices
and move them up. Regarding the cp, we can grab
it and make it a little bit thicker by grabbing these
faces and g to the z. I think that will make it more beautiful in case you want to give
this a specific material. And on this side, the scenario is a little
bit different here. The light is exposed.
It's not hidden. So what we can do is we can
take a CBA of this piece, grab all of these faces
D and movies down here. And I think that's all
what we need to do here. Just move this up here, and maybe we can move this
down a little bit. Maybe we can bevel it. It's already have bevel, but I'm not quite sure if
this area should be beveled. This con here, I guess
we don't need it, so grab it with XF
and get rid of it. Now let's tab out. By the way, because this piece will
take a different material, I will tab and focus on it, just grab it like that,
and then hit P and then to detach it
or separate it. That's it. Now after
doing all of that, maybe now we can put it in a specific collection, I guess. All right, one more thing here, I would like to fix. The shading is not cool
spec heal from here. This area is a
little bit darker, so I guess we can
go to this face and delete it hit X F
and grit of it, and then s you can go
to this side as well. X and then FX F and grit of it. And now this tube is hello
as you can see. Cool. All right now, I will create
an empty right here and link all of these pieces to this empty in case we
want to move it. Maybe we can grab this
circle after we tap to the edit mode and then it Hs to bring the three
D coors down here, courser to select it, and then tab outta to add and now
we can add an empty. It's up to you to scale it. You can go to the empty
properties and you can change the site from 100
to, for example, 25. That will be cool. And now we can link all of
these pieces to this empty. So let's start with this piece, grab this hold shift, add this and this
with a wire with the holder and make the empty as the last
object to select, and then hit control B and
choose sit parent to object. And for some reason, this moved to another place. Hit control to do that
and then hit control B again and choose
object link parent to object and keep transform. In this case we can
avoid this problem. Yeah, that's very cool. Now, all we need to do is duplicate this. I guess from the top will
be better and easier. So it D to have a COB right
here. All right. That's cool. And have the again to have
another be right here. And that's very
much it. All right. I think that's it
for this video. I will end it here and
see you in the next one.
21. 021 Creating Spherical Ceiling Lighting: Hello again, and
welcome back here. In this video, I want to focus
on these type of lights. Let's see how can
we create them. Let's put the three D courser on the wall right here
anywhere you like. Let's go to the right
view, go to wire frame. Let's add, for
example, a UVsphere. Scale the U isphere
down and move it right here and align it
with the difference image. Hit G to move it a
little bit right here. It is to scale it, and
that's it from the side. You can go to the front and move it to align it
from the front as well. That's very cool. All right, so this is the first step. After that, we can take
this A loop and use it. Let's go to the perspective and type to go to
the eight moot. Go to the election moot it two. I'll click on this A
loop and then hit P, and then to separate this out. Tap out and now let's
grab this a loop and tap to go to the mood so we
can control it and change it, it a to select all
of these vertices, and now I will hit
F to create a face. Now if you hit G, you
can see it's filled. I will hit e to extrude
this up here like that. And now with this loop
selected with this one, I'll click I'll have to click, control with two v and let's
level this 24, for example. Let's have something
carefully like that. According to the reference M, you can see All right now, I will select this face and bring the three d
courser over here, so we can creating this arm. And the A to add and let's add a circle and you can manipulate
the sides and the radius. You can add two here
to ching the radius. Now I will tap and maybe we can make
this a little bit smaller like that and
then hit e to the z. Sorry, tap the eighth mode,
what's going on here? Grab the circle, tap
to the eighth mode. With the vertice selected to
the z to extrude this up. You can go to the
right just to see the size if the size
makes sense or not. Maybe we could scale
it a little bit down, and I will grab these to
the z almost right here. Now I will extrude the E and then to scale and E
to the z as well. And you can go back here to determine the height that you should reach
this area like that. I guess it should
be a bit thicker. Scale pot ignore the x
and ignore the Z sory. In this case, what we
can do is we can go to the phase selectin mood and
select phase as you can see, and hit S and z and make it a little
bit thicker like that. Grab this edge loop like this after you switch
to the selection hit two and then hit F to
fill this. All right. With this edge loop selected, I will add those here, I'll have to click, and then I will ble them. Hit control B to bubble them. Let's pile them like that. Something like this, four edges, about 1.3 1 centimeter. All right, that's not enough. I will hit control R to
add one edge lob here, and I will vl control B to two because I want to
support the both sides. I just add an extra a loop here for this area to be supported in case you want
to a subdivision surface, and you want this character
here be a good not citrate. And for this area, you can grab this a loop
and you can hit right click and you can
choose AG crease, if you like, or you
can be blot as well, control B and add three cuts. All right. That's
very cool. Now I will hit A and then have to
entry calculate the normal, and then I will tap
rightic head smooth. It's up to you if
you want to ask subdivcan service for
this piece. It's okay. Now we need to create the wire. Before I create the wire, I will tap here
because I want to grab this face loop and hit heavy D to the Z and
move this up here. A to the ceiling. Here and scale to
be big like that. And then I will hit e to
extrude it down here like this. And now let's go to
the perspective. Hit A, have to enter re
calculate the normal. Grab this automatically
grab the side, control would be to
level them like that, and that will be it. Right now I will grab this face, have to S and scores of to selected to bring the
three dicosor over here. And now I will add the
circle, something like that. Maybe we can scale
it a little bit. T grab these ice, the z and extrude those down. Let's move this down
here like that. As you can see, it's
a little bit thick, it A to select all the
vertices and scale this and cancel the z
axis for the scaling. Hit and then heft z, and let's scale this to the x and y to make it
thinner like that. Yeah, that's very cool. Now I will grab this and radical hit the smooth it and this one as
well and the wire as well. In case you want to increase the smoothness of the sphere, s grab it and a subdivi surface. You can add it from here. You can add it from here or
you can hit control one to a subdivi surface with
level one, like that. All right. Now after that,
let's go to the top. Z to go to wire frame, grab these pieces, deselect the plane or
the reference image. Now we can duplicate it, go to the right All right. I will hit CD to have a CVE here and CD again to have
another CB right here. I will go to the top so I can grub them all
again like that. The select the ts,
focus on them, and you can give them a name and put them inside a specific
collection if you prefer. That's up to you. Hit M to
open the collection menu, it, and let's call this
and then hit enter, and yeah, that's it. Cool. If you want to add
an MT to move them, to control them, it's
okay to do that. And let's see what
else we can do. I think that's it
for this video. There is no reason to do
anything else right now, and we will comb it in
the next video, next.
22. 022 Creating the curtain box and fixing the windows height: Hello again, and
welcome back here. In this video, I want to create this box. This is
what right here. All right, this box,
you can consider it as a mechanism to
control the cartons. And it's very simple
to create actually. After creating this, we could make some
tweaking to the roof, moving grabbing the vertices and move them back a little bit. That will be something easy to do. Let's see how
can we do that. I will put this mic right here. By the way, this box, could go start from this
point and ends here. Something like that. Let's put the three d corsor over there, and I will hit have
to eight to add, and I will add a cube. Scale it a little bit and
tap to go to the eight mood. I will hit to move this,
for example, right here. I'm not quite sure if there's any information showing
us how to create it. Actually, we have some
information right here. That's very cool. I will hit
to move this right here, grab these vertices and
align them with this line. As you can see here. And maybe grubbing these and move them up. It's okay to do that. And
grubbing those vertices, move them back like that, and
now let's add one egg glue. All right. For example,
one right here, control r to add another
loop. One here as well. Let's add two loops
here right here. I'll click to focus on this
one, and I will move it here. I'll click to move
this one here, and now I will grab these two vertices and
move them back like that. All right, that's very cool. Now, let's go to
the perspective. Let's see what seven here. I will z, and I will
grab these vertices, and I will move them and hold control and snap them
with this vertex. Make sure to swa the vertex
to the snap to the vertexes. And maybe I can
grab those and move them to the other side. And before we do that, I will hit e to
extrude this maybe and block this area by
extruding this like that. Let's see if that works or not. I will grab these and move
them all the way to the end. Close to the panel.
Here in this area, you can grab these phases
like that and make an inset. I will hit I to create
an inset like that, and that's very cool. I will hit to create
another inst just a bit, and then hits to push this
back inside like that. Or I guess there's no reason
to create another inset. Hit to extrude this
inside and that will be it. All right. And now I will use this space. I will hit Cv D to
take a CBI like that, and you can leave it
in the same place, if you like, it right click, to leave it in the same place, and then hit P and then
is to separate this out. Tab out from the
original object, and now pick this new one. If you couldn't pick it, put the mouse and
don't move it and click and click again and
again and tell you pick it. And now with this one selected tab to jump to the edit mode, and I will delete these edges because actually
we don't need them. Go to the selection mode and
the crabs edges like that, and control X to dissolve. And now as you can see
now we got this result, I can move this just a tiny bit to avoid this overlapping. And I will hit control
r to add multiple cuts. Just rotate the wheel,
just a little bit, and you can add multiple
cuts. It's up to you. If you want to add, let's add, for example, 15, I guess, with this selected, I will
hit control be to bevel them, gas a little bit like that, and then hit x F to
delete these phases. Now I will hit A
to select all of these individual
individual phases and I will hit e to extrude
them out like that. After that, you can
give them a bl. I guess or we can move them back gas a bit like
that, and that's will work. All right with this selected, go to the modifier,
generate a level. All right. Let's try
to add 1 centimeter. I think with multiple cuts, practically shade smooth and active hard normal to get
better shade in smooth. Now it's done. After that, let's go back to the ceiling. I just want to see
now what's happening here. You can go inside. Sorry. Like this. All right. Now let's try to find a way
to avoid this overlapping. I grab the ceiling from the top, you can go to the top and tab
to go to the eighth moot, now let's select these vertices, all of them, and now we
can move them like that. Let's take a look see
what we got so far. Something like that, I guess. All right, I think we can
make some tweaking here like grabbing these two faces and move them up a little bit more like that
and snap them here, I guess. And now I can grab this
and snab it as well. I will move it, and I will
grab this vertex and move it. So when you hit g to the x, hit B to active point to point, snap and the grab this point
and snub it with this one. And let's see if that works. Let's go inside like that. Let's see what we got. Alright.
The result is beautiful. Looks nice. I like it. All right. As you can see
according to this image, here we have some variation. It's up to you to
control the window. You can see here the situation, it's a little bit different, and we can handle that.
We can control it. Let's try to add another cover here for the carton right here, and it will be symbol to do. All right. What I'm going to do is I will grab these two pieces and to
go to the eighth mode, and all I should do here is just grabbing these and maybe move them just a
little bit like that. I just want to have
some space here. And after that, I
will tap out and ad, for example, another cube, and you can scale it
make small like that. Ct, I apply the scale. Let's move this
ale bit like this. Now, tab to go to
the eighth mode, and now let's start
controlling this. For example, this phase, I can grab it and move it like that. All the way to the end here. And I can grab this face, move it to the Z like
that. All right. And de side as well, I guess, and stab it right
there at the corner. C. All right. Now I will hit control
to add one A glue, something like that, you can leave it in the middle actually, and you can grab those and move them up just a little bit and era one of these phases, hit E and extrude it down. You can snab it right here.
It's okay to do that. But if you do that, you can make the window a little bit shorter or you can
leave it like this. It's up to you actually. If you want to make it
a little bit shorter, that's will work,
and it will be easy. Even the window, we can
control them and the frame. Everything's symbol
So on this side, we need to have
the same scenario. I can use mirror modifier
to create the side. But for now, let's
focus on this face. According to this image, we should move it a
little bit more down. So I will gravity and move it down just at a bit like that. And I think the result
is a little bit thick. We can make it
thinner like that. And I guess now
we can go to this and the grab the side and
move it pack like this. And the ceiling as well, we can manipulate it
just a little bit. Let's go to the Z and let's
grab all of these vertices and I guess we should ignore those hold control
and deselect them. Those over here as well, and let's move this
pack a little bit. Write something like that.
That's very cool. All right. Now I will select this and I will give it mirror Modifier. But let's go to the local mode and go to the modifier and
I will add mirror Modifier. And I will add empty right
here with TA and let's add MT. So we can control the
mirror using the Mt. Here you can see mirror object, I will use this
empty right here. And now when I rotate the empty, I can control the mirror like
that, as you can see here. All right, let's rotate
this nine degree, and let's go back to the mirror
and let's active bicect. And now we got this
result as you can see. All what we need to do now
is just controlling this et. Let's to exact, and let's take a look and
let's see what we got. The result so far looks nice, but we just need to move this just a
little bit the empty. As you can see now
we can move it, and put it in the correct place. That's very cool. Now, if you are satisfied
with the result, you can go to the modifier and it control A two app lights. Now I can tab to go to the vertices and I will grab
these vertices and move them back and just put
them in the correct place. For example, right here, and you can block
this area. All right. Now you can hit control r to
add one loop and you can hit E for to align it with
this side or that side. I mean to align it with the sit to be strike
or with the side, and it will be diagonal. So just keep that in mind. Let's move this for example
right here and like to go to the local mode because
here we could do something. I will grab these faces, hit X F and get out of them. And now I will grab
this with this it e to the z and hold control
and snap them here. And now grab this
face F and F again. After that, I want
to hold all of these hit A and then and
merge by distance. And now these vertices
merge. That's very cool. And now I will have to
control the ceiling again, and all what we need to do is just grabbing
these vertices that we got right here and move them back and
that's will be it. All right. The scenario that
we got through right here, it's a little bit different
as converted with this image. I know that because I assumed here in this course that we
have a window in this area. But when I created
this interior scene, I didn't use a window
here. That's why. All right now let's take a look. From here, I guess we
can select this face. I guess we can add an ape right here. Something like that. And I can grab this
with this and hit E and block this area. All right. And as I say for the windows, if you don't like the scener you can make it short ale bit. It's up to you. All right. Let's bring back the windows. I just want to show you
how you can do that. All what you need to do is
just selecting these pieces, all of them, the frame,
and those as well. And those right here.
L et's move them. I just want to make
sure that I select everything this side as well. After I select the structure, tab to go to the eight mode. Now to move these, just focus on the vertices and the grab the vertices and move them down. For example, you can
grub these like that. A D select this corner. We don't need to include it, and you can see what
I'm doing right now. After selecting all
of these vertices, now you can move
them down normally. For example, I can crab them like that and move them
without any problem. But it is up to you, as I said, You can ignore that, or
if you like to do it, it's okay, it's up to
you. It's not a problem. For the variation that
happens right here, it's symbol to fix as well. I go to the wire frame and
these variates like that, and you can move them
just a bit do like that. That will be it A
and there we go. For any reason, if you don't like this what's going on here. I mean, this corner,
you can hide it. What you can do is you
can select this and move it a little bit to the x, hit key to the x and
move it like that, and align it with the
corner like this. What you can do is you can
put the three decorsor, for example, right
here, right like that, and you can s the transform
to the three D coorsor, and you can scale this to
the x and just make it wide. So this is the way to hide this corner
if you don't like it. And yeah, I think that's
it for this video. Before I end this video, I think we got a
problem right here. Y, I just need to move
these vertices back and align them with this
one like that, that it. Cool. I will end this video here and see
you on the next one.
23. 023 Modeling modern minimalist chair design: Hello again, and
welcome back here. As you know, we are
not finished here. There's a lot of
things to create. And this video, I want
to create this chair. I don't think we're going to create the sofa because I can download it from a blender kit. But in case you are interested
how to model this chair, we're going to
model it together. All right, so let's put
the image right here. And before we do that, I just want to see what
thing I can hide here. Let's take this out
just temporarily because I want to select those and move them in where
the ceiling collection, and let's go to the
windows and hide them. And what else we got right here. Right. Maybe we can
hide the lights. Yeah, I think that's it. How can we model this? Let's go to the top and I just want to see the
reference image. Now we can understand the size, dimensions of this chair, let's try to understand
how this could be created. All right. Maybe we can put the three D courser on the
ground and we go to the right, for example, and
we can add plane. I guess we can start
with the plane. And I will align this to
the view so we can see it. Let's move this up here. Let's go to the z to squeak
the view to wire frame, and I will scale this just a little bit and align it with the
care like that. You can tap, to go to the
mode and you can grab these vertices and just move them down and align
them like that. All right, something
like this, Timber. Because it's rotated,
I can't move these vertices and align
it with the legs here, because that's not make sense. But you can create something close to what we can see here. And that's what
I'm trying to do. So now, The plane is match
the size of the chair. Now we can go from this point. So the first thing that I want to start with is
creating this beam. And you can see here we
have a small curvature. So let's see how can we do that. I will grab these
two vertices and I will had control shift
be to level them, and let's give
them a small level with multiple
vertices like that, as you can see, and
that will be it. All right. After that, we can grab
the edge loop and we can hit P and S to separate this edge because
I want this edge. I want to start from here. And then I will
hit have d to take a cob of this edge to the side, and maybe we can go to the top
of you just to understand, if this distance makes sense, let's move this
like that, and you can rotate this
temporarily just to see. We need to move it a little bit. So I will grab this G and
move it just a little bit, and now I can grab them
together and rotate them. Sorry. Don't select the image. All right now the size
the chair, that's cool. So this is the first step. I think we, I will delete this. Let's go back to the top and let's see if
that makes sense. That's too much, sorry.
Let's take care of this. Let's move this a little
bit like that and select those together
and align them. That's too much. Maybe a
bit more. We can move it. What I can do is I can
select the image and go I we create a
collection for the images. All right. We didn't. So quickly, I will
select these images, and then I will hit and
create a collection for them. Enter twice, and then I can make them
unselectable like that. Now we can go to
the top. All right. Now I will rotate this, now it's close to the
size of the chair. All right, so this
is the first step. After that, we can
give this thickness. Let's try to
understand the idea. Maybe we can use to see
which MH we can count on. The idea is very simple. So I will grab this
and this wire. I will had control j to
make them one piece, and right click to convert these to K. And now we can go to the properties and increase the thickness,
something like that. Or maybe we can add two
or 1.5, if you like. All right. After that, we can create a cylinder. All right. So let's put the three D coorsor maybe between here
between these vertices, alo these vertices
and the edit mode, and then hit Shift S and
Q c coorsor to select. Now I will add f
to add and I will add a cylinder and let's
manipulate the size, make it small like that. For the vertices, you can
keep them 32, it's okay. Maybe we can rotate this
to the Y R y nine degree and scale, like that. I guess. This beam and this beam
represent the side of the hair. That's mean if this side, we should CV this cylinder and put one here and one there. But before we do that, let's make sure
that the thickness of the cylinder is correct. Let's reduce the
length a little bit, and let's make it thicker
by scaling this to the I know, to the z. Why I guess or there's
another scenario, if you like, if you
tap to go to the mode, you can grab these faces I'll
click and then it story. You can hit Alts to
inflate this a little bit. Something like that.
Maybe a little bit more. All right. That's very cool. Now maybe we can add some cups here like grabbing
the side and use it. So I will hit D tech Cob right click to leave it in the same
place and separate it with P and then S.
Now I will grab this small circle and I will hit e to extrude
it like that, I guess, and then I will
hit control B to vl. All Pl as you can see it is not working correctly because
of the scale, I guess, select those both or this
one control I apply scale, and this one as well control
A and apply the scale, and now let's try out again. Right now it's working.
