Blender 4. 2: Full interior scene creation | Marwan Hussain | Skillshare

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Blender 4. 2: Full interior scene creation

teacher avatar Marwan Hussain, 3D Artist and tutor

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      001 The Intro

      1:42

    • 2.

      002 Before you get started

      1:44

    • 3.

      003 Setting up the reference plane image

      9:37

    • 4.

      004 Setting up the reference elevation images

      10:31

    • 5.

      005 Extruding walls and creating window openings

      23:01

    • 6.

      006 Creating multi Level floors with steps

      30:57

    • 7.

      007 Designing the interior window frame

      19:15

    • 8.

      008 Designing the interior window frame Part 2

      19:16

    • 9.

      009 Designing the door

      28:06

    • 10.

      010 creating wall paneling decoration

      18:46

    • 11.

      011 creating wall paneling decoration Part 2

      31:40

    • 12.

      012 Arranging picture frames on the wall

      18:48

    • 13.

      013 Creating the TV console

      31:23

    • 14.

      014 Creating the TV

      15:51

    • 15.

      015 Creating the BookShelf

      10:03

    • 16.

      016 Creating the wall book shelf

      9:39

    • 17.

      017 Creating the WallClock

      12:09

    • 18.

      018 Creating the Ceilling

      10:29

    • 19.

      019 Creating pendant lighting Part 1

      12:41

    • 20.

      020 Creating pendant lighting Part 2

      15:50

    • 21.

      021 Creating Spherical Ceiling Lighting

      7:47

    • 22.

      022 Creating the curtain box and fixing the windows height

      17:17

    • 23.

      023 Modeling modern minimalist chair design

      31:34

    • 24.

      024 Modeling round chair

      24:39

    • 25.

      025 How to use BlenderKit to download 3D models

      15:08

    • 26.

      026 Adding some curtains

      19:47

    • 27.

      027 Adding more objects to the scene

      20:56

    • 28.

      028 Adding materials for the wall and panels

      26:57

    • 29.

      029 Texturing the picture frames and other panels

      24:58

    • 30.

      030 Adding texture for the lights part 1

      13:52

    • 31.

      031 Adding texture for lights, door, ground, part 2

      24:45

    • 32.

      032 Adding materials for the chairs and adding a new carpet

      21:43

    • 33.

      033 Focusing on the furniture materials

      13:08

    • 34.

      034 Adding materials for the curtains

      8:03

    • 35.

      035 Adding materials for the windows

      3:58

    • 36.

      036 Adding lights for the scene

      22:07

    • 37.

      037 Rendering the scene with interior lighting

      25:11

    • 38.

      038 Post Process the rendered images using Photoshop

      10:54

    • 39.

      039 Creating a natural lighting

      19:03

    • 40.

      040 Adding fog effect for the scene

      11:53

    • 41.

      041 Post Process the final render

      14:02

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About This Class

Mastering Interior Scene Creation in Blender 4.2

Step up your Blender skills with this in-depth course designed to teach you how to create stunning, photorealistic interior scenes from start to finish! This course is perfect for intermediate Blender users who already know their way around the basics and are ready to dive into more advanced techniques to bring their creative visions to life.

What You’ll Discover:

  • Working with References: Start by importing architectural plans or reference images directly into Blender, laying the groundwork for your scene with precision.

  • Advanced Modeling: We’ll cover the modeling process in-depth, creating much of the furniture and decor from scratch. For added variety, we'll use BlenderKit to bring in additional 3D models, giving your scene a rich, diverse look with minimal effort.

  • Texturing Mastery: Learn how to expertly texture your scene using pre-made materials from BlenderKit and take it further by creating custom textures for that unique, professional touch.

  • Lighting Like a Pro: Elevate your scene with advanced lighting techniques:

    • Discover how to create a Night Scene, using interior lighting to craft a moody, atmospheric environment.
    • Master Natural Lighting by utilizing Blender’s sky texture to simulate daylight with incredible realism.
    • Bring drama to your render with a captivating Sunbeam Effect (or Light Beam Effect), where sunlight streams through the windows, casting beautiful shadows and highlights that enhance the depth of your scene.
  • Rendering & Post-Processing: We’ll take your final renders to the next level with techniques like Depth of Field, adding a cinematic feel to your shots. Once the rendering is complete, we’ll move the images to Photoshop for advanced post-processing, ensuring your final product is as polished as possible.

Why This Course?

This course isn't just about modeling and texturing—it’s about creating a complete, realistic interior scene that tells a story. You’ll learn the full workflow, from setting up your scene to adding those all-important finishing touches that make your work stand out. By the end of the course, you'll have a portfolio-worthy project that showcases your newfound ability to create stunning interiors in Blender 4.2.

I’m Marwan Hussein, a passionate Blender instructor with over 6 years of experience in creating high-quality 3D content. Let’s turn your interior design concepts into reality!

Meet Your Teacher

Teacher Profile Image

Marwan Hussain

3D Artist and tutor

Teacher

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

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

See full profile

Level: Intermediate

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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.