Something like that. I guess it will work. All right. And maybe we can level
this edge love as well. C troll B and let's pul them
to three edges like that. And this side as
well, segs edges, control and let's
publ them as well. And now I will select this
and COB it on the other side, CD and let's take
COB right here. Let's put the origin.in the
position of this piece. Right click origin to the metry. And now I can mirror
it on the other side. Let's put this met right
here and let's go to the object and mirror
to the I don't know. Let's see the axis
to the x axis. Cool and I should move it
a little bit and align it. You can go to the top
if you like and zoom in and move the
ale bit like that. Cool. That's very cool. Now I will grab this
piece with this piece and maybe this piece and control
j to make them one piece. I think now we can use them. I will hit D to take
a COV right here and hit to the Z to rotate
this nine degree, and I'm going to use it. So this is the back of the
chair, and this is the side. I will move the small
right here, for example, go to the top and of C if
this in the middle or not. A let's move the a
bit and align it. Maybe we can move the
e, ale bit like that. Let's D to take
another COV here. Let's try to put it in the
middle as well like this. And for this one, it should be above it, I guess. Very cool. According to the
image, as you can see, and maybe another one, it maybe right here. I don't know if we can see that. Yeah, we can
determine the height. It should be moved a
little bit down here. All right. That's very cool. All right. I guess we should have another one
right here as well. And we should have a beam goes from this point
to this point. And one for that side
goes to that point. All right. Let's see
how can we do that? I guess we can tab and
select this egg and use it. Let's D take Cobi and I will rotate this to the y, I guess, rotate this nine degree and rotate this to the
nine degree like that, and let's put this in
the correct position. G and let's move it right here. L et's t grab this vertex and move this down
just a little bit. And this one as well. Let's tag grab this
vertex with this one and let's move this
down, to the z. And maybe now we can
copy it right here. That's very cool. All right. That's very cool. All right. After that, let's try to
create this piece of leather. I guess we can create it in
the middle, so let's add in. Scale the like that. Key to this, let's
move this down here. Can scale it a bit, a bit like that, and let's try to put this in the
correct position. To this Z, let's
move this down here. Let's tab to go to the
eight mode and let's grab this face and let's
move a little bit like that. Let's grab the side with this side and let's
kill them like that. Tab control up like the scale. Now tab to go to the eight mode, and let's try to
add multiple cuts here and multiple cuts
right here as well. And maybe one cut
or two right here. Let's grab these
edges like that, and those down here. Maybe we can scale
them a little bit. All right. That's cool. I will add one edge loop right here in the
middle and I'm going to v control to bubble this
to two edges like that. Now I will select this
g loop in this one, and then I will rebel them a control again have
three edges like that. Now I will select
this edge loop in the mile and this one as
and I will hit Altas to push these inside. I
think that's too much. You can go to the wireframe
just to see what's going on with Alt S and push this inside a little
bit like that. And now maybe we can era all of these edges and reevel them. Control be let's give
them I guess two edges. I think that's rock. And now let's see what's going
to happen if we add subdivision surface with
level one, control one. You can type. Maybe we can increase
this to two. The result looks cool. Maybe we can add one e here
and maybe one right here. I guess. All right. I think
we can switch to we can switch to another
mode to the sculpt mode, for example, and we
can expand this, click, put the mouse
right here and the click and to have two rows here. And here we have Mh filter
and the cloth filter. Try to use the Mh filter, activate this
approach right here. And when you do that, here we have multiple filters. Here we have, for example, the inflates, if you
click in a drug, you can make this a little bit thicker as
you can see the results. All right. It's de band on the Let's depend on the mouse. If you move this to the left, it will give you a
result, and vice versa, if you take this to the right, it will give you another result. Yeah, you can use
this technique. To click and drag a little bit. The problem is when we do that, we are dealing with the
low boy mesh, this one. And if I want to get
a better result, it's better to apply the
subdivision surface. Let's hit control a to apply
and now let's try again. But what we can do is, I guess, I will have controls the
multiple time and let's accept subdivision level
one. All right. And now I will switch back to
sculpt and try that again. Something like that. And now I can add another
subdivision surface, just to make it smoother. But I guess it's better to put it in the You can
choose from here. If you hit control one, as I did right now in this st mode, it will give you another
type of subdivian surface. So let's go here
and add this one. And we can apply it as well. And here we have multiple
options, by the way. We have relaxed, if you want
to relax this a little bit, let's see if that can give
us another better result, or that's not going
to work, by the way, but you can try the Here we
have this smooth option. It's very nice.
Sometime, it's useful, but it's not always. And we have another proces
called cloth filter. We can use as well
if you selected and Sorry, not this one. I mean, this one
right here, cloth. You can use it just to add
some wrinkles if you like. You can see here how
some distortion happen. All right. Just to
click any drug. And here we have
multiple options in case you want to change, for example, let's see
what we have here. The deformation. You
can choose the drug, for example, and click any drug, just to add some wrinkles here. But don't go too crazy. Small touch. I just want
to create some variation. Make sure to make the brush big, you can hit F to control the size of the brush,
make it small or big. Add some wrinkles
here, for example. If you hold heft to end click, you can smooth out the result. And let's go back to give
mood, right head smooth. Let's see the result
and the head smooth. Looks cool. Head to the Z
and let's move this down. Now I will select this
one and hit d to the z, and I will have another
C right here and rotate this to the x after the x and rotate this
nine degree like that, and I will move it
back like this. Maybe we can rotate this
a little bit to the x. Give it a small angle like this. I will move this back like that. S to the z, just to make it
and let's move this down. Or something like this, I guess, now we can take this piece
to the scalp mode as well to make some deformation
like using the grub bruh. Grub brush will help us to click any truck and
move these vertices. But I think we should make the bruh a bit big
so we can make some adding some curvature
here in this area like that. Maybe taking these as
well this one as well. Let's move this a bit
from this cylinder. Maybe the other side as well, we have some overlapping. Let's try to avoid it
with the grog brush. That's very cool. On this side, I guess we can move this back. Everything looks cool,
maybe here as well, we can move these back,
but not too much. Let's see what to be
that's right here. On this side, maybe we can grab this piece and
move it like that. All the looks nice.
Looks beautiful. All right, let's
hold the tab and go to the object mode or you
can switch from here, and let's select this piece. Let's go to the sc mode, and I'm going to use the
brush tool just to make some variation right here
like moving this down, assuming because of the usage, this area is squeezed
a little bit. T Maybe we can move
those up bits. You can smooth it out if
you like, maybe this piece, I can move it out and move
it away from this beam, can zoom in and focus on
this small area like that. Let's see what else
we can do here. As y called. Let's move these vertices down
just a little bit. All right, looks
cool. I like it. And looks realistic as well. And now let's go back
to the object mode. And what else? Let's select this piece
radically K smooth. All right, I think we
forget to bubble this area. My god. I forget to bubble this. Ct let's bubble this area
as well with three ices, I think we should do the same thing for all
of these pieces. Can row and let's puble
this as a little bit. This one, I guess or this side. Now this side is beveled. But this side is not beveled. I guess. Can row and let's
pebble the as a little bit. This one as well, I guess. This area is not pled, C row. Let's pale ale bit. This one as well.
Control B and les perv. Now let give this shade smooth and let's
check the smoothness. This piece as well.
And that one. Now maybe we can
convert this to a mesh again and give it
shading smooth. At let's see if we
missed anything here. Here we have small pieces. I think we could create them. Let's tab and
select these edges, and I will ft A to add and the object mode,
and let's add Que. Make it sorry, I
forget something. After selecting these edges, bring the three D
coosor over here. Cos selected to create
a Qbe right here. Hit A now to add and the object
mode, and let's add Que. Let's make this, for
example two centimeter. Let's move this for
example right here. Now, scale a little bit. All right. Let's select this small
piece with this beam, and let's go to the local mood. Let's move this down just
a little bit like that. Let's tab, and I guess we can grub this edge with this one and just kill them
like this. All right. And now maybe we can
make a trim this area. I will select these phases, like that, just to use them. I will hit D to take a KB
and scale this KB like that, make it small, and I want to use this as a cutter. All right. Now I will cup this area hit F. I'll click
on this area hit F. And let's select all of these phases like
that and then D touch them, it P and then S right now this piece is
separated. I will move it here. All right. I will move this out just to help you to understand
what's going on here. What I want to do is I want to cut this piece
using this one. So I'm going to
use the ball tool. Let's open this menu, and let's go to the edit. So select the cutter hold, you have to grab the piece, and then chose difference. And now we got this cut,
as you can see here. And after that step, and let's try to see what change we can do here before
we go any further. For example, this edge and this edge are very
close to each other, and now when you add the vel is not going to work or
give you a correct result. That's why I'm going
to delete these edges. It control X to dissolve them. And now we got
something very cool. After that, now we can
give this a bible. Let's search for Bible, and let's make the amount
small here like 1 centimeter, that's to much 0.50 0.1. Multiple cuts here. Control A apply a skill. Right. The corner here it's
a little bit sharp. That's why you can see
Bivl targeting this area. So in this case, we can increase the angle
just a little bit to get rid of that because I don't want Bivl to
target these ages here. You can see before and after. The so far looks cool, right it smooth and here auto smooth, and I
think that's it. You can move this bag
and put it in place. And you can duplicate it. You can duplicate it in the
edit moot if you prefer. Apply Bevel. We don't need it. Tap it A, select all the
faces, have a KV here. Select them all, have a
KV on the other side. You can go to one of these views just to
put this in place. G and let's move this
for example right here, and I think that's will be it. Very cool. Tap out. All right. Let's like to excite and now let's select all of
these pieces together. Let's move the whole chair. Everything is linked.
Al right now, maybe we can add an MT
so we can control it, but I want to put the MT
in the correct place. I will select these four faces. This one and this one, this more right here and
this one and then hit to S coursor to select it to bring the three d
coursor in the middle. Tap out and no let's
add another MT, and let's kill it
just a little bit, and now I will link
everything to this MT. Control B sit parent
and keep transform. One more thing here,
I would like to do select these pieces. Tap it A, have to and to
re calculate the normal. This is how to
create this chair, and now you can exit and you can grab the empty
and move this up, gas a little bit to
put it on the ground. That's very cool, and
now you can cob it. Ls and to open the collection menu and list
to create a new collection. Let's call this for
example, chair. Maybe we can add word wood
just to recognize it. Or type wood are, and now we have a
collection for this chair. That's very cool. Now what we want to do is just copy
this and put it in place. All right. I think that's it
for this video. I will end it here and
see you on the next one.
24. 024 Modeling round chair: Hello again, I wel
come back here. In this video, we will create
this small chair together. Let's see how can we do it. All right. I will depend on the reference
em that I got right here, that I can see it in the front. Let's go to the
front and it's easy to go to wireframe and
here we can see it. Let's put the three d courser
in the correct place, and I think it's actually
in a good place. Let's go back to front and start with the cylinder
side the cylinder. The cylinder is very
small, as you can see. I will ching the side
vertices to maybe 16, I guess, it will be okay. And I think we can
move it right here. It's very small, as you
can see, right here. Scale just a little bit
like that and move this up here and match it with
the size of this hair, can scale this a little bit more and let's put
it on the ground. And I think now the
size is matched. Or something like that. So
this is what we got so far. Control A, apply the scale, tab to go to the edit mode, and maybe here we can add two cuts or maybe
three cuts, I guess. I'll click on this A loop, I'll have to click
on this one and scale these and
cancel the Z axis at, to scale on the x N Y. Let's go to the front
and I just want to check the curator after
doing that. All right. And now I will grab this ag, then it is to scale it. Just to have this round result. All right. That's very cool. I think we can go
to the local mode, and now I will grab this
face and this face, I guess, and I will hit I to create an
inset like that. All right. And then I will hit X F to delete these two phases
as you can see here. Let's go to the edge, I'll click to select this edge
loop and go to the face and choose grid fill
to fill this with the grid. And you can go to the top and
manipulate the offsite and the span just to get better result to rotate like
that using the offsite. I'll click on this edge loop as well and go to the
face and grid fill. Go to the top again, and let's try to rotate
this gas a little bit like that. All right.
That's very cool. Nice. After that, let's give
this subdivision surface. I just want to see the
result. It can troll one. All right. The result looks
cool. Yeah, very nice. I like it. Now I guess we can grab these edges as you
can see right here. All right, and we
can make some chins. All right, I guess we can add this as or maybe we can create
another edge right here. I'm quite sure, to be honest. I guess we can vl those first
just to have an extra edge. The three is not going to work. So yeah, I guess we can grab
those edges right here. Okay. Sorry, this one, those here, and use them. On this side, I guess
we can select this one. D select the ages. I think we shouldn't
include them like that. I will hit control B to
level all of these and let's add one here in the
middle, as you can see here. I guess add three and
then hit control minus to shrink the selection to focus on these ages
in the middle, and then hit altas
to be deep inside. Tab out. And now we
got this. All right. We shouldn't select these
edges here, actually, but, I will end do all of that
because accidentally I choose these edges. I will select them like that. I don't want to include them. And let's do that again. I can troll would be
and lets pole that, small Bev cant minus, and then Alt and Pose
inside like that. 's increase a subdivision
surface to two to get even smoother results,
radically smooth. If you want to go to scalp mode, just to add some
touches like you can go to the M filter and use inflate. You can try that and manipulate this just to
see what you will get. You can keep adding
some effects on this. It's up to you actually
if you want to make some variation here,
some wrinkles, All right, I think this area, I can move it up just
a little bit using the grub or maybe I can
use the inflate ph. I will hit F and move
the mouse just a little bit to make this a
little bit bigger. Let's try to click and
drag on this area. That's too much actually. Let's try grub. I will
click and drag this up. Maybe we can make the phi. Maybe a little bit smaller. It's better to apply
subdivision surface to control this better because now we are controlling
the low low poly. I will control A, and now
I applied the modifier, and now I have a lot of
vertices to work with. Now I can use this. Even for the for filter, M filter now will give
us another results. All right. But I think it's not necessary to use this price. Let's stick with this one and now let's grub this and move this up a little bit. I guess we can smooth this area, hold shift and smooth it. Well, what I want here, I just want to make
some variation here, and that's it. All right. Let's go back to object
mode and let's to excite. And now let's see what's
the next step. All right. Let's go to the top and let's put the three
d cursor over here. Shift A, and let's
add the circle. The circle is very big. I will ch the verts to
maybe 16 and scalts. And I guess we can put here. I will scale it just a
little bit like that. And I will tap and I will
delete half of this. I will grab these vertices
and then hit x and then V to sorry x V to delete
these vertices. And this one as well,
x V. All right. Let's make a comparison, let's see if what I'm
doing is correct or not. A, I can't because I can't
see it from the top. But according to these
images, it's half circle. Try to see another image. Maybe we can delete these
two vertices as well. And now we ended with this. After that, I will
hit a select all of these vertices
and I will hit e to the z to extrude this up,
a little bit like that. Maybe now we can
give it a thickness. H it a select everything and go to the pace and
to solidify face. A increases just ale bit
inside or outside. All right. Now we got this. Hit a
ten to recalculate the normal. Let's start from here. I will hit control to
add multiple cuts here, and I will hit at S to book these outside as a little bit. Maybe we can grab
these vertices. And let's see if that's work. I will hit At S to relax
them a little bit, and maybe this area, grab
these vertices as well. It At S, sorry. I grab this A C loop clicks to pk this out, ge a little bit. Maybe those as. I'll click, I click to click, and then Is Now let's give this
subdivision surface. I control one to a subdivision
surface with level one. I think we can
control a to apight. Now we can quick it further. I can go back to the sculpt mode and use one of these broaches. For example, I can use M filter. The filter type is inflate. I want to deflate this a little bit just
to make it thinner. Something like this, I guess. All right now we can go back to the object mode and I guess we can scale this
just a little bit to the Z. But not too much. G to the Z, and let's move this
down ale bit like that. Let's make a comparison,
let's see what we got. I'm not quite sure if
this should be right here or maybe we should
move it back a bit. As so far looks nice. Cool. I will tap to go
to the eighth mode, and I just want to
add two edges here. And let's see if we have
a wire in the middle. It's a little bit difficult to understand what's
going on here. I think we have a wire
right here goes around it. I'm not quite sure, but I
will assume that we have. So this egg in the middle, I will leave this one and this one and I will
pick this one. All right. And I will do the
same thing for the side. I will leave this and
I will pick this one. I have to click to grab this. I will pick these eggs as well. Let's go to the selection mode and I will select
those right here. And after that, I will hit
control with B to bevel them. Bevel them like that,
add three edges, and then hit control minus
to shrink the selection. That A is to push
this deep inside, and then hit control plus to
grow the selection again, and then switch to the face
selection would hit three. Now I will select
the outer edges, go to the select and select lobe and choose boundary blue. As you can see now, I'm focusing on the outer edges. After that, you can give
them a small bevel. Just to make this aa tight. You can add two if you
like two edges right here, it will be enough. And now I will shade smooth this and hit control one to a subdivision
surface with level one. And now we got this result. If you want this
air to be tight, you can add one lope right here and one right here as well. Can roll out again, and let's add one right
here and one right here. And for this side,
you can do the same. One here and one right here. And I'm not quite sure, but I think we can try inflate. Again. Let's see what's
going to happen. I will go back to the sculpt
and active the mich filter, and I will chose inflate, and I just want to inflate
this a little bit. You can see the result
before and after this before and this is after. It's very nice. Now let's
go back to the object mood. Now it's a time to
create these legs. Let's see how can
we create them. I think we can use the edges
that we got right here. So maybe we can select. Maybe the edges start
from here and ends here, and we can pick those
right here as well. I think we can select
those here. I guess. And then hit P and then S to separate these
out from the group, tap out and now let's
focus on those right here. Click and grab this new age. Tab to go to the edit mode, and now let's make
some small tweaking like grabbing these and
throw those up here, like that, I guess, and maybe move those up to
the z like that. Now you can select
these edges and smooth this area just to
get better result. Right click and use the
loop tool and relax. As we'll relax it a little bit. For this area, I guess we can grab these two vertices
and then control shift, we just to level them
to three s like that. Will be very cool. Now we
can give this a thickness after we push these vertices
a little bit up like that. All right. Now, let's hit right click and
convert to curve, and let's go to the curve
properties under the geometry. Let's manipulate
the depth a little bit to give it a thickness like that. All right. Looks cool. Maybe now we can copy some
vertices for example, those right here and then
hit the end, have a CV. Maybe from the top, we can
put in the correct place. G and let's put this for
example right here, I guess. All right. Let's do that again. Let's move this
out a little bit. Or maybe we can select them
all and move them out. But I don't know how much
we should move those out. You can just move it, and after that, you
can kick the result. Maybe just a little
bit, it to move, cancel the Z axis, it heft z to cancel the z and take this out.
That's it, I guess. Now let's select this vertex, maybe I can dsolve this vertex and dissolve this one
and take this one out. G, and let's take
this out a bit. H it to the z, and
let's move this down. Let's see if this
result makes sense. You can go to the top and see
if that's correct or not. It's working. It's cool. A now we can manipulate the thickness a little
bit more if you prefer. A 0.6 0.7, I guess. Boy sp and looks cool. And I guess we can manipulate the resolution a
little bit because we are going to add
subdivision surface. The side Gs are too much, reduce them because if you
add subdivision surface, and if this number is high, we will end with a
lot of vertices. After that, grab this piece, control A and apply
visual geometry to mesh, and now it's become Mish again. Tap to go to mood
in the wire frame, grab these vertices, and
move them up a little bit. And for these
vertices right here, I guess we can grub
them like that. And let's move this
up just a little bit. And All right, let's go to the local mode so I can
control this and focus on it. I will hit F to create
a phase here and then hit control be to
add Bevell like that. Let's make this area around. This area as well hit F control and let's make this one around
as well like that. You can add one
ago right here to support this area to make it
tight and this one as well. To support the
agul b right here. Just to get better smoothness
right head smooth. All right now we just
need to make some tweaks like grubbing this
and move it down to the ground like that. And now I will accept the
begin surface with level one. You can hit control one,
and you can add it. If you are not satisfied
with the thickness, you can tap it A, and then hit Altas to
inflate this a little bit. The result looks cool. Now, all what we need to do is just have a COVI
on the other side. All right. The organ dot of
this piece is in the middle. I guess I will put the three D coursor in
the middle after you select this this piece. And I think we can use
this as a bivot point, and we can use M. So Yeah. Actually, we can use mirror directly mirror modifier. Let's have a to
add and let's add mirror. Yeah, I think that's it. Very cool. Now
let's select this. I think we can put it in
a specific collection. Before we put this
in a collection, I just note something
right here because we added an edge right here
to tighten this area. This area become very tight. What I can do is I can select these
edges like that and just hit wie and slide
them a little bit. And you can put this in the mile just to make this area ale bit smoother. Something like that. And you can average these
edges if you prefer. But that's will take
a little bit of time. You can add control Alt
click to select this aging, and you can add those as well, and you can d select
the edges that we don't need from
the bag, for example. And now we ended with this
result as you can see. I guess this one we don't
need to include it. Now after that, you can try to click and use the loop tool. Let's move this image away, and let's choose space to
fix a space between them. That will give us
a smoother result. All right. Go to the wire frame, select all of these pieces, and let's go to the local mode. And I just want to add
an empty right here so I can control this chair in case I want to move
it for any reason. So what I can do is, I guess we can select this egg loop or maybe
this circle right here and bring the free decsor over here and add an
empty in this area. You can scale it a little
bit, select everything. Old shift, and click on the empty, just
to make it active. And then we can hit control B and sit parent to kt
and keep transform. Now when you move the MT, everything will move with it. And let's select
everything again, it M, and let's create a
new collection for this. And I guess we can
call this round chair. You can callt whatever
name you like. Hit enter advise. Let's slash to Excite,
and now we got it. All right. Very cool. All right. I think that's
it for this video. I will end it here and
see you on the next one.
25. 025 How to use BlenderKit to download 3D models: Hello again, and welcome
back here. All right. We created a lot of
objects here. All right. And from now on, I'm not going to
create anything else. But I will download
them from Blenderkt. Blenderk, it is a website. There you can find a lot of three D models and
tons of materials. If you use this tool, special if you are
dealing with clients, you can done your project
in very small time. So that's what I want to focus on here
and this court say. But I modeled some
stuff here so you can understand how to
model inside blender. All right, so please bring
the reference images. For example, if I want
to download a sofa. Before I download it, I just want to go to the website and explain
some stuff there. This is the website
blender kit.com. And the first thing that you should do here is to register, and it's very easy to use
your e mail, and that's it. After that, go here to to this button right here and
download a blender kit, and it will be downloaded
directly to your computer. And after you do
that, go back to Blender and then go to the
edit and then preferences. And because I'm
using Blender 4.2, the scenario here a
little bit different. Here we have get extensions. And get extensions, ano, go to this arrow here and and instill from disc
and Qe Blender Kit, the file that you just
download from the website. And after that instill
it, and it will be here. And I think it
will be activated. If it's not, you can
go here to the Alden second and activate
a blinder kit. And after you do all of that, you will find it here
when you open this panel. You can hit and, you will find
it right here, blinderkit. After that, you can log
in to your account. When you hit Logan,
the website page will be opened to Logan, and then it will be all
the three D models, and the materials will
be available right here. So now I just logged in and in the object mode
you will find this bar. The first icon is for the three D model and the
second one for material, and these are the most
important icons here. For example, if I want
to download the Sofa, I can open this i
right here to make the three D models
available or visible. One more thing here, I
would like to focus on, you can go to the filter and e f. You want to open all
the three D models, you can pay for
them, as I remember, $10 each month, and all the three D
models will be available. But if you can't for any reason, you can use the free models
and they are amazing. For example, if you want
to search for a sofa, we have a lot of three
D models are for free. The ones are not for three, you will find a small
lock at the corner, for example, if I turn this off, let's see if we can see them. Yeah, you can see this one, the L F. That's
means you should pay to get the SFA or
this three D model. Just keep that in mind.
Let's active free first. Now let's see which one of these three D models are
good for this project. For example, I can download
this one. It's very easy. Just click and D and
put it right here. And you can see this arrow. That's mean the sofa will point towards that wall, but
I don't want that. I want to rotate, use the wheel and rotate the three D
model before you put it. And for example, I want
to put right here, just leave the mouse after that, and it will be down load as
you can see 36 megabyte. And you can download
another three D model, and all of these three
D models are for free. And you can see this three
D model is very cool. You can now put it in
the correct place. Example, I can put right here. Now I can put this one in the place, for
example, this one. We can put right
here, and this here, I can put here and rotate
just a little bit like that. I can take another
Cp and put it there. But before we copy that, don't forget that we
could un this and add a material or give it a
material before we do that. What else we need
to download here. According to the
reference images, we have plants and and we have some accessories
here and some stuff. For example, start
with the books. Let's open the
screen cast first. And let's see where we
can find books for free, Let's search for books. And as you can see here, there are a lot of
books for free. Let's see what group we can
download and put t here. Let's go to the next page. All right. Maybe
those right here. I can download them maybe
or maybe those here. Just click and track, and let's put them
maybe right here. Let's wait for them
to be downloaded. And here we are. We got them. You can go to the
material review to see the result. Very cool. Maybe we can download them
a little bit that r to the Z and Z again to
rotate these the local Z. Like that, maybe. And maybe maybe you can move
them a little bit. I don't know, maybe to the y. No, that's not correct. U x. Local x, hit X two time and let's move this. Let's put
this right here. If you don't like
this technique, you can active the move tool
and swa the transform to local and now you know how to move them and rotate them
the center technique. All right. Maybe we can download another group, Maybe
those right here. Let's put them in
this area, I guess. I think we can leave
them like that. Yeah, I guess we can do that. Let's move this
just a little bit. If you don't like the
scenario, you can rotate them. Like that, maybe.
But I should rotate this night degree to the z two time and rotate
this night degree. Sorry. Now we can use this technique to move those and put them
at the correct place. R here, we have a small gap. Now and we'll notice it, but in case you want to
get a precise result, you can rotate
those gaps a little bit and move them back like
that, and that's will be it. All right, so now
we add these books. Let's see what else we
can add right here. Maybe some books
right here as well. Let's go back and let's
go to the next page, and let's see what
we got right here. Maybe those we can download
them and put them here. But these books are too big, try to choose another group. Maybe those over
here. Oh, my God. Maybe we can scale
them a little bit. And that's will work. You can
rotate those gas at ten a bit like that for
some randomness. Okay? All right,
that's very cool. By the way, here we
have a group of books. You can do load, for example, I know, see. You can ino. I think we can ignore. Maybe we can now see
we can search here. All right, let's try to
delete this keyword, and let's go to
this CO right here. And here we can browse all
of the three D models. And for example, if I want to go to the
decoration section, let's see what we
have right here. And the clock and watch section, we have a good three D models. We can download and use. For example, this one, we can download and boot right here.
I guess that will work. Rotate the wheel a little bit to make this clock look
at us like this. And there we go. Let's go to the material section
just to see it. Z, and go to the
material review. Right, cool. If you go to the Decoration section and click on it without opening it, you can see here we have
a lot of three models, and you can download a lot of these models and use
them in your project. Let's see what we can
download from here. For example, this horse, I can download it
and put it here on the shelf, as you can see. Keeps crawling until you see the model that fit your scene. Maybe this one, I can use
it as well with right here. Maybe this one as well. I like it. This one, maybe I can with right here. This one is beautiful,
as I think. All right, lets bring
it and let's put it right here. It looks cool. Maybe this cut. We
can use dos wall. But it's too big. All right. If you want to cancel it, just hit this K, but want to cancel what you
want to download. Now we add some stuff. If you want to add more, t to see what we can
find right here. Maybe this one, see if this works. Let's
put it right here. Looks cool. Maybe you can scale it just a little bit
make it smaller. Maybe this statue,
we can use it. Oh, my God it's too big. But I think we can scale it after that.
Let's download it. It's four megabyte. It's. You can crop the MT that comes
with it and then scale it down and make it
sm and you can use it. See what else we have here. Let's see if we can
use this file as well. Let's make it small like that. I think the normal
of this object is flipped. I'm quite sure. I will hit A and then have to enter re
calculate the normal. Yeah, now it's correct. One more thing, I think we add
too much stuff right here. That's it. For the. Let's see what else
we can put here. Books, if you want to
add books, that's okay. All right, so this is how to
download from Blender kits, very amazing add on, and it's very important
for any blender user, especially the pupil
who works with clients. All right. And now
you can download a lot of stuff and use
it here in your scene. I will end this
video right here, and I will see you
on the next one.
26. 026 Adding some curtains: Hello again. Welcome
back here. All right. In this video, I want to
focus on the windows, and I want to download some curtains and let's
see how can we use them. Let's open blender kit and
let's s here for curtains. As I think certain like this. And here we have a lot of free curtains we can
download and use. Let's see which one is good
for the scene. All right. Maybe we can download this one right here and let's
try to see it first. Looks cool. Let you go
to the material review. I just want to take a look. Maybe we can download
this one as well. Click on a dragon and
let's put this right here. A it's flipped. You can go to the object and mirror or
mirror to the z, I guess. Let's move this one up here. At looks cool. I guess we
can use this one first, so let's move it and move
right here temporarily, and I guess we can scale
it. Let's move it from the. Let's move it up, for example, st on this off for now. Maybe we can bring back the ceiling is to see
what will happen. Let's put this
right here and then just scale in general like that, and you can stretch it to the z. That's okay. Scale it yes a little bit until
this touch the ground. Try to avoid any
overlapping scale it towards the X axis because I
just want it to be thinner. Maybe we can move it as a little bit and pot
here in the center. Right now it's a time to
download another curtain. Let's see which one. We can use. This one and it looks beautiful. These curtains are not for free, as you can see, here
we have a small look. Maybe this one will work, let's try to download it. Let's put it outside first. And I guess we can detach them, just to to go to the edit mode. To go to wire frame,
grab one of these, and then hit P and then is, and now it's separated. I guess we can use this one
and move it inside like that. And now let's see
what we can do here. Let's try to scale
it, make it big like that. Let's turn this off. Let's move it close to
the wall or like that and maybe close to
this carton as well. You can see here we
have some overlapping, but we can fix that. Maybe we can do something
like tab to go to the edit mode and grab this edge and bring the
three D coursor over here, and then bring the
origin dot over here as well so we can scale
from this point. He right click
after that and then set the organ Ogion
to three D courser. Now we have it here. After that, I will move this one up and move it a little bit
forward like that. Maybe scale it like this. Scale it to this as well like that until this hit the ground. Something like that. I know
here we have some overlapping happen with the stairs, but we will find the
solution for that. To avoid this, you
can select this, control I apply the scale, and then you can hold tab and move the mouse to go
to the scalp mode, or you can go to this icon
and switch to scalp mode. After that, you can
grab, for example, the grab and make it big, g hit and move the
mouse to the lift. To the left or right,
and make it big and then start grubbing these
vertices and move them up. Let's make this a
little bit bigger. When you make it
bigger, the bruh will hold a lot of vertices
and move them. Grub this from here. Something like that, I guess. Here we have some overlapping
having in this area. Maybe we can make the proven
bigger in cloves area, and it like that. Maybe now we can focus on these vertices and
take them out. Let's. The result looks cool. I know here we have
some overlapping but It's not going to be
quite visible to the camera. You can keep pushing
these vertices up, and not just that, you can
smooth these vertices. You can hold ifT and
smooth this area and get smoother results.
All right like that. You can see how now I'm getting a better result when holding Kift and smoothing this area. A here, we have
some overlapping, make the price smaller and now let's scroll this
vertex and move it up here. Looks cool. Here we go some overlapping. I guess we can grab
those and move them up. That will be okay. Maybe here as well.
All right, cool. There is cool. Now we can bring the
other curtain, this one, go back to cut mood, and t s this one and let's
move it inside as well. T Let's do the same scenario. I will tab and select
any from here, and let's put the three
decosor over here, Ft is Cursor to
select it tab out, right click Set Origin
origin to three d courser. Now we have the
origin up at the top. Now I will move this Let's
move this up like that. Something like that, I guess. And then you can scale
it, make it big. Maybe make it wider and
move it to the side and strike it to the z and
try to avoid the overlap. Just be careful, and I
think that it's right. Looks cool. Is beautiful. And we can use all of
them and cop them and put them there on the side
as well. That's we work. By the way, when I
tumble around like this, I will get some
overlapping with the wall. What I can do is I can go to the view section and
increase the focal length. Sorry, decrease
it to maybe five. Now I have wider
view, as you can see. So let's grab this one, it hey and let's take
this one over here, and maybe we can make
this one wider a little bit shorter S to the z and
let's scale this up like that. I guess. All right, something like this. And now I guess we
can tap to go to the edit mode and crop some
vertices starting from here. Hold control, maybe
drop those over here. And I will active
provoional editing, and maybe we can choose the
smooth and then g to the z. Let's make the effect
a little bit small, and now I will move
those right here down. Something like that, I guess. For this area, let's see if we can use the proposal
editing to fix it. I'm so quite sure of this
will work. Let's try. All right. After that, we can
use the scalp mo out and go back to scalp and
make the smaller, and I'll see grab these vertices
and just move them down. If let's make this
a little bit big. All right. That is that
looks beautiful. I like it. You may ask what
about the variation? Well, no one will
notice what's here. It's okay to COVID
and use it again. That's very cool. Now maybe we can use this one. Again, I will let
d and put right there and then
scale it to the z, just make it shorter, like that. Maybe scale this to
the X. I don't know. Maybe we can just move
it forward a little bit, e to the y or to the X. Sorry to. Looks cool. But let's go to this area
and let's these vertices. You can grab any vertices from here from the bottom
and then hit key to the z and use
proportional editing to move those down again on
the ground like that. And that's will be enough I
guess maybe those right here, we can just move them a
little bit down like that, and that's will be it If
you've got some overlapping, it will be simple to fix, go back to sculpt
and click and drake. Holt, have to make
some areas smooth. Can smooth out this area, just to have some variation. Right? Just to make this one different as
convert with this one. And you can move
some vertices back, make the ph big and put
some vertices like that. It's okay to do
this. So like this. Maybe from here, I can grab some vertices
and move me like that. All right. Now let's
go back to object mod. Maybe now we can grab this
one and use it at the end. Let's move this right here. As to the Z and scale
this like that. Now's the time to
make some editing like going to scalt mood and make this area smoother and maybe grab these vertices
and push them like that. Maybe these vertices as well. Something like that. Everyone can move these
verses just a little bit. And this tip All right. And here in this area, we got
some overlapping as well, so let's try to avoid it. Maybe we can make
the pro a little bit bigger and just move it
a little bit like that, and that we solve the problem. Spoke bag like that. And smooth this area out. Hold heft, click to smooth it. You can smooth the
whole curtain. All right. That's very cool. Let's go back to sculpt
mode or object mode. Let's see if we can use
those right here or maybe we can download
a new curtain. All right. Let's
go back. Let's use this error. Let's go back. I think it's not makes sense to use a different curtain
with different folding. Maybe we can reuse these
again, and that will be it. For example, I can CB
this one and use it at D, and let's take a CB and then at Heft Z to cancel the z axis
to move it to the xn Y, and let's put this in the
place for example right here. R to the z and rotate this
to the Z axis nine degree. Actually, we can
use it. Let's put this right here and we can
move it back like that. And we can scale
it a little bit. Scale it to the x axis. Maybe we can go back to skulk
mood just to make some s like moving these
vertices like that. All right. The rest
of looks cool. Maybe I can interrupt
those and moves a little bit. All right. And I can use this again. At K D and cancel the Z axis and
let's put this right here at r to the z and
rotate this nine degree. Let's put it here as well. This one, we can scale to the y axis and puts right here. Maybe we can move it ale bit inside to avoid
this overlapping, and here we have no problem. All right, cool. Maybe this one, we can go take it to the local mode and scale maybe to the X, just make it thinner. And this one as well,
I will scale this to the X and make
it thinner as well. Y. Something like this. All right. The result
looks beautiful. After that, maybe we can accept the colors of these cartons
or maybe we can king them. Let's go to the material review. I just want to see the result Z and go to the material review. All right. The scale of the
texture is not make sense, even the texture itself, so we're going to take
care of these later. All right. I will end this video here
and see the next one.
27. 027 Adding more objects to the scene: Hello again, and
welcome back here. All right now in this video, I want to download
more three D models using Blender kit and let's
start with the plants. Just go to the Circ par
and s for lamps to enter, and don't forget the filter, open the filter and
Ques three first. And here we have a lot of good stuff here
we can download. For example, this
one looks beautiful. We can use it, and we
can put right here. Just click and try and
let's put it right here. The result looks cool. Let's see if there's
any overlapping happen with the wall. Very cool. Maybe we can add
another one next to it or maybe we can move this just a little bit
using this empty, just grab it and move
it a bit right here. Maybe we can add another one. The scale looks, I guess I will bring this
one and it right here, click on any drag, let's
put this one here. Maybe we can move it at any bit. Or something like
that. All right. We have one right
there and let's see if there is another
type of plants. Maybe this one looks cool. Maybe I can use this, click any drug put right here. Maybe we can scale
it and make it big. As you can see here, the
leaves goes inside the wall, so I will move this out, or maybe rotating this to the
Z will solve the problem. I'm not quite sure, but let's see, that's not going to work. Let's take this out. Let's
change the transform to global because I forget to
change it back to global. It's cal. Beside the sofa I guess,
we should have one. And I think we can use
this one right here. All right, very big. At least see where it's empty. That's weird. We don't have any
empty right here. What I'm going to do is I
will select all the details, and as you can see the
ground is selected as well, I will select the ground control and create a
selection like that. It a bit so we can see if else
moving with it. All right. Now I will go to the local
and scale it down a tiny bit. What I want to do is,
I want to tab here, and I want to select
these eggs, for example, and bring the three
d courser over here, so I can add an
MT to control it. Tab out and let's hit
H A and let's add Mt. And now let's select everything. Hold have to the empty, control P and choose set
parent and keep transform. Now we can control
it from the empty. It seems like I have a
problem with the images. I will fix that letter for now, let's focus on these parts. Let's put this smaller right
here and scale it down, make it small a little bit. Even if this doesn't match the reference image that's okay, it's not a problem. All right, this
one is beautiful. I guess we have one right
here, as you can see. Maybe we can use this, I guess. All right, let's bring this one here and let's see the result. We got the same problem here. I guess this one doesn't have an empty or maybe
this one right here. It's right here,
it's very small. Maybe we can go
to the empty data and make this bigger
so we can see it. One more thing here, you can
king this to, for example, circle, or maybe
cube, if you like. Let's this and scle make it big. That will be it.
That's very cool. Let's see what else
we can add here. Right. One more thing
here, I would like to add. Let's add a, search for a table, and let's see what
we will get here. Let's go to the next page. This one looks cool. But let's see if there are another design. This one looks beautiful.
Let's go to the next one. This one beautiful as well. Maybe this one will work here. I will hit, click
and drag again, let's put it right here,
and you can rotate the wheel of the
mouse to rotate this. And let's put this for example right here. Let's
see the results. All right, looks nice. I
like it, and I will keep it. It's not quite important to add something similar to what we have
here in the image. It's okay to add something else. In case you want to add
some books, that's okay. For example, let's
say for books. Maybe we can grab these books
and put them right here. And what else we can
add maybe this one. We can put right here as bull. Very nice. If you want to add plants here, let's adds four plants. And they try to find
something cool and small. I don't know if this will
work, but let's try it. Let's put it right here.
Yeah, it's very cool. I like it. And here as well, add some plants
like I don't know. Let's see which one of these
options we can choose. Maybe we can add this one. Looks nice. I like it. All right. Maybe we can add one next to it. Maybe this one, we can quiz. Maybe scale it a little
bit, make it big. Looks beautiful. All right. What else we can add
here? Maybe a light. Let's see what's going to
happen if we search for lights. I'm not quite sure if we can find something similar
to what we have right here. All right. Let keep searching
for something suitable. All right, I found
this right here. I think it will work. I will
grab it and both right here. Maybe here. And what else we can do. Maybe we can add another one. I can't select this again. I don't know why,
but what you can do, you can B this one, just select the MT that controls this unit, and then hits HF with
to select the group, and then children
to select this, and then you can hit H D, to take a OB and put
this one right here. I if you don't like this, in case you want to
grab the empty as well. It's very simple to Qe, just select it, and
then hit D, take CB. Let's put this one here. I guess we can scale it a
bit and make it taller. That's okay. It looks beautiful. I guess you can hit
S and H Z to cancel the Z axis and scale
it and make it thinner Ls work as well. And it seems like here as
well we have some plans, but we will add later. For now, let's try to
search for a table again. As you can see, there are a
lot of free three D models here and you can create a full scene using just the free models
we got right here. This option looks beautiful
as well, we can use it. By the way. Actual a lot of cool stuff we got here. Et's search for our table set. All this one looks cool, but maybe we can find
something cooler. Is called table. Let's search for a dining table. This one looks nice.
This one as we. Let's see what else we got here. Let's go back because we
got something nice here. We can use, for
example, this one. I guess we can use it. Click any drag,
let's put this here. Well, it's actually. But let's keep it as an option. I will take this out time
try to find something else. Maybe this one. All right ,'ll be this social here. This dining table looks nice, but I'm not so quite
happy with the chairs. Maybe we can replace them. What I'm going to do is, I will grab them like that and
delete them all like this. Sorry. I'm going to
download this model. It's called Alta dining chair. You can s. J type the name here in the search bar and you will find it. Just click any drug and
lets put this one here. A and we can duplicate this. Hit ft with and then hit C, and then hold to grab the
empty as well and let's keep duplicating this object. For example, it d to
take one right there, and you can go to the object
and mirror to I guess to the y, that's correct. Hit d to take another ft z to
move the B on the x and y, and let's put one right here a r to the z to rotate
this nine degree. Now we've got one right
here and one here as well, and he d to have
another one right here and go to the object and then mirror and mirror this to the global x. And then it D to have
another COVID there. Yeah, now the result
looks beautiful. G C to move this here, for example. Very nice. Let's see what else we can do. I think this I'm not
quite sure if we can add a plant here
because this area is small, so it's not going to work. I will leave it without
any plants there. Maybe we can add one right here. And I think that's important. So let's search for
another type of plans. All right. If we didn't
find what we want, I mean, something similar to this one, we can CB one of these and use. I'm not quite sure
if we can use this. But let's try to
find something else. This one looks nice.
I like this one. Let's put one right here
and let's see the result. This one looks
beautiful as well. But imagine if we
grab this and if we scaled it a little bit
and make it pick like that, it will be cool actually. Yeah, I think we can use this. Maybe that's too. We can
scale it down a little bit. Cool. Very nice. I think we just added the
most important stuff here. Maybe next to the TV, we can add the
small plants here. According to this
image. As you can see. But the TV here, it's big as compared with
the reference image, and that's okay, by the way. Maybe we can add something
small, this one, for example. We can grab it like that, and scot make it small like
that, and that's work. C. Maybe we can grab this plants. You can see the name if
you want to see for it, and we can put it right here, and we can scale it down, make it small if this peak. I can't see the empty. Maybe this one doesn't
have an empty butts. We can control it
because it's two pieces. And for some reason, the normal is flipped, I can flip this tab hit A to n, and flip the normal
and rectify it. All right. I think that's it. We just added the
important object here. Maybe now we can, for example, for the material to add some materials here and
then make the render. All right. I think that's
it for this video. I will end it here and
see you in the next one.
28. 028 Adding materials for the wall and panels: Hello again. And
welcome back here. All right. Now I think we are ready to add some materials. And for any reason
if we want to add a new object and make some
editing, we can do that later. So let's start with
the wall material. So let's start with
the wall material. I want to create a white
material for the walls. And let's bring the
reference image and maybe we can start
with this panel. Let's create a material for it. If you want you can add a sphere and create a material
for a sphere, and then you can apply
it, for example, I can go to the measure
and add a UV sphere, and I think it's not quite important to increase
the resolution. And after that, right to head smooth and scale
it make it small, and you can create a
material for this, and then you can apply the material on
any object you like. Not just that, if you
go to a blender kit, if you go to the
material section, you will find a lot of free
materials you can use here. Import it and you can
apply on any um you like. Let's create this material. I will grab this and
I will slash to go to the local mode and then
go to the material preview. I will sublet this window to two so I can access
the Hader editor. Right click and vertical sublet. Let's put this one for
Eamber right here. I will switch the
editor to Hader editor. I will hit n to
close this panel. After that, all what we need to do is just create
a new material, hitting the petal righter. But before we do that, I will go to this panel, it n from the keyboard
and active screen. Then I will hit new to
create a new material. Now we got a new material. In the base color, I will reduce the the white value a little bit and make
it a little bit gray, but not too much,
something very subtle. And I want this material
to have some titure. I will use noise
texture hover over here and then hit ft A to
add and search for noise. Let's put the noise
sticks here right here. If you want to review
the noise on the object, it can troll to click on
it, has to see the result. And now I can see here. All right, so this is the scale. I will make the scale big, something like that, maybe 200, and we can manipulate
that letter if we want, and maybe we can increase
the details to maybe five, and that roughs two point
maybe seven, I guess. And now we got this. All right. Now I will use this
as a normal map. I will hit to a to add and
I will add bump for bump. Let's put the bump right here, block the normal to the normal and then block the
factor to the height. And hold control and hold
right click and cut this wire. Hit control, have to
click on the principle, just to see the result. And let's zoom and let's
see what we got so far. All right. Now we
got this result. It looks nice, but
The effect is wrong. I can manipulate the distance, let's add, for example, 0.001, enter, and now we
go subtle effect, and you can go beyond that, let's add zero d zero. Let's king the one,
for example 24, maybe. Now as you can see the
effect become very subtle. For the roughness, it's important to increase the
roughness a little bit. Now it's become rough. Now
I can use this material. Let's like to excite. I will give this
material a name. Yes, go to this bar and to click on the
name of the material, and let's call this wall
score may be white, and the enter, and that's it. And now I want to apply the
same material on this panel. So I will select this panel
and go to this arrow right here and let's for wall It's right here, you can
select it like that. And now let's see the material, how the material will be
applied on the panel. Let's zoom in a little bit. You can see here, we
have some distortion, and we should fix that. A to fix this, just grab the noise titure and then control T. And when you do that, you will have titure
coordinate with mapping. After that, the object
to the vector like that, and that will help to rectify this problem and
give you a better result. If you are not quite
happy with the titure, you can reduce it,
make it even subtle. If you like it's up to, you can increase the
roughness or reduce it. The details as well, it's up to. All right, try to make
the effects settle. Now we got something cool. You can increase the
roughness a little bit and reduce the
distance to maybe two, not three, or not
four. All right. This material now looks cool. I will to excite. And now let's see where can
we apply this material. We can apply on the
roof on the ceiling. Let's see grub this,
and let's search for the white. Sorry. Let enter. Now, let's
see what we got. The material looks cool here. And what I'm going to do is, I will select all the objects
that sharing this material. For example, this one, I can grab it, hold, he to grab this, and then hold to grab one of the objects with the material,
for example, this one, the ceiling, and then
control L to link the material from this object to this one and to this one. So it can control L. And
choose link material. Now those two now they are
hearing the same material. The structure as well, I can give it the same material. Hold have to go up the ceiling, control L link material. That's cool. Let's
see what else. All right. So yeah, this is how to create
the wall material. Now, let's see.
Maybe we can start with I'm not quite sure. Maybe we can start
with this material. I can grab this piece, for example, and I can
go to the local mode, and I can use blender kits to search for a suitable
material for this one. I will go to the material
s, this icon right here, and I will open the eye so
I can see the materials and search for mood.
And the head enter. And here we have a lot of
images we can use here. All right, this one looks cool, but it's a little bit
rough. All right. Let's try to find
something else. By the way, just keep in mind, it's not quite
important to stick with the materials we have here
in the reference image. You can go around that and you can add the material that
you think it will work. Maybe we can go back
and use this one. Click and Drag and
let's put it on this 26 megabyte wait for that. Right now we have the material applied here as you can see. Let's take a look and let's see if this makes sense or not. If the material not giving
us the result that we want, we can download another one. For example, this one,
we can download the s. See this one as well.
Maybe this one. All right, this one looks nice. All what we need here to do is just rotating this material. So let's make this
bigger a little bit, and let's see how
can we control that. All right. What we can do
is we can use rotation. But I'm not quite sure to
the x or y, we can try. Maybe z, z, we can rotate this to the z
just type nine degree. And that's will help to rotate this and make it a vertical. In case you don't
like the material, feel free to change this to
whatever material you like. And you can manipulate
it if you like, if you want to change the killer and do whatever
thing you'd like to do. You can do it here. In general, the material looks nice. Maybe we can find
something else, or maybe we can find another
co killer and manipulated. You can do that. Just
keep that in mind. I posted the video and I keep browsing the
materials here, and I found this one,
that's called Proc Wood. Maybe we can use it. This
one, the procedural, it will be a little bit heavy, but you can control it, and you can change the color and make some
manipulation if you like. All right. So let's click a drug and let's put it on this and let's see
the difference. Or maybe there's another
scenario if you'd like to do. If you'd like to
make a conversion, you can just take a COB here, click any drug and
apply it here. All right. And as you can
see, this is the result, and now if I go to the shader
editor, as you can see, we have this node right
here, node group, and let's manipulate the
saturation a little bit, and let's see if we can get something close to this panel. For example, I can manipulate
the saturation and add maybe 0.7 right. The rest so beautiful
actually. Very cool. I think we're going to use the procedural because here we have a lot of options we can
manipulate the contrast, br, normal, and very,
very beautiful. So I will use this
material and I will apply here as well. And
let's delete this one. Let's to exact. Now I can apply the same
material on this panel. Grub hold H to grab this
one and this one as well, hold H to grab the panel
with the material, control L and choose
link material. As you can see,
the material lines goes up vertically and
that's what we want. The result looks nice. It stra a little bit, but it's cool. We can accept it. For any reason, if
you don't like this, you can rub this piece of panel. For example, I can
show you how to it. You can tap to go
to the edit mode, and then you can hit
eight, select everything. Here we have this option
scale smart TV projection. You can use it for
a quick rubbing, or you can use a different
scenario like going to the face selection mode and
select all of these faces. Right, let me show you how. You can go to this
side, for example, and you can grab all of
these faces like that. As you can see. And now I
should add this as well. Don't forget that. I guess
from the top of view, we can achieve
something like that. Just go to the wire frame and
grab these faces like this. And then you can go to the
side of view because I just want to deselect these
faces, the upper face. I mean, H control
and deselect this. These faces right here.
We don't need them. And those here as well
control and deselect them. All right. And now
we can rub this. So to rub this, I can subli this window to two as well and go to
the UV editor this time, and now we have the UV editor. With these phases selected, I will hover over here and
select the UV here as well, it A to select them
all. Don't forget that. Select. Whatever thing
you selected here, when you go here,
selected as well, hit A, and then hit U two times. And now it's rut. Sorry. Now you can open
the menu and chink the method to
conformal. Angle base. It's good for the organic
object, conformal, it's fit for for
object like pals, hard surface, et cetera. Now we got this perfectly rut, and the result will be son ice. Now tab out and
let's take a look, go back to the material review, and now you can see the
material looks so beautiful. It's to excite and now
we got something cool. Now, all what we
need to do is just apply what we did
on this as well. Grab them and go
to the local mode. Tab to go to the
edit mode and you can do the same
scenario from the top, select these faces like
that in the wire from mode, hold to crab those as well, and let's deselect the
top faces like that. We don't need to include
them in the bottom as well. Now we got these faces in the front ready to be
errupted as you can see, All right, now,
however over here, hit a to select what you
selected right here, and then hit two time and Q is conformal,
and now it's done. He's to excite,
and now you can go to the material review
just to see the result. Tab out, Z, go to
the material review. The result looks
awesome. All right. Let's bring the
reference images again, and now let's see
what's the next. All right, let's take care
of this panel right here. Let's go to the local mode and let's search for a new
material for this one. You can use the
procedural or you can find another one
here. Maybe this one. I like this. Click any drug and let's put it on this panel. The rest looks nice, but I think the color could
be changed a little bit. Let's try to find
another material. What about this one? I
think this one will work, click any d. You can search for the word wood or just browse these images until
you find it's right here. All right. The
result looks nice, but I think we should rotate it. In this case, we will go
back to the shader editor. There's no need to rub this because the texture applied perfectly on the object
without any problem. All what we need to do
is just grab the object. However over here, hit the home button to
bring the images here and go to the zerot I
guess and type 90 degree, and it will be
rotated like that. And the result looks
nice. All right. In case you want to add another
material in the cavities, you can go to the
material and add another slot here
and you can give the slots a different
material or you can give it the same material
and make some manipulation. For example, here
I will search for the wood three wood zero. That's right here. Where is it? Yeah, maybe this one, I guess. Yeah. And I want to
make this material unique for this slot because whatever change
you will do right here, it will affect the slot as well. So in this case, I will select this one and hit this button right here to make it
single user and unique. And now I can change it. For example, I can change
the name to underscore wood, underscore dark, and I will
show you why I'm doing this. All right now I will
select this panel. You can go to solid. What I will do is I will
select these panels like that. As you can see, and I will hit control with I
to invert the selection. And now I will use the wood dark and apply
on these selected faces. Yes, I grub them like
that, and then oe assign. And now this material assigned
on these selected faces. After that, I can go here to the material
and add some notes. For example, I can circ curve, hit heft A and hit cc
type curve GV curve, and let's put this right here. Now I can make this darker. L et's go to the
material review first, tab out, and now I can make this darker by grabbing this
point and move this down. And now it's become darker. You can make it even darker
like that if you want. If you have a problem
with the color, you can add u and saturation. Let's search for u, and let's put here as well, and I will reduce the
saturation to 0.6 maybe. And you can manipulate the value if you want
to make it even darker, if you want you can replace the RGB with the UN saturation, and
that's will work as well. Keep that in mind.
Let's to excite. And now we got very
nice panel right here. A lets try to do the same
thing for this panel. I grab this. It's to excite. I just want to
focus on this one. I will give it the same material
that I added right here. Hold to grab this, control L, and choose link materials. And now it's lied,
select I's to grab it. Now what I will do
is I will tab and then I will select
these panels like that. Sorry. Select them like that. And go to the material
to the UV editor, it eight, select
all of these panels and hit U two times to our bum. Right now they are rubbed, but here we got a problem here. Some of these panels
will be rotated, and we need to avoid that. So in this case, what I will do is, I will select the face that
needs to be rotated, for example, those right here. And let's see maybe this
one, and I think that's it. And now we grab them here it r, hold control and rotate
them nine degree like this, and that will help to
solve this problem. Now, let's select these panels, all of them, again, and now I will hit control
I to invert the selection, and I will go to the
wood dark and hit assign to assign it for
the selected faces. And then now tab out. All right now let's
it slash again. I just want to make a conversion between this panel
and this panel. You can go to the local mode
and see the tikture size. For example, now I can hit
control I again to invert the selection again
because I think this material should be
a little bit smaller. And as you can see, when I
selected the panel right here, they are select here as well. I will hit S to make the tiesture or the U V big
I compared to the tiesture. And in this case, you can
make the ticketure smaller. And now let's make a
conversion and let's see. All right. The result is
makes sense, I guess. Very nice. And it
is close as well. All right. In case you want
to manipulate the saturation. Actually, you can do that. Es go to the wood three and
let's add un saturation here. Search for u. And let's
put it right here. And now I can reduce
the saturation a little bit because it's
a little bit orange. Let's add 0.7 maybe. And now I guess it's better. And it's close to what
we have right here, I gue a little bit, let's see. And yeah, I think that's it. For this video, I will end it here and see
you in the next one.
29. 029 Texturing the picture frames and other panels: Hello again. Welcome back here. All right. Now let's see what
else we can do here. Maybe we can start
with this panel. Here we have this smaller frame. It's made of
reflective material, for example, a gold material. So, can we take shirt? You can download a material. I think there are a lot of gold material here comes
with a blender kit. Let's, to go to the local mode. I just want to focus on it Taz and go to the
material of review. Now let's you can
search for metal. Let's start browsing
the metal material. You can search for gold
directly if you like, or maybe you can find another
material, a good material. Let's search for gold. That's very cool. I think
this material looks nice. I think I will use it. The
reflection looks nice. Maybe this one as we looks
beautiful. I can grab it. Let's start with this one.
And he. Looks beautiful. I like it. Let's like to
exit from the local mood. And now we can light
on this frame as well, selected, and let's
go to this arrow, go to this s material
section and open this arrow and search for
gold, and then hit enter. Now it's up the same material. A. That's very cool. Now
let's go to this side, select this frame, and let's
do the search for gold. Enter and grab this one as well and open this
arrow and search for gold. Enter and done. Very nice. Let's bring
the reference image and let's see what else
we can do. All right. I want to create a rough
material for this piece here. I can use the wall material and make small kings or you can
open the filter here and you can see which one of these materials
could be applied here. Maybe we can start with blaster. And delete the gold
keyword at to enter. Maybe this material
we can use here. All this material
as well looks nice. If you go to the next page, I think we can find
something cool as well here. For example, this one, I guess, this one here looks nice. Maybe we can use it. All right let's check the other pages. A this one if we king the
color a bit and this one. Let's try this one.
The scalp plaster wall by Stephen, I guess. I will grab it and
put it on this panel. I can't see anything. Now takes some time. All right. Let's
check the material. I think it's
procedural material. But it is too rough, I guess. This material has
a lot of details, and that's not
going to work acc, let's try to pick another one. The effect here is too
strong and instead of manipulating the material and make it settle,
I will change it. At least try this one. Let's
see how this will work. I think this one looks nice. It's like a concrete. That's right, but
it looks beautiful. If we put one right here
and one on the other side, grab it and it there. Looks very nice. I like it. And I guess we can grab another material
for this area. Let's see which one of
these can work here. But let's try to go to the
next page. Maybe this one. Just click and
drag and let's put it here. All right. As you can see, it's too heavy because it is
procedural, I guess. I always try to avoid the procedural material because
because of the recording. But let's see if we can
make some kings here, maybe we can replace it. As you can see, he will
have a lot of noise itures. That's why it's a little bit. Try to find another one. Maybe this one, click any dg. Yeah, this one looks fast. Cool. I like it. I will select this piece and go to the local
mood because I think it's better to rob
it because the tete, I think it's not applied
perfectly on this. I will select all the
faces and here as well hit A and then hit U
two time to rob it. Now let's tab out tab again because I think
we should scale it a little bit and make the
U V as with the image. All right. It's weird.
But from a distance, I think it will work. This hit the home button. I just want to see
what's going on here. All right, I think we can
stick with this material. All right. Now let's
go to the next panel. I mean, this one. Let's apply the same material
that we apply there. So select this piece as
a first piece to select, and then hold have
to grab that one and then hit control L
and use linked material. All right. And now the material is linked. I will grab this and
go to the local mode, and Let's tab to go
to the eight mode, and I will do the same
thing I did recently. I mean, grabbing these
faces like that. Then go to the
front, for example, and de select these
the upper faces, and the bottom as
well like that. Hold control and deselect them. All right. Now let's go to the
U V. It A selects, whatever thing you select here, hit A here again to select
it and then hit U two times. And now we got it. You can
scale just a tiny bit. Let's go to material review. I just want to see the scale. The scale looks
nice, makes sense. I think we can accept it. It's like to excite.
Yeah, that's it. All right. Let's
go to this frame. I guess we can apply
the dark material, the dark Wood, go to the
circ bar and circ wood dark. We call it dark Wood or
wood dark 004, I guess. All right, I'm not quite
sure if we need to rub this. Let's go to the local mode, select this small piece, and let's go to the local mode. All right. What we can do here, I can tap to go to the eight
mode and then select this. By the way, let's go to the modifier first. Let's
see what we got here. We have solidify. And
because we have solidified, this area will be strict. I will apply the solidify
to avoid the stretch. I control A and a blight
and accept this result, and keep the l don't apply. I grab this geometry tab
to go to the eight mood, it A to select all
the faces and go to the UV and choose
Smart UV project, and you can leave
the angle limit, leave everything as is, and then hit rob,
and now it's rob, as you can see here. All right. Now grab this tab, it, select all of these
pieces, and scale the UV, make it pick as combat
with the image, just to make the wood
tempesture looks make sense. Scale this make
it big like that, maybe a little bit more. Now we got this result. Y. Very cool. The data of the
texture looks awesome. I don't have a problem with it. So yeah, we can accept this one. All right after that, you can go back to the
exit of the local mode, and we can add an
image right here. In the reference image folder, I will leave these images here. For example, this
one, I can use it. All right. I just want
to show something here. Select this plane in the middle and then it to
create a new material, and now we have the
principled BSD F RD and go to the folder, grab this image, click and drug and let's
put it right here. And now block the color
to the base color, and now we should see
something. All right. But we just need to
make some s. I will rub this plane tab selected and here selected as
well and then hit U two time to rub it,
and now it's rub. Now what I want to
do is I want to grab these vertices and move
them to match the image. As you can see now, I
can grab the vertices. And when I move the vertex, the U V here will be moved, and I will get a correct result, for example, I will
grab these two vertices and I will hit key and move
those down right here. And when I do that, this
one will be affected. Now I will grab those and I will hit key and move this,
for example right here. For any reason, if one
of the verts doesn't match or it's not in
the correct place. You can grab it along like that, and then hit and move it
and put it in the corner. All right. And now I will grab those together it
and move this up. And now I can put this one in place it and move it right here. Can hold to make the
movement slower, grab this one, hold it and
move this one down here. Maybe a little bit more. And now done. Perfect. It's up to you if you
want this to be rough. I guess it's better to be rough, and I guess if you go to the specular and reduce
the specular a little bit, I don't like this to be
too much reflective. Something like that
will work. I will grab the frames here as well, and let's do the same scenario. I think the solidify is applied, and here we have a array. I will grab the frame
tab, hit a gues. I think we could separate them. I will apply the array. Tab, select these pieces
in the middle like that, and then hit P and then
S to separate them. And now let's focus on the
frame, grab the frame. Tab hit a select them all. Go to the UV, choose Smart
UV proje and choose rub, and now it's rub,
and after that, you can apply the dark
wood material on it. Tab out and go to the material, go to this arrow and four dark and one wood dark
zero, 04, I guess. All right, that's very cool. The scale of the
textures not make sense. What I will do is
I will tab again, and here in the UV, I will grab all these pieces and scale them, make them big. The same scenario
we did recently. Tab out, and now
let's take a look. A right now it looks cool. I grab these planes
and tab again, hit A, select them all
and here as well hit A and hit U two time to rub
them, and now they're ready. After that tab out and
let's se create a material, new material for these planes, grab them and hit new. Let's go back to the same folder and I will put this
image right here. Let's open it and see it. This one here. Click Tru again, let's put it right
here and block the color to the pase cooler. And now we have
something. After that, tab to go to the T mode, and now all what we
need to do is just put these vertices in
the correct place. All right see what
we got right here. A let's start with this age. Grub this one and let's
move this up here, and you can stick to
the vertex selection G and let's put this one,
for example, right here. All right. I'm not
quite sure what I'm dealing with.
Yeah, that's correct. This is the first one,
it should be here. That's correct. Let's grub this one. Let's
put this one here. Hit again. Let's put
this one right here. And grab this gain,
let's put it here. So the first one, we are
frank with the first one. Let's go to the second one. Let's grab these vertices, and let's put this one
here at the corner. And this one hit. Let's
put this one here. And let's put this one up
here. And this one here. That's very cool. This
is the second one. Let's go to the
third one, grab it. Grub these two vertices, and move those up here. Grab this one he and let's
move this one over here. Grub those two and let let's
put one this one here. This vertex so be here. The same sc for the
last one. All right. All right, grab
this. That's very cool. And we are done here. Now you can tap out.
It seems like one of the images is
flipped or maybe two, but that's something
simple to fix. Let's start with
this one, grab it, hit a, select all the
vertices right here, go to the U V and mirror or mirror to the y,
and now it's fixed. But Yeah, that's perfect. Grab this one as
we go to the UV, go to the mirror and
mirror to the y axis. What? Sorry, I grabbed
all the vertices. Again, mirror, y. And now we are done. Cool. This panel, the same
scenario, grab it hold, you have to grab
this, control L, and chose linked material. And grab this piece, go to the local and let tab to go to it mood and
let's do the same thing. All right. What we will do is let's go to the top and let's
maximize the viewpoard. Control space, and let's
see grab these faces, go to the front or to the right. Hold control and the
upper faces here. Hold control again and
deselect those over here, and maybe those here, I guess. That's very important because
if you didn't do that, the U V, when you rub it, it will not work correctly. So just keep that in mind. Now after doing all of that, go to the U V hit A, select all the face
we selected right here and then hit U
two time to rub them, scale them a little bit, just to make the texture
look smaller. And if you care about this area, you can grab it as well
and you can rub it. But I think that's
not quite important. Let's go to the material review. It's straight here, but it's not quite visible.
You can ignore that. But this panel,
maybe we can flip the direction of the wood
because as you can see, it goes to this direction,
not to this direction. And you can tap and
select this area and just rotate it here
in the U V like that whole control and rotate nine degree, and
that's will help. And you can accept
something like that. It's very cool. All right. I just want to see if the
texture exists or not. Let's bring the reference image, and I just want to see what
we should add right here. I think we can add the same
texture we added here. On this panel, we can
take it and use it up there. Grab this. Go to this panel, hold, you have to grab
this one as well control L and choose
link material. Now let's go back to this
and let's take a look, let's see what we
got. The material. Maybe we can apply the scale. That will work, is
not going to work. Tab, or maybe we can
go to the local mood. I just want to understand
what's going on here. I think we can use the
Smart UV projection. Grab it and s, go to the UV and
Smart and choose Rb. Now let's take a look. Hit A, select all the UV and
maybe we can scale, let's make it small
a little bit. A looks nice, I guess. That's very cool. Let's see
what else we can do here. All right here we have
these frames as well. We can make them ready, so I will go to
the modifier list, and I will apply the
Sodifi, and tab A, go to the UV Smart, it R. Grab the UV,
scale, make it big. Now I will grab this
hold shift to grab this frame it control with
L and cue link material. And now let's take a look. Very cool, very nice. The same thing here,
grab this frame, and I don't have a
solidified as cool. Tap it A, but we have this plane in the middle
link to the frame. I will hit P and then has
to separate this out. I'll grab this one alone, Tab hit A and choose U V, smart UV project, and then hit R. Grab the UV skill just
a tiny bit like that. Of to grab the frame
with the material, control L and link
the material to the next object. The
same thing here. Tab, we grab this piece, it P and then as to separate it, and I grab the frame, Tab hit a U V smart, rub. A to grab this, control L link material. Grab this one, tab hit A, scale this make it big
and make it small. And the same thing
here. Tab grab this p is P and then
S to separate it. Grab the frame, tab hit A, go to the UV, smart, rub. Grab this frame to
link the material. A have to grab this one, control L, link material,
grab the frame, tab again, and grab the UV here hit S to scale it and
make it small and acid. And All right, let's see
what else we can do here. All right after that, all what
we need to do is just add texture inside these frames,
and that's will be it. All right, I don't want
this video to be long. I will end it here and
see you on the next one.
30. 030 Adding texture for the lights part 1: Hello again. We'll
come back here. Let's focus on these frames,
Let's start with this one. Tab, select this
face, go to the UV, select the UV here, hit U
two times, and now it's rub. Tab out, it to create
a new material. And I will select this
image and use it. Let's grab it and
put right here. Link the color to the
base color like that. And now we can see something. Tab again, and we
will find the M here. The grab these vertices, key to move them like that. And I guess we can grab
these two vertices, and then it key and align them with the frame
like that. A perfect. Grab those here, and
move those up here. And these two vertices as will key and let's
move them like that. And those grub them
and move them down. And now we get the
first mage done. Grab the second one, Holt have to grab this
because I just want to copy the material
from here to this one. Grab this ol, you
have to grab this, control L, and choose
linked materials. Select this tab, hit A, and here hit A as well and
hit two time to rub it. And now it's rub,
scale this down, and let's match it with
this image right here. And you can I guess
scale it a little bit to the x and to the y as to the y. I think that's
it. All right. For the small image, I will import a new image, select this frame
and hit to create a new material from the
reference images folder, grab this mag right here. Let's open it so you can
see it this one here. And let's block the color
to the base like that, and now we can see something. Tab hits A and here as we
hit U two time to rub it, scale this down and let's align it with
the reference image. I will use the vertices so
I can get petal alignment. Let's put this one here. This one, maybe right here. That's very cool. It's lived as you can see, but we can fix that. Grab these vertices, and go
to the U V mirror to the y. I guess we need to move some
vertices like this one, fix it, and this one as well. Everything else looks nice, except for this one, we
can move it at end of it. Yeah. For the third one, I will create a new
material for it. Tap it A and hit
two time to rub it, and I will grab a new image. This one right here,
L it like that. And now let's grab
these vertices and let's move them
on the other side like that, and I
guess that's it. Looks nice. All right,
that's very cool. So now we finished
with these frames. Maybe now we can start
with a light, I guess, adding some material
for them. All right. Before we do that, I just want to understand
what's going on here. So this piece,
it's made of gold. And this one as well, I
will grab them like that, hold have to grab this material, control L and link material. And this piece as well
hold have to grab this, control L and link material. And for the wire, I guess we can create
a new material for it, and let's make this
dark, like that. And if you care, you can add noise texture
for noise teture, and you can hit control have to click just to see the result. If it doesn't oblig perfectly, grab the noise node, it control t to add mapping and texture coordinate and block the object to
the vector like that. And now we should see
something different. The scale because of
the scale is so small, I will increase this to maybe 200, I guess, or maybe we
can go to I don't know, 800 and make it small like that. And now we got something. Now I will add the bump. Node and the block the
normal to the normal and the block the factor comes
from the noise to the height. Can troll shift click
on the principle, and now we can see something. Now I will manipulate the
distance 0.0 001, I guess. Now we have a subtle effect. You can reduce the
scale to maybe 500, I guess, I will work as well. All what we need
to do here is just adding some height information. Maybe we can manipulate this
even more for 200 maybe. All right. Now this
makes sense, I guess, and we can give this
name, for example, wire. Sorry. All right. So let's see grab this Volt
have to grab this piece, Control L L link material, and there as well
control L link material. Grab this grab this wire, control L link material, and the same thing for that one. And the grab this. And let's try to grab them both. Hold, you have to
grab this, control L, and then hit Alt and
Q link material. And yeah, that's work.
That's very cool. And what about this bulb here? Let's see what material
we can give it. Let's maximize
this, select this, go to the material section
and let's search for glass, the enter, and let's choose all. Let's see which one of these
materials could work here. If you want, I guess we
can type white glass. Right? See what we have
here. It's letter. We don't need letter. That's not going to work. I guess we can go here and search the glass,
choose the glass, and we can browse
these materials, see which one will fit here. All right. All right. This one looks No, I think it's not going to work. Let's try to find another one. But let's keep searching.
Emission light. I think this one will work, to grab it and let's
put it right here. Yeah, looks nice, I guess. I will use this one. You have to grab those together,
and this one, make it the active one, can hold old and choose
link materials. Mm hmm. All right. Very cool. All right now, let's go to these lights and let's see what material
we can give them. Let's search for metal. And choose all. Let's try
to find something dark. This one is not going to work. I just want to find
something clean. All right. Maybe we can use this
one and edit the color. Let's try to find
something else. I think this material
looks nice if we use it. It's. I know that, but I think will give this
light a specific effect. Actually, I like it. It
looks nice, so beautiful. We can manipulate the
height information, I guess, and we can gs
something cool here. Get selected and go
to the normal bump. Here we have displacement. I'm not going to
use displacement. Cut this connection like that. And in the normal map, the strength les type 0.5, make a settle 0.4 maybe. And I guess we can
make the scale bigger. Let's add a value node at A and go to the sch
and type value. Our value will give us the ability to
control those together. Pck the value and the scale, and let's tie, for example, two, instead of one, you can add three All right. Now it's become repetitive, so I will stick with two, I guess, will be better. Now grab this, to grab that one, you have to grab this
one and make it active, control, hold and
use link material. All right. For some reason, the material is not applying here correctly. That's. But if you want to
fix this, it's easy to fix. Jet rub these faces, or you can rub them like that, or you can use Smart
TV projection. Smart TV projection. Let's try, let's see what's
going to happen. Rub. Tab out. Yeah, the result looks nice. We have a seam right here, but I think it's not going
to be quite visible. We can accept this result. Tab select them all, smart UV I rub them tab
out, y, that's very cool. For the wire, we can apply the same wire material
that we create right here. P to grub this one, can rub L link materials. And everything else
looks perfect, except for these cups,
you grab them like that. This one, as well,
hold to crop this, control L and use
link materials. You can rub them tab A. All right. That's cool. All right. The res
looks nice. I like it. And I guess I will end this video here and see
you in the next one.
31. 031 Adding texture for lights, door, ground, part 2: Hello again. I
welcome back here. Let's continue
adding the materials on objects and let's start with securing
costs. Let's open it. Right. Maybe we can
start with this lisurce. Let's bring the
reference Images first. The body of the cylinder,
it could be black. I think we can create a
new material for that. Let's start doing this. Select this cylinder and let's
go to the material Editor. And let's hit a new to
create a new material, it the home button,
so we can see it. Maybe we can put the
image right here. Or maybe we don't need
it. I will take this out. All right. The firt
thing that we can start with is changing the color
to something dark like that. Maybe. Don't take it too much all way down
to the dark area. We can make it a little
bit gray like this. And we have the roughness and we have the
height information. I will add the noise texture. Just to add some
height information. And I just want to see the
noise first on the body. Hold control shift and left
click just to see the result. And if you see any stretching
happen to the titure, just grab the node and then
control t to add mapping and tiiture coordinate and blog object to the vector
to solve that problem. And now I can scale
this a little bit, increase a number here,
and that will be it. One more thing here
I would like to do, maybe we can scale the
tiitur a little bit by by increasing the
z value like that. Now we got this result,
as you can see. The idea is, I just want to have horizontal scriss or
something like that. And if you want to
get better results, you can reduce the number here, you can add 0.1, and then hit enter
and here as well 0.1. That will help to make this crit to be longer a little
bit, as you can see here. So I will use these as criteria. So after doing that, you can add the bomb no. So let's hit heft
A and let's for enter and block the normal to the normal here and block
the factor to the height. And then it control shift, click on the principal,
just to see the result. And now we can see
something here. All right. And then let's manipulate
the distance here. As 0.001 hit enter, just to reduce the amount, and it's still strong, let's
add another zero here. And now we got something
cool, I guess. Maybe we can add 05 Cool. And I guess we can use this
in the roughness as well. Let's see what
that's will give us. If you like you
can use the curve, G to manipulate that farther. If you want this to be a
little bit reflective, you can manipulate
the curve here, and that's will make it
reflective or rough. If you want to make it
rough, just put this up. All cool. I guess we can use the same
material on this cub as well, grab it hold to grab the body, control L and link material. And now we got the same result. After that, you can apply the same material on the holder, grab it hold, you have to grab this control L link materials. For the wire, I guess we can't take the same
material we applied here. And we call it wire. So let's go back here, and let's select this, go to the material second and open this arrow and
let's sk for wire. Then hit enter. All right. And now let's select these
pieces, this one, this one. Hold to add this and this. Don't forget the holder. And then hold have to grab this piece because
it has the material, and then hit control L
and choose link material, but hold Alt and
choose this option to apply the same material
on all of these pieces. Rob this wire with this one. Old have to grab
this, control L, and choose link material
with lt. For this piece, you can add emission material, grab this and hit U and
let's search for emission it enter and now block
the emission to the surface and grab this
control X to delete it. And now you can change this
to something yellowish, and increase the strength, for example, 200 maybe
struck with this number. Grab this, hold he
to grab that one. Hold he to grab this
with the material, it control L and choose
link material with t. That's very cool. One more thing here
I would like to do is I want to grab this empty and then hit Hft G to
open the selected group, and then use children to
select all of these pieces. Hold Hit to grab the
empty again, D selector. And what I want to do is, I want to copy this
light and use it. I will go to the top
and maybe we can go to the wire frame and then
hit HiFt with D to take a copy and let's put this copy right here
above this table. All right, try to put it
in the center like that, and then hit with D
to take a B one here, I'd have to a to
repeat that again. And now let's go
to the perspective and let's see what we got. Awesome. Very cool. All right, the lights
are not in the center, but I think that's
not a problem. If the lights is not in the center of this
area of the ceiling, the most important thing to be in the center
of the table. All right, let's go back to
the material preview again. And let's see what
else we can do. Maybe now we can
start with the door. It's up to you to choose
whatever color for this door. I'm not quite sure
which one now it's fit. Maybe you can make it white. I think adding white wood
will be something cool. In this area. I guess since this area
in front of the door, white, I guess this door could be white as well,
that will be cool. If you want to give it the same material we
applied on the wood, that will work as
well. It's up to you. But let's start with the
white wood material. So let's go to the material
I can open this eye and for white wood, see what we will get here. All right, this one looks nice. It's called white wood. I can use it maybe. Cool. We have a lot of
cool materials here. This one as well,
looks so beautiful. Let's try to make a comparison. Alright, I will
stick with this one. I will grub it and
alight right here. And it's a nicely, I guess. I'm not quite sure if
the tie cool or not. Maybe we can go to the material, and maybe we can
add a value here and block the value here to the scale because I want
to control the scale, and I will increase the
number to three maybe. It's a little bit
pixilated as you can see. Maybe we can increase
this to five. That's. Actually this material. I think it's not cool, so I will replace
this with this one. I think this material. The second one is
procedural. Ms quire. Yeah, it's procal. I I always avoiding using the procedural material because it will be a little
bit heavy on the scene. Now, when I orbit, I can feel the scene, ale bit heavy because all
of these calculation. Maybe we can replace it
with another material. Let's see how this will work. Or This one is nice, but it's a little bit old. That's not going to work
here, maybe this one. I think this one will be cool, but let's select this piece, and let's see how can we
control a scale. All right. The value is a here. Maybe we can incre
two. That's very cool. Material looks awesome. I think we can stick with it. Now I will select this
piece, hold shift. Rob this, control,
and link materials. As you can see here, we have some stretching
happening in this area. In this case, I can grub this piece of food and
go to the local mood. Maybe here. We
should do something. I will turn off the eye, and I will tap to
go to the IT mood. I just want to find out
what's going on here. All right, you can use
SmartV projection. I think this technique will give us something cool
and fast results. So let's go to the UV and choose Smart IV projection
and then hit rob, and don't change anything, accept all the setting. And tab out just
to see the result. All right. If you got a result
like this and if the tie a little bit big, you can fix it by
manipulating the UV here. It's better than going
to the value because if you increase the
value, the first object, we gave it the material will
the scale there will be big. I mean, the tiki
will be so small, so manipulate the the U V and ching the scale
using the U V is better. And it's very simple, s it is and make it big as convert with the
square of the image. And now I guess we
got something close. You can excite and make
a conversion here. I think we need to scale
it a little bit more. I was quite sure,
but let's do that. That's too much, actually. You can stick to
the vertex mode, so we can see something here. And now I can make a converse. Now I can see better, I guess. All right. This
result is not bad. The scale looks so close, and yeah, I think I
will accept that. And above the door, I
will grab these pieces. Alt, you have to grab this, control L and choose linked
material with lt. And right, I will tap and de
grab this piece and go to the U V.
Smart UV Project A. The scale looks nice. Maybe
we can scale it a little bit. That little bit. Grab this
with this or this one alone. Tap it A and chose a smart tuve projection
and I'll rup it. A, I will scale this a tiny bit. You can grab those off
just to see the scale. For example, I can grab this
g and then hit control L. Just to see this U V. I
think the scale is close. Yeah, it's close. Grab
this piece, stop, hit A and U V smart
U V projection. It A, select the
U V and scale it a little bit, and that's it. That's cool. And for the handle, I guess we can use one of the materials that
we can find here, like searching for metals and let's keep browsing until we find
something cool here. Maybe this one or
maybe I don't know. Let's see. I want something
dark, by the way. All right. Maybe this one, let's see how this
will be here when you alight. That's weird. Right? I think that's
not going to talk. Maybe we can find
something else. Something smoother. Maybe we can use this one. Yeah, I think this
one will be cool. So grab this piece. I'll have to grab
this and this and this one hit control and
choose thing materials. And yeah, that's very cool. If you want to make
small change here, you can do that by going
to the material editor hit home just to see
the material self. And for example, if you
want to make it ale bit, I guess that will be better. At a bit and that's
it. All right. And I think this
not you can choose any type of metal here because as you can see
here, I did notice that. If you want to choose cold, I guess you can just plug it in the color and
you will get a cold. That's very cool.
It's cool material. Sorry. All right, looks nice. And now maybe we can
focus on this slide. Let's take a look and let's
see what we got here. So I'm not quite sure if the material that we just
created could fit here, or maybe we should give it just a black material
without any addition. So Maybe we can apply the same material we apply
there on this piece. A let's see the name. It's called Secrist Paint Metal. Now if we go back
here and select this, go to this arrow and
search for Cc paint metal. A looks cool. Nice. Maybe we can apply on the
cylinder t have to grab this, control L, and use
link material. The material is not applied
perfectly because of the UV, and you can use
smart UV projection. But let's apply the
gold material here. And I guess here as
we and Y right here. And maybe let's see. Let's see if this
linked to anyone. Yeah, it's linked
here to the cylinder. Sorry. What's going on here. Yeah. All right. I will select this and A
select all of these faces, go to the UVs, its AR. And now let's take a look.
Looks nice. L et's go. After that, maybe we can
focus on the ground a little bit and try to find a good
material for the ground. I will delete the keyword, and I will go to this icon
just to in the floor, I guess. And it's up to you if
you want to add a wood here or porcelain or
whatever material you like. This material looks nice, but maybe we can find
something nicer. This one is a little bit dark. Try to find something else. This one is too reflective. Maybe this one, I will click
any drag and but right here. Actually the material
looks so cool. Grab the ground, and
maybe we can rotate that direction and
the I gues degree. I just want them to
take that direction. Cool. And for the steps, maybe we can find something
like white material, could fit this scenario. Let's try to find
something cool. All right. Let's go back to this icon
and let's try to scam. All this one looks nice. I will grab it and use it
here. Let's put it right here. That looks nice, but I think
we can use some bevel. Grab this piece and let's go to the modifier and let's add
bevel and the generate. And I'm also quite sure
if the scale is okay, apply the scale first. That's cool. And let's chang
the amount to 1 centimeter. Pave it a little bit and
increase the number here. Radically head smooth, and let's open the heading
and less active hard normal, just to get better heading. Now the steps are
smooth and nice. You can increase this 24 maybe
to get even better result, and maybe we can apply
the same material here. Right. By the way, I think we can use the wood material there as well. I'm not quite here, but
let's give this a try. Grab this hot, you
have to grab the wood, control L and link materials. And then it's not applying
perfectly because of the UV, so tab hit A, select all the faces, Smart UV project, and hit RR. Again, go back to the UV editor, select all these
faces and scale this, make it big as converted
with the tick sure, and now you can rotate that
nine degree hole control. That's very cool. And if you don't
like the scenario of this piece of wood
to be band like this, you can grab this face
and duplicate it. Grab it, shift D to take acb like that and then
hit Ps to separate it. And the grab this small piece, Tab again hit A and hit e to extrude gas, a
little bit like that. All right. And now I will give it the
same material I applied here. Al you have to grab this
control and use link materials. And not just that, I will give it a bl, grab it have to grab this, and you can s you can go to the modifier and
use CV to select it, and now it's applied here. This one as we, maybe we
can with the same modifier. You can manipulate the
amount of bevel here, for example, 0.5 centimeter, in case you want to be harper
That's will work as well. If you like the CNR, you can keep it or you can add the same white
material for that area. That's will work as
well. All right, I think the empty is too big. I will make it
smaller, I like that. It's not quite important. All right, I think now
we can end this video, and I will see you
on the next one.
32. 032 Adding materials for the chairs and adding a new carpet: Hello again, I
welcome back here. Let's focus on this here. Let's try to give it a material. All right. This is the
image of the here. Maybe we can make this
a little bit big. Let's start with the wood
material. All right. Let's see grab this piece, and let's open the
material section, and let's try to
find something cool. Let's see for wood enter. As I don't forget that because we're still
in the ceramic section. Now let's try to find
something nice to apply here. Let's keep browsing, and let's
see which one we can use. I guess this one will be cool. Click and drag and let's
put it right here. For some reason that
doesn't work why. Maybe this one, for some reason, I can't apply this material
in this one as well. I don't know why. Let's try
to find something else. Let's see if this one works. Yeah, this one, I
can download it, and it's very cool, by the way. Yeah, I think I will
stick with this one. All right here, as you know, we have a piece of rubber. So maybe we can use the wire material and a light here. I think
that's will work. And the wood duction, I like it to be like this. And I don't think
this makes sense. As you can see here,
the wood daction, and this image, or
maybe this one, it goes around this cylinder, and I think that's not correct, but this one is better. So I will go to the material section and
open an slot here and let's search for wire and let's keep the wire
here. All right. Now I will tab, and
I want just to focus on this phase and this one, hit control L, just to grow the selection to select
just these two pieces, and then I will go to
the wire and hit assign. And now I just assigned the wire material on these
two selected pieces. And now I can tab
out and there we go. Cool. Now I just need to do the same
thing for all of this. So this material call wood 004. I will devi click it
and then I just want to change this and type, for example, underscore care, just to recognize it. And now I will grab this and this underscore C
and then add it. I think it's a little
bit. All right. But we can fix that tab, it A, and let's see if Smart
UV project works here. Actual its work. That's
very cool. All right. Now I will grab this in
any part of the site, and then hit control L, and let's add another
slot in here. Let's for wire enter, and then hit S sign. All right. Now let's
start with this one, grab it, have to
grab this piece. Keep that in mind.
It's not necessary to add these
materials one by one. There's another scenario. Now, if you grab this
and if you hold have to add this and it control
L and use link material. Both of these materials
will be added right here. I think this technique
will be faster. Grab this tab it
a U V smart rub, and now it's rubbed, cool. Tab again, grab this piece, and grab that piece. This one, control L and go to
the wire and choose a sign. Now I will select this,
hold here to grab this. And then hold here
to grab this one, control L and choose link
material and hold Alt to apply the same material on the two selected objects.
And the same thing. Tab or before you tab, the material is not
apply correctly, grab this tab at A, V smart rub, and the
same thing here, tab A V smart rub. Now grab those tub, grab this and that one. And this and that one, it can troll and go
to the wired assign, and let's see if this
assigned on all of these. That's very cool. The
structure of the, need a different material. I'm que su if we can find
something cool here. Let's tie for dark. Right? Maybe this one let's
grab it and let's see it. All right, I think this one
looks nice and we can use it. Let's see if we can
make any tweaking here. I. I'm not going to in anything, but I will grab these
pieces and letter for the wire and a light here
because it's a rubber material. And what else? Above
the fabrics for fabric. I think this one looks nice, t. It's 40 1 megabyte. I think that's too. Et's try
to find something lighter. Maybe this one, click
any drag and see it. This 14 megabyte,
that's cool, I guess. Or at least apply it
right here as well because I just want to
search for something else. All right. What about this one? This one looks nice,
right, but it's dark. But let's see how this will be. Ten megabyte, I think
this too much as well. Looks nice. Maybe this one. 5 megabytes, looks very
cool. Yeah, I like this one. And if you hit
right click on it, you can see the
information, and Yeah. You can circuit and use it. A gray fabric, gray
fabric. That's very cool. I will apply the same material
here as well grab this, hold H to grab this, control L, and sink materials,
and now it's applied, and the result looks nice. So what that's mean is this chair is ready
to be duplicated. I will grab the MT
and then hit and then C to select all of these pieces and
hold heft to grab. The empty itself and the
ground is selected as well, control and select the
ground to D selected. And now I will hit heft with D to take another OB on
the other side right here. And now I can go here to this filter and turn off meh because I don't
want to select meh. And now I can grab this empty out to the Z and
rotate this and just give it a specific angle like
that, and that will be it. And about this,
let's focus on it, and let's see which
material we can give it. All right. L et's try
to find something here. Maybe this one. Click
and try again use it. Four megabyte looks nice. And the name is carve
fabric, carve Carvet. Does that make sense
to use a carve fabric? Let's try to find something
else. Maybe this one. This one looks nice. But let's see what's
going to happen if we make the scale
a little bit big, hit the home button. Or I can't select this sorry
because I turn this off. Four, scale is, let's add a value to control the scale
and let's change this, two, maybe two, let's start
with two and black this year. That's not going to
work three even three. This material looks
rough, not smooth, so that's mean we sd find
something else here. Let's see how this
will be applied here. This one looks nice, but all what we need to do
is just changing the color, and maybe we can use u
and saturation here. Let's circ for u and saturation, and let's put it right here. And let's take the
saturation back to zero. Maybe we can
manipulate the value, hold and move this a little bit, just to make this a
little bit whiter. And I think that's will work.
All right 1.5, I guess. Hold heft to grab this piece, control and chose
link materials. All right, the material is
not applied here correctly. That's mean the U
V is not correct, and that's means
we need to rob it. All right, I will
save the project first before we go any further. Now I will tap to go to the edit mode and
now let's rob it. Let's go to the election
mode and let's focus on some edges like these,
as you can see here. I will take it to the local because I just want to focus on these
edges in the middle, but it's a little bit
difficult to grab them. For example, this edge loop, and this one, sorry. I'll have to end at
this with this one. Let's add this one and
this one right here. Let's add this one. Or maybe
we select the wrong edge. Maybe this one. It's a
little bit difficult to see, I will do something else. It's not necessary to
pick the hidden edge. Maybe we can ignore it and
pick one of these edges. I think that bet or
let's say faster. I will grab these
edges like that. Can we pick one of these edges
that could go a This one, as you can see, it could goes around the selection
and that's cool. So try to find this
edge and that's it. And now I will grab
these edges at the corner and just make
sure that this edge, these edges at the corner reach
the one that goes around. And, now it's
reaching this edge. And after doing that, just right click and convert this to a seam. Mark seam. And now we mark
these selected edges as seams. That's very cool. And now hit A, select
them all and come here, hit a to select the V, it's like a dot right here and
hit U two times to rub it. As you can see, it's
rubbed with a conformal. Maybe we can use the angle. It's a little bit different. Switch between them and
see which one is fit. Go to the material review
and let's take a look. I will scale this, make
it big, like that. Is slag to exact. And now the material looks okay. For the x, we can give
them the gold material. I guess that's will be it. Maybe not a gold like that. Maybe we can manipulate
the color a little bit, and maybe we can make it
a little bit rougher, or there's another
scenario if we go here, we can find something else, this type gold enter. Maybe this one, I guess
this one will work here. Yeah, I like this one. It's very nice. It's
prosequ material, I guess. It's cool, but
it's a little bit. Try to find something else. This one is lighter. Maybe this one we
can stick with. And now I will turn off the, so I can gro up the empty
and then it Heft to open the select group and then
C to select the children. But I think we can't
because this one is off, so let's try that again. Heft, then C. Now you can turn this off because I want to
focus on the empty. And now we can copy
this on the other side. A heft D, let's take a
copy right here, to the Z, rotate this like that, and you can change the position a little bit
over it at a bit like that. That's very cool. All right. Now maybe we can search for a carb in the three
D model section, active the three and s for carb. If you don't like these results, you can create a new
carb, to do that. Let's see what are
we can use here. What about this one
here? All right. It looks cool, but let's
try to find somebody else. Maybe this one. I'm quite
core, but let's give this try. You can rotate it by rotating
the wheel of the mouse. Actually I like this
one looks nice. Let's go back to this
icon and let's turn on the M selection,
so I can select this. I will scale this and
put it in the place. Looks very nice accurately. I can make it even
bigger, by the way. And yeah, I guess we
can accept this result. One more thing here I
would like to avoid is to put all of these
pieces above the carbt, or maybe we can
scale this to the z. But that's not going
to be perfect. So in this case, I will turn this
off again so I can focus on the MT and then move these a little bit up like that and doing the
same thing for the rest. Grab this one and move this up. If you do that for
this, for example, this leg will be on
the above the ground. Maybe we can rotate
this tiny bit. Does that make sense to do? Or maybe the carbid
is become tooth. Let's try to find something else like grabbing the carb itself, and scale to d z, make it thinner a little bit. All right, Let's go back to
this CO and turn off Mish, and I will grab the
empty and hit Q to the z and take this
down a little bit. Maybe grab this to the z and let's move this
down, a ten bit like that. It's very close to the
ground. That's okay. What about the sofa? The sofa looks nice, I guess. We can accept
something like that. And what about the table? G to the Z? Maybe we can
move it up a bit like that. And I guess this chair
as we G to the Z, let's move this up a little bit. Let's grab the empty of
this heir, keep the dizzy. Let's move this up.
And that's very nice. Very cool. We got some
overlapping right here, but I guess, in this case, we can I don't know. We can put on the
carve, I guess. Does that makes sense
and move it up. Yeah, why not? Alright, cool. That is looks nice. I like it. Alright, I think
that's it for this video. I will end it here and
see you in the next one.
33. 033 Focusing on the furniture materials: Hello again. I
welcome back here. All right, let's see what
else we can do here. I guess we can start
with the furniture. Let's give these
pieces and material. For example, I can
start with this one. And let's go to the materials
and let's search for wood. And Let's try to
find something in the material sc, the
search for wood. Let's try to find something dark suitable for this
piece of furniture. Maybe this one, click any
t rag and lease a light. All the material
applied perfectly. In case you got any problem, just tap it A, go to the U V Q
Smart UV project, and that's it, that will
be applied. Better. All right, let's jump
to the next one. This piece of furniture. Let's try to find
another wood material. Let's see if we can apply
this again on this one. All right. It could
be applied now, but recently, I can't,
and I don't know why. But the question is, is
this material works here or not? All right. I will keep this material and I will try to
find something else. You can use this ball. By the way, you can grab
it and put it close to this area just to apply a
different material on it, and then we can decide
which one is better. For example, I can
apply this one here, and I can duplicate it to have another one and let's
try to find another material. All right. What else we can.
Maybe this one, click and grab it
and download it. Let's apply it right
here. All right. Let's duplicate this and let's try to find a
different material. I found this material
here. It looks nice. You can search for the name.
It's written right here. I will grab it and apply
right here just to see it. Three megabyte looks very cool. I think we can use this one. Right. Let's apply. Yeah, I guess
this one looks better. You can grab this piece of
furniture and tap hit A and go to the face s to
the U V Smart it RR. And let's see what
that will give us. The idea is, I want to fix
the direction of the wood, that's all what I
want to focus on. I will put the reference
right here and let's maximize this
and grab this tab. I want to go to the edit mode. Maybe we can go to
the local mode. It's up to you. All right. So now what I'm going to do is, I will select these faces here. Hold control have
to clop that one. And now we got the
face right here. Now, I will rotate it like that. And you can keep it
out for now Timbery. And now I just fix the direction of this
wood of this piece. And one more thing, maybe we can focus on here. The direction is not correct, and you can see
how the woods goes and this piece of V goes
with the flow of the wood, so I will rotate this like that. All right. And let's see like these faces, hold control grab that one and the same scenario of it are to rotate nine
degree like that. Now maybe we can focus on
this as well. All right. That's very cool. Now maybe those here need to be
rotated like this. And yeah, you can move this one up here. That's very cool. Nice. The dain of the
sides looks nice. I have no problem with them. Now I will hit A and sit
everything and scale it because I want the wood
material to be smaller. Maybe we can go beyond that
by scaling this even more. That makes sense. Let's like to excite because I want to
alight here as well. Grab this hot, have
to grab this piece, control an use link materials. It's not visible because
of the UV tap A U V smart. Okay, I think this
diro will be okay, but all what we need to do is
just killing it. Grab this. Hold to grab this, control
L, link materials, select this piece, tap it A, go to the U V smart rub. All right. Maybe now I can scale this a tiny bit and
rotate it, I guess. Yeah, I can do that. Maybe this one, hold
have to grab this, control L and choose
link materials. Tap it A, sorry,
select this one. Tap out the grab this alone, tap it a UV smart R. Have it a UV
smarts and rabbits. Let's give it the same material, control L. Control
L and us material. Maybe we can rotate it and
scale it a little bit. All right. That's very nice. For the leks, maybe we can
give them the same material. You have to get up this
control L link materials. Material is not visible. Tab it A. We go to the UV, smart UV, rob and then tab back. Yeah, cool. All right. That's very nice.
What about the TV? All right. Let's bring
back the reference image. I just want to see the licks
made of steel I guess. In this case, we can download. Let's search for metal. I can use one of
these materials. Maybe this one. Or that's
not going to work. It's not smooth material. Let's try to type smooth metal. At let's see which
one of these works. If you can't find the
material that works here, you can create, by the
way. It's very simple. Can we tie, for
example, a clean metal? Let see if this one works. T. All right, I didn't find a good material for
this small piece. Maybe in this case, we can
create a metal material, and it will be symbol. Just select the piece
that you want to give it the material and delete the old material from it
and create a new one, and you can this like that. All right, all what you need
to do is just increasing the metallic to one and
manipulate the roughness. If you want it to be reflective
or a little bit rough. And if you like to manipulate
the color, you can do that. Something like
this, it will work. For the frame, grab it and
create a new material and TV and score may be plastic. I'm so quite sure of
plastic written like this, to enter and let's make this one dark and make it reflective
a little bit like that. And that will be for the frame. And for the screen, let's create new
material as well, and let's call this TV and
score screen to enter. And this one should be
gray like gray like that, and rough I guess ale bit. I guess, something like that. Maybe something like this. It's up to you. You
can change that. Or something like
that. That should be a little bit reflective. This is how to create the TV
material. It's very simple. And maybe now we can
jump to this shelf, and I think I will apply the
same wood material to it. Lira these pieces,
tetra, this one, for example, Ctral L
and L link material. Or we can up the
one, this material. I think that's will be
better. Altera Coral L, and Qs link materials. And let's use smart
UV projection. Grab all of these faces
hit a U V smart rub. And yeah, I can
accept this result. Grab this piece of wood, Tab hit A and rub them. You have to grab this,
control L, linked materials. And, the result looks nice. Maybe we can change
the direction of the wood if you want
to get better results. Tab hits A and r to rotate,
90 degree like that. And that's better.
And very nice, very cool. Nice. Alright, I think that's
it for this video. I will end it here and
see you on the next one.
34. 034 Adding materials for the curtains: Hello, again, welcome back here. Right now, let's jump
back to the curtains. Let's try to find a good
material for the curtain. All what we need to do here
is just finding a smooth, gray fabric material
for the curtain. And as I remember,
we found a lot of good fabrics materials here. So let's search for
fabric at the enter. And now let's start browsing these until we find
something cool. I guess this one works. Let's apply here, and let's
see how this will be. All right, it's very,
very smooth, I guess. Maybe we can king the
scale a little bit. Let's search for value. You can change the U V scale, that's will work as well. But sorry, I think
we just selected the wrong or get to grab
this one and its home, just as you can see it's six, or at change the x and
y two, for example, three, not six, or maybe
all of them to one. All right, I think that will
work this amount of skill. If you don't like it, you can
find something different. This one looks nice as well
if you want to try it. 16 megabytes, I think
that's too much. Maybe this one. There are a lot of good materials
here. We can try. I will keep until I
find something cool. I found this material. It's called fabric
gas fabric by games, and It's cool, but I think we can change the scale of this
material a little bit. So let's see how
that could be done. As you can see here, the scale on both mapping nodes are five. I will add value
and control that. Let's block this one here, and this one may be right here. And now I can change this to one maybe and make it
big or maybe 0.5, I guess, if you'd like
to make it bigger. But I think 0.5 is too small, so let's change this
to 0.9 or even one. I guess that's really better. I will stick with one.
On looks so nice. And I will grab all of these pieces and don't
forget to pick this one. Let's go back to this one. You have to grab this
con L and link material and hold t. And now it
should be applied, I guess. Yeah, it's alight, but something not makes
sense happen right here. All right. The material
is not applied perfectly on these pieces. Maybe that's because of you can king the scale for these but this material
will be affected as well. I think in this case, we can give each one of these pieces a
different material and king the scale or there's another scenario here
if you grab the UV. I mean, if you tap,
to go to the Mod and if you go to the UV
editor and if you select all, all the UV like that, you
can scale it actually. H. Or maybe as you can see, now, nothing happened on no y, but let's try that again. No, it's working. Yeah, Icel it's working. So let's go back to this one. I just want to kick the UV. As you can see the UV is too big as convert with the image. So I guess we should
do the same thing or there's another scenario
here I would like to do. I guess we can scale
this bag like that. Let's make it a
little bit bigger, so I can get something similar to this one
to the next one. Maybe bigger. Grab this one. As you
can see the size, grab this the size is even. Now what I will do
is, I will grab the first one, grab everything here. I will scale this
down like that. Maybe even more. Now I can king the
value for all of them. Maybe a little bit
more like that. Now if I increase this, I will fix everything. Grab this and let's
type three, maybe. Now let's see if that
fix the problem. Maybe we can type four. Yeah, that's better. One more thing here. I just
want to fix it quickly. When I zoom in here on the wall, I can see the tick sure clearly. And I think if we change
the scale to, for example, 50, I think that could give
us a different result. All right, 25 maybe. And let's increase
the roughness to 0.9 to make it even rougher. I will go to 100. Yeah, something like
that. Looks nice now. All right, let's see what
else we can do here. Did we forget anything here
to fix? That's very cool. The rest now, it's almost
ready to be rendered. I will end this video here
and see you in the next one.
35. 035 Adding materials for the windows: Hello, again. Welcome back here. In this video, I want to
focus on the windows. I just hide the
reference images. And now let's
unhide the windows. Let's try to find them first. So the windows are right here. I will make them
visible like that, and let's start
with the glass and let's search for windows, and let's see what
we can find here. So this is last for a window. Let's try to find
something else. Let's see what is this. Maybe this one we can use. I will click and drag
and boot right here. And I will apply
on all of these. Grab this hit control and
use link materials with t now it's applied. All right. After that, maybe we can add white material
for the frame. Let's try to find a sf paint Let's keep searching. I think we can use
this material, but after that, we
will change the color. But let's download it first. Is quite sure if
this one will work, but let's give it a try. It king the color, go to the saturation, take the saturation back
to zero. It's reflective. It's yeah, it's for a car. It's for a car. A metal
bin. Let's try this one. Maybe this one will
work. Let's take the saturation to zero, and let's take that
value as well. I just want it to
be a little bit like gray, but not too much. Maybe something like that.
Now I will select this frame, and I will set all these
frames, and this one. And those right
here. You can make it la if you like
a so work as well. Alt have to grab this, control L and use
the link materials. All right? I think
we made a mistake. Hold have to grab this, control L and hold Alt
and choose material. All right. And now you have the ability if you want
to make this dark. Th dark looks nice. Yeah. And by the way, these pieces, we don't
need them anymore. We can delete them
and these curtains. All right, that's
very cool. All right, I think that's it
for this video. I will end it here and
see you on the next one.
36. 036 Adding lights for the scene: Hello, everyone, and
welcome back here. Now, after adding all the
objects and materials, now is the time to deal with
the lights and after that, make the final shot. For the lights. I want to add a light source for
each of these lights. Let's start with this one. I will tab and decor the circle. You can go to the
H selection mode I click and bring the three
D courser over here. I will tab out because
I want to add a light, it if A and go to the
light sec let's add, for example, a spotlight. Now as you can see,
we have a spotlight. I want to see the results. And if you want to
see the result, you should go to the
render section, right? E Z and go to the
render section. But before we go to
the render section, I want to go to the scene setup and go to the render and and change this
from E V to cycle. In the device, I will choose GBU compute instead of CBU
because my G, it's faster. If you don't find
this opt right here, go to the edit and then
preferences and then go to the system and here from
the QDa, active GBU. For me, this one is
right here in VD RTX. And the Cady, you'll find it
already active. All right. And assembling section,
here we have the viewboard, active the D noise in the viewboard section and
leave everything as is. There's no need to
do anything else. And now I can e and go to the render mood just
to see the result. All right now I'm
in the render mood, and this is what I get. This is the light source. I don't see any lights. It's very weak, as you can
see when I move it down, I can see something. So I will leave it
in the same place, and I will go to the
light information here, and I will increase the
bower to, for example, 100 and let's see what
that will give us. And you can see the
result of the light. It's sharp, as you can see. I can manipulating using this
section, the beam shape. I can increase the circle
and make it wider, something like
that, if you like. And the blend as well. You can see when I take this
pack, it will be sharp. And when you push this to one, for example, it will be smooth. So make sure to
make this smooth. And for the color, I can make it a little bit
yellowish like this. After that, you can
duplicate this with Alt D instead of hefty D because if you duplicate it with Alt D, when you chink the
parameters for one of them, the three, the other
lights will follow it. And that's what we want here. So let's go to the solid, and let's go to the top, Z, and let's go to
the wire frame. Is lt with D, and let's take a CV and this
COV could be right here. Try to put it in the
center like that. Another Alt D, and let's
put this one right here. Now, let's go to
the perspective, and let's see what
we got. All right. Let's go back like this, and I will z again and
go to the render mode. All right, so this is the result that we got here.
Looks very nice. I want to co one of these pots and boot through
right here as well. I will grab the cylinder and tab and selected like this and bring the three
decorsor over there. Hit it SN corsor to selected
like that, and then tab out. Now we have the three
decosor over there. Instead of creating a new one, I can grab this and hit Heft
d to take a CB like that, and then hit Hft SN
selection to courser. Now, if you do that,
the light will be moved and take the position
of the three decosor. Now I can move this
down, right here. Now we have another li source, and you can manipulate
the spot size. And you can duplicate
it as well. It A D and take another C here. Hit ft R to review that. Let's move this a little bit G and let's move this
one right here. All right. Maybe now we
can jump to that light. This one. I will grab the circle and bring the three D coosor over here and I will do the same thing. Tab out, grab this
light, for example, it shift with d to
take a cobra here, shift and selection to cos. Now we have
one there as well. You can move this
up a bit like that, I guess, and you can make
it a bit wider like that. Something like this.
It looks nice. One more thing here, I
think we should change it. The height of these
three lights. I think we should
move it up because the ground level become higher and leaving these
lights at this level, I think does not make sense. So we can go to the solid, and what I can do is I
grab all of these details. And tab to go to
the eighth mode, and then let's grab
all of these vertices and let's move these up a
little bit higher like that. Because we used
the t d duplicate, when you make change the other parts or the
other duplicates will follow tab out and now select these lights and g to the z and move
the up like that. I think now this
scenario is better. All right, Let's do
the same thing here. I can grab one of these lights. Hit shift with the and take
a V to the Y like that, and moving this to the y. And let's move it and keep
it close to the cylinder. Tab and let's grab, for example, these edges ft S and
coser to select it. Now tab out, grab
the light source, ift S and select into Corser
now we got in the place. You can move it a little
bit like that. That's okay. Hit d and let's take another
CV and let's put here. Sift to have another V
there. And that's very cool. And now maybe we can
grab this hit HD and let's take another COBI
to the X. G to the z, and let's put this maybe
right here, I guess. Or in this scenario, maybe we can use another light, Tab it A to S, bring the three
Dcosor over here. And let's try to use oint light, let's see
if that will work. After you add this, you
can change the radio, make it a little bit bigger. And I just want to
see what's going to happen when I make the size
big or increase the bower. So I will z and go
to the render and now I will add zero right here just to see the
result before and after. Yeah. Now I have the
effect of this slide. So let's change this to
maybe 20. Or maybe 15. After that, let's
take a CB using d, and let's have one right here, hit t r and there we go. Very cool. I will grab
this and maybe we can increase the spots
size like that. Now we got very nice results
as you can see here. The important area are illuminated let's see
what else we can do. If you want if you like to add spot lights here,
that's totally okay. Let's go to the solid and
go to the three D and let's search for spot light enter. Let's see what we can find here. We can use these lights,
for example, this one. Let's try to find
something else. Maybe this one as well, we
can use it or this one. We can distribute them
here and use them. And you can add
lights on the wall. That will work as well. Even if that doesn't exist
in the reference image, you can go beyond that
and add the stuff. Let's see what we have
here. What is this one? I will bring this one here. I just want to see what is this. Looks cool, but I think it's not going to work in this case for this design. I will grab the MT
that comes with this light and I will move it up and keep it up in case
I want to bring it back. All this light
source looks nice. Let's bring this one and here, see what's going to happen. A it looks cool, but
it's a little bit big. Let's try to find
something smaller. All right, I think we should
go back to the first page. Because I'm not I think we're not going
to find something similar to what we have here. So I will use this one. It's very small and
cute, so I will use it. And for this one, I guess we can move it up above the roof, and it's not going
to be visible. All right, let's grab this
MT and let's put right here. I will go to the render
because I just want to see the result of this
light, and go to the ender. This is the result. I think we can move this down just a little bit to the z. I just
want to see the effect. I will go to solid and
see what's happened here. Hit to the z and
let's move this up. All right now, I will it Z
and go to the render again. A the render looks cool. Let's go back a bit. L et's increase the
blame a little bit. Let's see if that can give
us a different result. Maybe we can hit key to the Z and move the
light a bit down, see what's going
to happen if we do that. That's not going to work. Now I will Z and go to slid again because I just want
to make some change here, like grabbing the light and
make some change grabbing the just hit g to the Z and
move this up like that, and then scale it like that. Just change the design ale bit. And then tab out again. And now I will select
the e shift G and then C to select all of
these parts with the T, and then I will duplicate this its lt with D to take a KB and let's
add a KV right here. Something like that. Or maybe we can make the distance
a little bit bigger. Alt D and let's put
one right here, and I can use the
Heft R technique to repeat that as Heft
R again and again. Yeah, the result looks nice. Now I will z and
go to the render. I just want to see and
the render will happen, H Z and go to render. I will make small kings here, go to the spot size and I
will reduce the size ale bit. Le tie, for example, 110, something like that. All right, the rest looks
very nice and cool. I will create another
light source and put them above the
bikers we got there. Let's go to the solid and
let's grab these lights. This one and the t as well. I will grab s one and then hit
Heft with D, sticker Coby. You can go to the top,
think that will be better. Let's move this one here, and let's put this
in the front of this image and then hit At with D and let's have
another one right here, Heft r and then Heft. All right. And you can
do something here. If you don't like
all of these lines, you can select all of
these spots and then go to the transform vote and change
this to individual origin. I will tell you why
I'm doing this. If you grab these to scale them, they will scale
together like that. But if you change
this to individual, you will scale them
in their place. Sorry, like this. That's better. Now I can see the con, and that will keep the
scenes destructive. We can do the same scenario for these lights as well.
Let's see grab this. You can turn off
the mi temporarily because we want to
focus on the lights and scale those as well, like that. Scaling these slights will not affect the
power of the light. Just keep that in
mind. Let's see grab those over there and
scale them like that. The same thing
maybe for this one, if you like the scaled
scale like that. All right. Now, after
adding these right here, I think we need to make these slights a
little bit taller. So now I can grab one of them. For example, let's
focus on these slights, G to the Z and let's move those for example right here, I guess. And now all what I want
to do is just grab one of these pieces tab and the grab these vertices G and
move those down like that. As recall, now I will
grab this light, the michel light and
I will change this to 50 I guess because
200 is too much. Now I will z and go to render
just to see the result. As you can see, the result
looks very, very nice. But we forget one
more thing here to make everything ready and cool. We forget to create
the hidden light. And the hidden light is
something symbol to create. Let's go to the solid and let's go up here and
let's see what we got. We got this frame. We can go to the local mode
and focus on this area alone. Go to the face selion mood hit to select the entire
faced loop like that. And after doing that, I will
hit I to create an inset. Like this. And then I can use this and change
this to a light. I will hit E to extrude
this inside like that, and then hit D to take this up a little bit like this and then hit P and then has
to separate it. Tab out and the grab the CU
piece tab and go to the edge, select the entire loop and move this up a little bit because we just want to change
the direction a a bit. G to the z and move
this up like that. I'll click on this one,
G to the Z and move this down. Something like that. All right, that's very
cool. Now I will give this another material.
Let's delete this one. It, and let's search
for emission, and let's block the
emission to the surface, delete the principle.
We don't need it. Change this to something
yellow like that, and increase the increase
the strength to, for example, I 50 maybe. Is slash to excite. Now let's take a look let's
see what's happen now? H Z and go to the random mood. All right. This
amount looks nice. Let's orbit around and let's see the other parts of the room. As you can see, the that
looks awesome and beautiful. Maybe this area this
mow right here, I don't know what's
going on there, but I can't see
much lighting here. I will go to solid. And let's find out
what's going on here. Everything is okay. I think even the distance
is okay. All right. There is no need to
change anything here. All right, cool. All right. I think that's it
for this video. I will end it here and
see you on the next one.
37. 037 Rendering the scene with interior lighting: Hello again, and
welcome back here. Before we render the scene, I just want to make
a quick change here. I don't like the
color of the sofa. I just want to change it to something similar to
what we got right here in the reference image.
Let's work on that. I will select this and go
to the material section of Lender kit and let's
search for fabric. Enter. Now let's keep searching for something
suitable for this sofa. Or let's say something close to what we see here in
the reference image. I will keep browsing until
I find something good, and I will show you the
name of this material. I found this one is
called blue fabric. I can use it and chink
the killer later. Actually, you can
use one of these. All of them will
work. Maybe this one I can use. Let's use this one. I will grab it and apply
it on the sofa like that. All right, that's
very cool. All right. Now let's put this right here and let's turn over the eye, select the sofa and go to the shader editor and
hit the home button. All right to king this, I guess we can use
u and saturation. Just search for u
and saturation, and let's put this right here. It will be plugged
automatically, and now we can king the
u to something else. You can hold ift and keep moving this until you
find something cool. For example, I can
use this color, something yellow,
like that, I guess, and I can take the
saturation down, hold ift and move this pack. If you want this to be brighter, just increase the value, you have to increase this up. Something like that. This is the way to change a
color of something. After that, you can
keep manipulting the value until you get
something close to what we want. Or zero or one, zero or one, are a good value. But I think we can go beyond two s type three let
see what will happen. Something like that, I guess. If that too much, you can
go back to the material and try to pick
something bright. For example, we can use
this one as well in case this one is too dark. This
one will work as well. But we can judge that
after the render. If you want to manipulate
the brightness, you can add another nodes
like curve or color ramp. These nodes will
do the b as well. Maybe we can saturate a
little bit more. 0.3. 0.38 0.35, maybe. All right. Not just that. One more thing
here, I would like to do. The ground is dark a little bit. And if you combat it with
the reference image, the ground here is bright. And as I say recently, it's okay to change the ground to to
whatever thing we like. It's not necessary
to add marble. So I will select this and let's hit home to
bring the material. And I guess we can control the size a little
bit, make it bigger. Let's search for value. And I will block the
value here in the scales, and I will tie. This is the one. I will
tie 0.7 maybe. All right. Maybe we can tie 0.6. Something like that. I guess. That's cool. I think
that will work. 0.65. I guess just make
it a little bit smaller. That's cool. A right now, I will add the u
and stration here. And I just want to manipulate the
saturation a little bit. Bolt and push this
bas a little bit. Let's type, for example, 0.8. I think this school,
and I think we need to increase the value and make
this one ale bit brighter. Now it's become bright
and that's what I want. Two or 1.7 maybe,
something like that. You can see the result
before and after when you grab the node and
then hit empty muted. This is the
difference. All right. And for this material, I think this material
is too bright. I think we can make
small kings here. All right. Let's see
what we can do here. Let's try to add a curve, and let's see that
will work or not here. All right. Yeah, we
can manipulate that. Or maybe we can I will hit control x to
dissolve this node, and maybe we can add
again, u and saturation. I just want to try to take the value back at a
bit, but not too much. All right, maybe 0.6. I guess. Let's see the result before
and after I grab this hit M. Now it's a price. That's very cool. And now, maybe we can make a quick render to understand
what's going on here. All right, let's add a camera. Let's bring the three
D coosor over here, and I will hit H A and
let's search for a camera. And now we got the camera
if you move it right here. I want to pick an view, for example, I want to take
a from here from this angle. All right, like that. All right. Let's grab this human and let's try to find
it in the outliner. Hover over here and hit the
dot from the ambat, right? Let's try here. I just want to turn this one in the render. I don't want to see them. Or we can turn of the whole
collection in the render. All right. And now I will
frame the camera right here. All what you want to do is
just hit control t with zero, and you will frame the camera. After that, you can go to
the settings here and change the setting to something
suitable for you. For example, you can go to
this icon formative reset, and you can choose
one of these options. Right. And if you hit the home, you will frame the
camera like that. You can maximize that. That's totally okay. And now I will hit the Tilda key underneath
the escape button. So I can control the camera, or there's a different scenario. You can use this
lock right here. Let's make the line a bolder. This right here to
look the camera, and now you can put the camera in the
place that you like. All right, sorry for that. I prefer using the Tilda key. After that, you can go to the camera setting after you
pick the frame or selected, and you can change the focal, and, for example, step 35. All right, I will turn this
off. I don't want to use it. I will use the Tilda
key instead of that. And now you can take a
shot for your scene. In case you want to see more, you can take this number, the focal length to something smaller like I don't
know, 20 maybe. But that's will make
a little bit dist. I I don't recommend that, so let's stick with five. Or something like this. In
case you want to rotate, in case you want to
take a portrait render, create a portrait render, just flip these numbers. For example, let's type
here 1080 with 1920. In this case you
can flip or rotate the camera like that. All right. And now I will take
a shot and let's see what's going to happen. Let's go to the render setting. I will use cycle, and device will give you, and I talked about that. And the render second,
active D noise, don't forget that and leave everything as is and
for the symbols, I guess we can use
500 symbols here. I will turn off noise threshold. I will not use it. I
can increase assembles, and I will guess
something cool here. All right. I think that's it. After that, you can and go to the render and
render the image or you can hit F 12 to
render the image. So I will hit F 12 and after render or
finish, I will be back. Now, the render is done
and this is the result. So far, everything looks cool. All right, cool. If you want to compare this image
to our result, keep in mind that there
is a difference here. What you see right here, the lighting here is different
than the light right here. I'm assuming now we are at night and there's no light in the
environment. I mean, the sky. That's why everything
looks dark. But if I add Sky texture
or if I add HTI titure, we will ge something different, or let's say if I
add a sunlight. So before we come to that, I will take another t. I just
want to see the whole area. Before I do that, I will
save this image first. You can go to the save. Let's call this
night co mage one, for example, and
let's save as image. And you can keep
in mind that you can change the format from here. You can choose whatever
format we got right here. I will leave it as PNG because I want to take
this to photoshop and B&G has a lot of color and
information inside the image, and you can edit it
and manipulate colors. Just keep that in
mind. Save as image, hit this pot to save
it. And now it's done. After that let's from here and let's try to
take another shot. I will hit that tail that key
underneath the escape and. Let's try to pick another spot, for example, we can create
from here, I guess. You can make this branch
a little bit visible. I think that will make the
render looks cooler and try to align the line of the camera with the
lines of for example, these panels, just to see if the camera tilted
a little bit, so can tip the camera down a bit to make the distance between the panel and the frame
even like that, maybe. All right, cool. And now maybe we can take
a shot from here. I will hit F 12 to
under the scene, and after this shots
finished, I will be back. I boast the render because
I notice something, I forget to do it. The clock right here, I
forget to give it a material. Let's work on that. Let's see. Let's bring the
reference image first and try to find a good
image here. Maybe this one. It's very simple to do. All what we need to
do is just pick this and let's go to the material, move the header and
until you find the new, new and let's chew the base color to something
dark, dark, gray. After that, I think that's it. We don't need to
change anything else. I will give this piece
the same material. Hold you have to grab this,
control, link material, and you can give this
a name while lo, for example, under
score MT or material. For the minutes
and second hands, you can give them
a gold material. I think we can pick
the same material. We gave it to the hair. But I just want to see the
name gold is called gold. Now we can go back let's pick this one and let's for gold e. Gold. That's. Gold.
Yeah, I gold. Let's apply the same material
on this hand as well. Grab this volt of the glob di, control L and L link material. This small piece, I will give it the black
material ol of the glob di, control L, and link material. All right. I think
that's it. Now I can go back to the camera, you can hit zero, and now
we can create a new render. I will hit F 12, and after render
finish, I will be back. Right now the
render is finished, but I'm not so quite
happy with this material. I think the wood is too
dark for the books carrier. I think we can change
this to something better, and these balls, I
forget to hide them. Anyway, this render
is just for test. What I'm going to do now is I will grab these balls.
And I will delete them. I don't need them anymore. For this material,
we have two options. Either we change the material itself to something to
another material or maybe we can manipulate the
color of the texture itself. But I don't like that. I think changing this
material will be better. So I will select this piece, and I will have to add this one a control L and
choose link material. I think this is
better. One more thing here I like if you hit F 12. I think the lines
here are too dark. It's not quite
necessary to manipulate the dark material that we add
right here at the crevices. It's up to you. You can make
them a little bit brighter, and that's what I will do here. But keep in mind that, this
is not quite important. Let's see what we did here. Zoom in here and bring
back the value to one. Yeah, I think I will accept
this. This will be better. L et's see if we forget
anything else here. Now, I will go back to
the camera and this time, I think I will create
a different render, but this one will be
a little bit bigger. If you want to double
the size of the image, just change the 100% to two. Now the image will be bigger. It's like multiplying
these number by two. Save the project, and
let's make another render. As you can see, the
render now finished, and now if you go to
the view and Zoom, you can zoom this to 100%, or you can hit one from
the um Bat. Let's do that. Everything looks cool. I like the result and
I like the details. All right. Maybe now we
can take another hot. Let's save this one,
go to the image, save us and change
this from night, age, one, let's hit
this plus to two. And then hit save. Now, let's try to pick a different angle. Something like this, I guess. Let's hit F 12 to render this. This is what we got. The render is finished. And it looks cool and clean. I'm so with the
color of the sofa. Maybe we can edit that later. Now let's save this
image as well. Go, save and let's
hit this plus, and now it's become
three, and this. Now let's take another shot. For example, for
this area, I guess. I think the resolution
is too much. It's up to you to control that, but for me because
I'm recording, I will make it a little bit
smaller, type maybe 150%. Hit F 12 to render it. As you can see that
under is finished, and this is the
result that we got. That result looks cool,
except for this area. It's a little bit lifted and
we can fix it very easy. But in general,
everything looks fine. And the same scar
you can go to save and hit this plus K
number 24 and then save. All right. What if you want take a shot
with depth of field? If you want to create the depth of field effect,
it's very easy to do. All what you want to do is just grab the frame of
the camera and then go to the camera and active
depth of field like that? And then focus object, pick the object that
you like, for example, I want to focus on this one, and now this object in focus, and everything is out focus. And now we can render this. In case you want to change the dimension of the
image, it's up to you, but I will keep
everything as it is, and I will make another render. I will hit F. The render as
you can see is finished, and now you can understand how
depth of field is working. Let's save this image. I. Just keep in mind if you want to control
the depth of field, you can manipulate
the estop right here. If you make this number small, the depth of field
will be too strong. And if you want to change
this value to the depth, just put the most right
here and hit back space. All right I think that's
it for this video. I will end it here
and see you in
38. 038 Post Process the rendered images using Photoshop: Hello again, and
welcome back here. Now we are inside Photoshop. And the images that we rendered, I'm going to pick one of these images just to make
the post processing. For example, let's see
which one we can pick. Maybe this one, just to
grab the image and put it inside photoco Now we got. All right. It's very easy. I'm
not going to spend too much time fixing this
or post processing this. All what I want to do
is just go to filter and use camera filter. It's very beautiful
and easy to use. Here, we have the light
section, color section effects, and we have a lot
of sections here, and a lot of parameters, we can manipulate and see
the effects on the image. So let's start with the
first section, the lights. From here, you can fix the
lights, make it better. For example, the use boxer, if you want to
increase it ale bit, make it a little bit bright. If you want to
manipulate the contrast, you can do that
by pushing this a little bit to the
right like that. The high light, if
you want to control it and make it even more bright. Something like this,
but don't go too crazy to avoid
burning the image. And here we have the shadow. If you want to make
the shadow area, a little bit is wrong, you can move this
a bit to the left, et c. And from the color scin you can fix for example,
the white balance, if you take this
towards the blue, you can make the light
a little bit more, something like this, and you can manipulate
the saturation. And in the effect here we
have the titure effect. It's very beautiful
option we got right here. This effect will make the
texture more visible. The details of the
titure will be strong. You can see now when I move this to the left
or to the right, it will give a certain effect. So just keep that in mind. You can move this a little bit, maybe to the 30, I will
give you a nice result. Clarity, it's like contrast. And it's like contrast
and titure option. It's like the mix between
titure and contrast together. When you move the clarity
a little bit to the right, you will have a nice
and sharper result. And that's something
cool as well, by the way. All right. And in case you care about
manipulating the shadow, you can do all of that. And you can grab
this small circle and push it a little
bit towards the blue, and you can grab the
outer circle and move it just to control
that even more. As you can see, that's give us a bluish tint here. It's nice. If you want to reset it, just click on the circle
and that's reset it, and this technique applies
on all of these sliders. When you deb click on one
of them, it will be reset. In the details we
have the sharpening, you can make the image more sharp and bring all
of these details to life. All right. Very cool. Now, the
details are quite visible, and the result becomes
so nice, so beautiful. After finish, the editing here, you can hit okay to
accept this result. Now you can see the
result before and after. Sub l. In case you want to add some glow effects
for these lights, you can select them and cove
the layer and use it again. For example, you can go to this obj right here, this tool, object selection
tool and just make a square above the area that you want to
select like that. And photoshop will know
what exactly want. After you make the
selection, go to the layer, it control C, control shift
V to baste the layer here. Now if I turn this off, you can see, I have
the light bulb here. Now, this image db click on it, and you can go to the
outer glowe and you can make it glow. So I will push the
opacity a little bit and manipulate the size
as you can see like that. And you can control the color, you can add something yellowy, but not too much,
something settle. All right. If you want to make it strong,
you can use this o. A looks nice, and you can control the opit
after all of that. Looks nice. Cool. When you be satisfied
with the result, you can hit, and now
we have this finished. In case you want to
give do the here, you can do the go back to
the first layer and grab the Bift and create a new square here to select this brite area
and here as well. After that, go back to select tool and control
C control Shift V to base layer and
you can hit alter on the effect and move
it to this layer. Now we have the same effect. In case you want to manipulate it to get a different
result, you can do that. It's up to you,
something like that, if you like. Tool. Very nice. In case you want to change
a color for one element, for example, the sofa here, if you want to manipulate
the color of the sofa. You can go back to the first layer and you
can go to this tool, the object selection
tool and click, you can cover the
sofa like that. All right, as you can see now, I have selection on the sofa, and on the chair as well, I will hold out and
make a new selection like this to subtract the chair. And now I'm just
focusing on the sofa. Now after that, if you like, you can V the sofa and edit
it alone, just take a COV. It can control shift V, and now I can't focus
on the sofa like that. And you can hit control to
open the U and saturation. If you want to reduce the
saturation a little bit. In case you want
to chin the color. You can choose colorize. If you want to pick
a different color. It's up to you. You can see now. You have all the options here. Let's turn off colorize, and let's try to reduce
the saturation here. Let's put this add
here, tbl click on it. And let's accept something
gray, for example. And then, and now we
have a gray sofa. You can see the result
before and after. What I mean is you have the ability to do that
here inside Photoshop. And if you have a subscription, you can add a person here. For example, I can go to
this tool, let's is it. This one, you can
select Lasso tool and create some
silhouette like a person. All right. And let's use a generator fill and let's tie, for example, human sitting here on the sofa, for example, I generate, and let's see what
photoshop will give us. As you can see, photoshop
give us a stupid human comes from mars like aliens, but you got the idea. Oh, my God, that's crazy. I don't like that.
Delete this there. All right, so this is how
to post process the image quickly and get a good result
with the camera fitter. So that's it for this video, and I will see you
on the next one.
39. 039 Creating a natural lighting: Hello, everyone, and
welcome back here. What if you want to create
a natural lighting? A lighting comes from
outside. All right. Let's see how can we do that? Well, it's very easy actually. A what you want to
do is just go to the world and go
to the color and just secrot the wheel
until you see all of these options and
pick sky texture. Now we got the sky
texture right here. Now if you go inside the room, and don't forget that, these
curtains are transparent, the curtains in the middle. Now, if I hey and
go to the render, let's see what's
going to happen. Immediately now we can see some lighting
comes from outside, and you have the ability
to control this note, it's called sky texture. Here we have all of these
options for this note. For example, if you
want to rotate the sun, you can rotate it and put it
in front of these windows. For example, lets Type 90
and lets see was going to have As you can see now, the sun comes directly
on the windows, and now we can see some lighting
illuminating the scene. But before we accept this
result, let's do something. Let's go to the solid first
and let's block some places. For example, the door
right here, the door. The light could comes from these cavities,
let's say crevices, I don't know what to call it, but it could go
through the door, and we can see some lights
comes from the open area. But to avoid that, we
can add, for example, we can add a eta and
scale this to the z, for example, and make
it thin like that. And I will grab, for example, this face after you
go to the edit mode, and I will hit control plus
to grow the selection. All right. So what I selected
is just these five phases, and I will invert them, it control I to invert. The idea is very simple. All what I need to do is
just selecting this face, and then hit xF to delete it and keep all the phases exist. And now I will move this out
and push it just at ten it. Now this box will block any
lighting comes from outside. And the light that comes from outside will
not reach the door. After that, here in this area, you can add, for
example, a plane, and you can scale it like that and block the roof as well. By the way, there's a different
scenario, if you prefer. You can grab the
structure itself, and you can select all of
these faces like that. Hit D, and then ratc to leave this B in the same place and then hit P and then S
to separate this out. Tub out to grab this new frame, and go to the election mode, grab all of these edges. As you can see, it F
to fill this area. It a to grab all of this, hit Etro this up, and now we have a cup
to cub this area. So now lighting comes from here. Have d to the Z,
and if you like, we can take a COVI here and
cover this area as well. But keep in mind to delete
the faces in the middle. We don't need them
on the ground. Go to the wire frame, grab the surface like that, hit F and get rid of it, and now let's focus on the ground control to
select linked faces, key to the z, and
let's move this up, for example, like that.
And that will be it. From inside, if we
have any overlapping, we will try a
different scenario. But we don't see any
overlabing because this covers reach the
outside surface of the wall. All right. All right, now, let's go to the render mod
Z and go to the render, and let's see the
result. All right. As you can see, the room
is totally illuminated, and the result
looks so beautiful, but if we select this curtain right here and
if we hit H to hide this, You can see that
the lights could go through the window
and hit the ground. And that's something cool when sunlight reach the ground
or goes inside the room. But how can we change or manipulate the material
of the curtain to make it to leave the sun
ray goes through it. I will hit Rosie to bring
back the middle curtain. And selected, and let's go
to the material review. So this is the material
as you can see here. We have translucent PS
dF with the Franl linked inside mixed shader subnormal. But imagine if we add another shader here
like transparent. F A and transparent, and let's put it right here. And I will hit
control shifts right click and move the mouse
from this node to that node. And node angular will create a mix shader right
here in this area, and we will link it here. But if you didn't have
the node angular active, you can go to the edit
and the preferences and the adm s search for W R to find the node
angular and activated. And now you can try, control, try to click
from this to this. And now we got the mixed
header mixing between the transparent and
the mixed header, the final result
of this material. And here we have the factor. If we move the factor, to the left like this, the curtain will be disappeared. And if you push this
to one like that, I will get a result similar
to the old results. But if you keep it at the
center, for example, 0.5, now we have the sun ras could go through the window and the curtain and now we can see it, and that's
something cool. And here we have them as well. And now you have the
ability to manipulate the sun position and do all of that in case you
don't like this result. You can go back to
the sky texture, and here we have all the
parameters of the sky texture. For example, the
sun elevation here, you can change this
to, for example, let's try maybe 45. You can see now when
you in the angle here, how the result
will be different. Now the sun is, let's say almost above
the earth or the ground, and it will be too strong. If you want to
manipulate the sun size, you can do that, for example, step one and the S. That will help to make the
shadow a little bit smooth. The difference will
not be quite visible. In some rotation here, if you want to ching
this to for example 80, you can see what's
going on here. Maybe 60, in case you want
the sun lights like that. You have the ability to do this. And in case you want to
manipulate the strength, you can type 0.2 maybe in case you want to be
weak like this or strong, it's up to you strive 0.5. 0.5 looks nice, 0.5. So this is the idea. This is how to manipulate the sky texture and
get different results. So far, what we got right here looks so beautiful and nice and I think I will stick with this
result and now we can create another render. But before we actually
doing this, I don't know. I'm not so quite
happy with the sofa. I just want to select it and
just make small change here. Let's change the
saturation a little bit. Let's change this number to 0.2 maybe and make it
less saturated. I think that will be better. All right, now, let's
go to the solid, H Z and go to the solid, and now we can take
another shot. All right. For example, Maybe from this angle, we can have a hut like this. Let me like that, I guess. And let's check the resolution. Everything looks cool. And in the Runder setting
nothing here to you actually. All what I will do here is just hit F 12 and
render the scene. After Render finished,
I will be back. This is the final
results of this render. And it looks so beautiful. Cool. Very nice. All save this image. Go to the image,
save us and give this a name and maybe we
can king this to natural. Natural light. Maybe we can king this
number 21, and save it. Now maybe we can create
or take another shot. So let's rotate the camera. For example, we can take
a shot maybe from here, what do you think or
something like that, I guess. I will hit F 12 under this. And this der is
finished as well. And the rest looks so nice. All right now, maybe we can save this one as well and
take another ht. Okay. I just want to
focus on this here. I will act the depth
of field effect, just select the frame of
the camera and then go to the camera properties
and go to the of the depth of field
and activate like that and use this eye druber to pick the object that
you want to focus on, for example, I want to
focus on this dec here. And if you want to
see the result, you can Z and go to the
material review to see that. All right. Now we are
in the material review. And you can see everything behind the car will
be out focused, and the car itself will be hard because the car and focus. You can see, for example, the character, the curtains, the panels, all of these
objects are blurry. And if you want to
make the effect st, you can reduce the number of F stop that will make
it even stronger. Right now, all what
we need to do is just pick the correct angle
and under the scene. I will use the
Telda technique hit the Telda and I will move
the camera a little bit. And by the way, if you hit the Telda and if
that doesn't work, as I remember, you go
to the preferences, edit and the preferences, and I guess in the navigation, I just want to see navigation
or Yeah, key, sorry. Inside the key, ge active
Pi menu on the truck. Well, if you leave this off, for example, if I turn this off, and if I hit the Tilda key, I will get this menu, as you can see for the views. But if I active this
octa right here, and if I hit the Tilda, now I will have a
different option. But if I hit the tilda and
move the mouse a little bit, I can bring back the
menu of the views. So this option is
very beautiful. This option will give
you an extra advantages. So keep this active and
then safe preferences. And now when you
hit the Tilda key, now you can active
the walk navigation. Or by the way, you can go
to the view as I remember, and navigation, you can
active the walk navigation, will give you the same result. All right. That's
very cool. Right now, I will render this
image and after rendering finished,
I will be back. As you can see, this is
the result of the render, and it looks beautiful. So. I like it. After that, you can
save the image and you know how is tight. Let's try to take a
different t. But this time I will take a landscape t. Let's go to the output
and flip these numbers. What we should do here is
just flipping these numbers. So here I should type
1920 and here 1080. I will hit Alt or hold alt, and I will move the mouse
from bottom to up because I want the two slots
here to be 1920, and then hit enter, and then I can change this one to 1080. All right. That's very cool. Take the camera
for example here. Or something like this, I guess. Let's under this Image and
let's see what we will get. When you be satisfied,
just hit F 12. All right, is. It's done, and we got very
nice result here. Okay, so now you
got the idea how to create night scene
or how to create a natural light,
without any complexity. It's very easy. Put the sky, fix the curtains,
fix the window, make it emits lights, and that's it without
adding any portal lights or any extra light
inside inside the room. But keep in mind that depend
on the size of the window. If you make the size
of the windows small, you should take a different
scenario like increasing the sun intensity or like
adding a portal light. But in this example, you don't need to
do any of that. And as you can
see, the result is soful and fully illuminated.
40. 040 Adding fog effect for the scene: Hello, everyone, and
welcome back here. In this video, I just want to create a simple,
beautiful effect. You know when the sun rays
goes inside an interior scene, sometime when the weather when the weather become a
little bit dusty or let's say if the weather has a little bit of dust or dust particles
flying in the air, the sun rays will
hit these particles and you will see
a sun light beam. For example, if I bring
this image right here, you can see we can
see the beams of the sun because of the
weather is not quite clean. And this effect makes the render more
realistic if you add it. In this video, we want to learn how to easily create that. All right. Let's take this image
out and let's put the three D cursor in
the center of the world. All right. You can put it anywhere, by the way, it's not
quite important. And let's pick a view, for example, the
right or the front. I will add a cube, go to the M, hit A, and go to the
mesh and add cube. Now we got the cube right here. I will hit G to put the cube
almost here in the center, and I will scale this a
little bit like that. And I will scale this
to the Z like that, and make it covers the room. Maybe scale it and make
it bigger like this. And to the Z as well.
And then let's go to the right view, and I will scale like that
as well to cover the room. So now we got this
result as you can see. After doing that, let's go to the object properties and
scroll down until you reach the viewboard
display oben displays and change this two bounds. The cube is still here, but we just changed how it looks inside the
three D viewboard. All right. Now I will select the cube and
go to the material editor, and I will create a
new material here. And let's hit the two
and let's S for volume. All right, Let's add, for example, volume scatter, and let's block
this to the volume, and you can cut the connection
here from the surface. Hold control, hold, right click and move
the most like that. And now we have this node here. All right now we can go inside the room and let's see
what will happen there. I will he z and go to render. As you can see this
is the result, almost nothing here
because of the intensity. Now, if you change
the intensity to a smaller number, we
will see something. Let's change this number to, for example, 0.1 head enter. Right. Now we can see some light beam, and if you orbit around, Now it's more visible here. That will make or let's
say that will give us an extra layer of
realism to the scene. But I think the it's
strong a little bit. I will reduce the
number, let's tie, for example, 0.04 maybe. The effects still exist, but it's a little bit weaker
and that's what we want. Maybe we can change this
four to two if you like. You can make it even
weaker. It's up to you. Maybe we can try three. Regarding the color, you can king this to something
yellowish, like this. That will give you
the yellow effects. It's up to you to
manipulate this or king it. Maybe we can or manipulate the saturation
like that, I guess. Now let's try to pick
a different angle. All right, now the scene
looks more beautiful. And yeah, very nice
result we got right here. One more thing, you
can add to the scene, and it will give it an
extra layer of realism. It's optional. Imagine if you add a
tree outside the window, and imagine if the shadow of the tree branch hit the
curtain or the window. Imagine how that effects will
be reflected on the ground inside inside inside
this room, right? Let's put a tree outside the windows and let's
see what will happen. I will z and go to
the solid like that, and let's go to the blender kit and let's open this eye and choose free first. Let's search for trees enter. Let's try to find a good one. For example, this one,
I think it will work. Let's grab this one, and
let's put it right here. Let's try to find
something different. This one looks cool as well. Maybe this one, we can grab it and but right here, I guess. It seems like this
one is too small, but it's okay to fix this. We can't scale it
and make it big. That's okay. This one, I guess we can scale it down. I will do something here. I will king this 23d viewboard. Let's go outside to
control these trees, and here, I can go inside. And Z and go to
Render to see that. So far, nothing happened here. Let's try to move this tree. All right, now we
can see something. Look, how beautiful
the result now become. Okay. Something like
this, and we can do the same thing for
the second window. I think this one,
we don't need it. I will delete it. Let's
stick with this one. I will hit shift and
take a COVA over here. All right. After rotating this, now we can see something here. If that affect the
lighting inside the scene, you can increase the
sun intensity here. For example, the strength
now is 0.5 to 0.7 maybe. Now it will be stronger. I just want to check
The sun ray beams. I want to make sure that
everything is okay. All right, now, maybe we
can take another shot. I put the camera over there, as you can see, now,
if I zero, right now, I will z and go to Saudi view, and I will render
this hitting F 12. And after rendering being
finished, I will be back. The render is finished, and now we got something
very beautiful. Keep in mind that you can change this tree to another tree. One more thing, you can give this tree one
material and make it dark in case you don't
want to see the colors, or if you want to make it white, that's okay as well. And for the transparency
of the curtain, we can fix it inside photoshop. We can add a white layer or maybe increase the brightness
here in this area. That will help to solve it. And you can remove the trees and take another approach, that
will work as well. But so far, we got
something very, very nice. When I searched inside this
tool, I found this tree. This tree will work as well because it
doesn't have leaves, and it's not going to block
the sun rays too much. It will give you the feeling of or let's say the shadow of the branch without
blocking the sun rays. You can use this one as well. All right. Now maybe we
can create another render. All right, that under now is finished, and this
is what we got. Bernice is very cool. All right now I can
take a different hot from different angles, and after that, we will visit a photoshop for post processing. That will be it for the video, and I will see you
on the next one.
41. 041 Post Process the final render: Hi, again, welcome back here. Okay, now we are
back in photoho, and I got one of
the rendered image. I drag it and throw it
right here in side photoho. Now let's start with
post processing, and it will be very easy. As I did in the previous video or let's say in the
previous videos, you can go to the filter and use a camera f and now we are
inside the camera fitter. We have the light
second color effects, and we have the detail. That's almost all
what we want here. Poster will help you to make the image more bright or dark. If I take this s ladder,
for example here, as you can see now
it's become too dark, and if you dblick it, you will reset it like that. For example, in this image, maybe we can increase
the contrast a little bit by
bushing this at a bit. Like this maybe. Looks cool. And you can ignore all of
these options for now. I think we don't
need to use them. We can go down here. And in the color, I think the color is cool, in case you want to make
this image looks cold, you can take the slider
towards the blue. And vice vers if you want to
make this looks more worn, you can put it to the yellow. But I'm not going to play
with these sliders here. I will jump to the effects. Texture is one of the
important effects here. This option here will make the texture
looks more visible. Now, if I push this
a little bit here, you can see now the
image become more clear, and the clarity will act similar to the texture
and contrast as well. You can say they are mixed. Now I can push the clarity
a little bit here. As you can see now, the
image become more clear. All right. For the vignette,
this oppure here will create a halo around the image. If you want this to
be dark or white. If you take this to the left, You can create a dark hale. If you put this to the right, you will have a white
one. So up to you. For me, I like to
put it a little bit towards the dark and have a dark hilo to make the focus
on the middle of the image. One of the important
sliders is the sharpening. We can give it a little
bit of sharpness. 35 will be cool. And now the mag become
clear and nice. In case you want to manipulate the high light, you can do that. And you can see
when I push this, the sun lights here, this area will be affected. And the interior lights as well. You can move this
just a tiny bit just to make some
area even brighter. After that, you can hit, and now if I hit control Z, you can see the result
before and after. All right. After doing all of that, here, we have some options we can use. For example, we have this tool. You can open the Dot tool. This tool is very nice
in case you want to make the rit area
even a brighter by activating this
tool and go to the exposure and
pick a small number, for example, 25, because we
don't need the effect to be strung and make that bright pick and you can click
multiple times, for example here on the retya to just to make it brighter,
something like that. Y. Can see now it's like
we have a glow here, in case you want to make this
area looks even brighter, you can click here
multiple times, for example here, and that will make it looks
more interesting. For example, the light bulb. If you want the effect to
be a little bit stronger, go to the bog increases to 75 maybe and make another click here and you can see
now the glow effect All right. Yeah, now the rest
of looks better. You can focus on
these as well here. Two clicks will be enough, cool. You can rip some areas. But for example, if I want
to make one stroke here, it's better to reduce
the number 225 again because we want to
create a subtle effect. Can see now now we have some lighting
hitting this area on the blends in cap this area
and make it even brighter. For example, this
area as well. Pull. This is how you post
processing image in the easiest way without adding
any layers or channels. Bring another image.
For example, this one. Let's see what we
can do with it. I will follow the same approach. By the way, if you like, you can use the shortcut
for the camera filter. You can hit control
Hit A to access that Now let's start
manipulating these sliders. Let's contrast a little bit. Something like that, 21 plus. So ture, some clarity. Clarity, don't push it too much. At b. About 16. Some net feel like to
add and some sharpness. Now we got something very cool. In case you want to make the
carton looks even brighter, you can create a
selection around it. The easiest way is
to go to this tool, it's called object selection and create a
selection like that. Right now we got this. Now I can hit
control C, just to, the selection, and then hit control shift V to paste this, and now we got this
separately right here. Now, after that, I will
duplicate this again. I will hit control, and I
will turn off this copy. And I will go back to the move to and Then with
this layer selected, I can go to the filter and go to Blue and choose a grossen blue. And you can pick
a number like 75, for example, or more
or less than that. And after that
accept this result, and I'm going to use this
and mix it with this layer. You can use the blending
mode that we got right here. For example, I can
choose soft light. And you can see the effect
before and after we have some glowing effect happen here. If you want to make
this even stronger, you can control gay
duplicating this layer again, and again, again, now we've got very
nice glow effect here. And you can put all of these
inside a folder if you like. If you are satisfied
with this result, you can hit right click
and choose a flatten image and accept or apply all of
these chains like that. You can hit, and now we
got this result like that. If you want to go beyond that, you can go to this
tool is called Dike tool and you can
make the procal bit pick and target a certain area like the cartons here
or specific area, for example, the Sofa. And you can target these
These parts of the carton. If you highlight them like that, you will make the
carton looks even more let's say you will
achieve the depth here. For example, some bs here, we can add just to make
this area even brighter. This one t this area ale bit, just to make this area
looks even brighter. It's like a reflection ha
here, maybe here as well. Right very cool. Let's
bring another shot. For example, this one here. Let's hit row shift A to
go to the camera of it. Let's increase the
contrast a little bit. So texture clarity
with sharpness. Maybe we can give it a little
bit of the Vnet effect. That's optional. Maybe we can create the highlight at bit. All right. We can manipulate the
shadow area a little bit. All right. That is so beautiful. You can see here now the
result before and after. Circle. After that,
you can hit k, and now we've got
very cool results. All right. Let's
bring another M here. This one looks so beautiful. Let's control shift A to
jump to the cameo rotter. At least do the same scenario. Some contrast, some texture, some clarity, with some s, and now it's become so cool. If you want to increase the
high light that's okay. It's awesome. Beautiful. Al right now you got the idea of how
this could be done. And now as you can see, we
got so beautiful results. And I think that's
it for this video, and that's it for this course. I hope you like this course, and I hope this course
was informative. My name is Mara Hussein, and I am a blender teacher, and I created too many courses teaching you how to use blender. You can check them out and
see you in future courses.